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Tar Creeper

Large elemental, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 123 (13d10 + 52)
  • Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 18 (+4) 4 (-3) 10 (+0) 7 (-2)

  • Skills Perception +3, Stealth +5
  • Damage Vulnerabilities fire
  • Damage Resistances lightning; bludgeoning, piercing and slashing from non magical attacks
  • Senses darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge 8 (3,900 XP)


Hold Breath. The tar creeper can hold its breath for 30 minutes.

Tar Stench. Any creature other than a tar creeper that starts its turn within 5 feet of the tar creeper must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all tar creepers for 1 hour.

Swamp Camouflage. The tar creeper has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

Swamp Mobility. The tar creeper ignores difficult terrain created by swamps, and can see through non magical mists of swamplands.

Charge. If the tar creeper moves at least 10 feet straight toward a target and then hits it with a claw attack on the same turn, the target takes an additional 14 (3d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Actions

Multiattack. The tar creeper makes two attacks with its poison claws.

Poison Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 7 (2d6) poison damage.

Tar Spray (1/Day). The tar creeper sprays sticky tar in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw. On a failed saving throw a creature's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions.
    A creature can remove the tar on itself during a short or long rest by bathing in water, alcohol, or vinegar.