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Jelly, Tar

The small pool of bubbling tar before you is much more than it seems. In an instant it climbs the wall and springs from the cavern ceiling.

Tar Jelly
CR 2

XP 600
N Small ooze
Init +2; Senses blindsight 60 ft.; Perception -5

DEFENSE

AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 19 (3d8+3); fast healing 2
Fort +2; Ref +3; Will -4
Immune fire, ooze traits

OFFENSE

Speed 30 ft., climb 30 ft.
Melee slam +6 (1d4 +3 plus grab)
Special Attacks constrict (1d4 +3)

STATISTICS

Str 17, Dex 15, Con 13, Int 2*, Wis 1, Cha 1
Base Atk +2; CMB +4 (+8 to grapple); CMD 16 (cannot be tripped)
Feats Improved Grab*, Skill Focus (Stealth)
Skills Climb +15, Stealth +17; Racial Modifiers +4 Stealth
SQ flammable, sticky, ooze traits

SPECIAL ABILITIES

Flammable (Ex)

If a tar jelly is exposed to an attack that would normally inflict fire damage if the ooze was not immune, the tar jelly burns for 1d6 rounds afterwards, adding 1d6 fire damage to its slam attacks and constriction damage. Those with tar jelly tendrils attached to them also take 1d6 fire damage each round that they are attached.

Sticky (Ex)

Any opponent within 5 feet of the tar jelly who successfully hits it with a melee attack automatically receives a ropey tendril of tar affixed to him. Those affected by the tar tendrils cannot move more than 5 feet away from the tar jelly and take a –2 penalty to AC as long as they are stuck. The tar jelly tendril can be removed by making an opposed Strength check as a standard action or by dealing 2 points of slashing damage to the tendril (AC 11, damage does not deplete the tar jelly’s actual hit points, nor incur a new tendril). The tar jelly cannot move more than 5 feet away from the target, but can release its tendril as a free action. There is no limit to the number of tendrils that a tar jelly can produce, but only one tendril can affect each individual target at a time. A tar jelly has a +4 bonus to attacks opponents that have its tendrils affixed to them.

Editor’s Note

There is no Improved Grab feat in the Pathfinder Roleplaying Game and oozes are normally mindless (they have Int —.) While some oozes do have an Intelligence score the flavor or descriptive text makes no mention of such so we feel this was likely a simple oversight by the author.

GMs are encouraged to make this creature mindless and as a result remove its feats. Doing so changes the creature’s Statistics block to the following:

STATISTICS

Str 17, Dex 15, Con 13, Int —, Wis 1, Cha 1
Base Atk +2; CMB +4 (+8 to grapple); CMD 16 (cannot be tripped)
Skills Climb +11, Stealth +14; Racial Modifiers +8 Stealth
SQ flammable, sticky, ooze traits

ECOLOGY

Environment any underground
Organization solitary or pit (2-6)
Treasure incidental

Section 15: Copyright Notice – Remarkable Races: Compendium of Unusual PC Races, Pathway to Adventure Edition
Remarkable Races: Compendium of Unusual PC Races, Pathway to Adventure Edition. Copyright 2009, Alluria Publishing; Author: J. Matthew Kubisz