Jelly, Tar

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

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

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

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

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)

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

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