The Tar Elemental is a hulking brute of sheer strength and surprising speed. It appears as a churning mass, largely humanoid in shape. Its shifting form can rapidly extend viscous tendrils to strike at its foes and produce unstoppable waves of tar.
created by u/Plenty_Goose5465 | art by ThemeFinland
Tar Elemental
Large Elemental, Unaligned
- Armor Class 16 (natural armor)
- Hit Points 123 (13d10 + 52)
- Speed 40 ft., climb 30 ft.
STR DEX CON INT WIS CHA 22 (+6) 16 (+3) 18 (+4) 8 (-1) 10 (+0) 10 (+0)
- Saving Throws STR +9, DEX +6, CON +7
- Skills Athletics +9
- Damage Immunities Poison
- Damage Resistances Bludgeoning, Piercing, and Slashing from Magical and Nonmagical Attacks
- Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
- Senses Darkvision up to 60 ft., Passive Perception 10
- Languages Primordial
- Challenge 8 (3,900 XP) ⠀⠀⠀⠀Proficiency Bonus +3
Harden. If the Tar Elemental takes Cold Damage, its speed is decreased by 10 ft., its AC is increased by 2, its melee attacks deal an additional 5 (2d4) Bludgeoning damage, and it becomes vulnerable to all bludgeoning damage. When Harden is activated, Melt is deactivated.
Melt. If the Tar Elemental takes Fire Damage, it becomes engulfed in flames. It takes 5 (2d4) damage at the start of each of its turns, Its speed is increased by 10 ft. and if a creature touches the Tar Elemental, hits it with a melee attack, or is hit by a melee attack from the Tar Elemental, the creature takes 5 (2d4) fire damage. While Melt is active, thick smoke bellows from the flames. Each space within 10 ft. of the Tar Elemental becomes Heavily Obscured. When Melt is activated, Harden is deactivated.
Glide. The Tar Elemental can move normally within any nonmagical difficult terrain and the difficult terrain created by its Eject Mass ability. It can move through a space as narrow as 1 inch wide without squeezing.
Grappler. The Tar Elemental has advantage on attack rolls against a creature it is grappling.
Shed. Whenever a creature is hit by the Tar Elemental or is affected by any of its abilities, or touches it, the creature's speed is halved until the end of its next turn. Whenever a creature affected in this way takes fire damage, it takes an additional 2 (1d4) Fire Damage.
Actions
Multiattack. The Tar Elemental can make one Slam attack and one Crush attack or one Slam attack and either Eject Mass or Consume Mass on its turn.
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (5d6 + 6) bludgeoning damage.
Crush. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 5) bludgeoning damage and the target must succeed on a Constitution Saving Throw (DC 17) or make any Strength or Dexterity checks at Disadvantage until the start of the Tar Elemental's next turn.
Eject Mass (Recharge 5-6). The Tar Elemental creates a wave of tar. The ground in a 20-foot radius centered on it becomes difficult terrain for 1 minute or until Consume Mass is used. When Eject Mass is used, each creature in the affected area must succeed on a Strength Saving Throw (DC 17) or be knocked Prone.
Consume Mass. While Eject Mass is active, the Tar Elemental can withdraw the wave of tar. Each creature within the affected area of Eject Mass must succeed on a Strength Saving Throw (DC 17) or be pulled up to 20 ft. toward the Tar Elemental.
Reactions
Backlash. The Tar Elemental has two large tendrils protruding from it. If a creature within 5 ft. hits the Tar Elemental with a Melee Attack, the Tar Elemental, the attacking creature must succeed on a Dexterity Saving Throw (DC 17) or become Grappled by the Tar Elemental (escape DC 17). The Tar Elemental can have up to two creatures Grappled in this way at a time. While two creatures are Grappled by Backlash, this reaction cannot be made.