Tar Zombie PredatorCreature 7
Source Pathfinder #177: Burning Tundra
Perception +15 (darkvision)
Languages none
Skills Athletics +17, Stealth +11
Str +6, Dex +0, Con +4, Int -5, Wis +2, Cha -3
AC 23; Fort +18; Reflex +11; Will +15;
HP 180 (void healing)
Speed 30 feet (climb 10 feet)
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses Fire 10, Vitality 10, Slashing 10
Fist
+18 (+13, +8) to hit (unarmed) 2d10+10 BludgeoningVoid Healing
A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
FlammableA tar zombie requires a successful DC 20 flat check to recover from persistent fire damage. This DC isn't reduced for assisted recovery.
Tar-Splattered Charge
The tar zombie predator lurches at its foe. It Strides twice and makes a claw Strike, or strides once and makes two claw Strikes. Both Strikes count toward its multiple attack penalty as normal. It can't make a Tar-Spattered Charge again for 1d4 rounds.
Vomit Tar
(primal)The tar zombie vomits a gout of sticky tar in a 15-foot cone that deals 6d6 bludgeoning damage ((DC 25 reflex) save). Creatures that fail the save are Slowed 1 and gain fire weakness 5. Both conditions end after 3 rounds or when the tar is scrubbed off (which requires 3 Interact actions). The tar zombie can't Vomit Tar again for 1d4 rounds.
Effect: Vomit Tar
Improved Grab
Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
MindlessA mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental attribute modifiers are –5. They are immune to all mental effects.
UndeadOnce living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.
ZombieThese undead are mindless rotting corpses that hunger for living flesh.