Tar Zombie Snatcher

Level 6
Creature· evilUncommonMediumLegacy
AC 22
HP 130 (void healing)
Speed 25 ft.
Fort +18
Ref +10
Will +13
Perc +12
Size Medium
Uncommon
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses fire 5, vitality 5, slashing 5
Senses darkvision
Speeds 25 ft., climb 10 ft.
Skills athletics +15, stealth +10
Recall Knowledge religion DC 24

Attacks

Melee Fist +17/+12/+7(unarmed)
Damage: 2d8+8 bludgeoning
Effect: improved grab

Abilities

Flammabledefensive

A tar zombie requires a successful DC 20 flat check to recover from persistent fire damage. This DC isn't reduced for assisted recovery.

Void Healingdefensive

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.

Vomit Tar◆◆offensive(primal)

The tar zombie vomits a gout of sticky tar in a 15-foot cone that deals 5d6 bludgeoning damage ((DC 24 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 Graboffensive

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 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.