Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Resistances & Immunities
Traits
Fire Hazard
When the ooze takes fire damage, it bursts into flame. The ooze continues burning until it takes cold damage or is immersed in water. A creature that touches the ooze or hits it with a melee attack while within 5 feet of it while it is burning takes 5 (1d10) fire damage. While burning, the ooze’s weapon attacks deal an extra 5 (1d10) fire damage.
Sticky Situation
A creature covered in the ooze’s tar has its speed halved for 1 minute. In addition, the tar ignites if touched by a source of fire or if a creature covered with tar takes fire damage. The tar burns until a creature takes an action to snuff out the flames. A creature that starts its turn covered with burning tar takes 10 (2d10) fire damage. A humanoid that dies while covered in tar rises 1 hour later as tar ghoul, unless the humanoid is restored to life or its body is destroyed.
Actions
Hurl Tar
+2 to hit, range 60 ft (18.3 m). Hit: 4d6 necrotic damage.
Ranged Weapon Attack: +2 to hit, range 60 ft., one target. Hit: 14 (4d6) necrotic damage and the target must succeed on a DC 14 Dexterity saving throw or be covered in tar (see Sticky Situation).
Multiattack
The tar ooze makes two pseudopod attacks. If both attacks hit the same target, the target is covered in tar (see Sticky Situation).
Pseudopod
+7 to hit, reach 5 ft (1.5 m). Hit: 1d6+4 plus 4d6 necrotic damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 14 (4d6) necrotic damage.
About Tar Ooze
Tar Ooze is a large ooze with a Challenge Rating of 6. It has a unaligned alignment.
In combat, this creature maintains an Armor Class of 9 and possesses 120 hit points (derived from 15d10+45).
GM Tips: Using Tar Ooze
1 tips available
GM Tips: Using Tar Ooze
When using Tar Ooze in your D&D 5e campaign, consider these tactical approaches:
-
Climbing Advantage: This creature can climb at 20 ft. It can use walls and ceilings for tactical positioning. Consider using 'Spider Climb' negation or fighting in open areas without vertical surfaces.
Player Guide: Facing Tar Ooze
1 strategies available
Player Guide: Facing Tar Ooze
When your party encounters this creature, keep these strategies in mind:
-
Climbing Defense: This creature can climb at 20 ft! It can use walls and ceilings for surprise attacks. Fight in open areas without vertical surfaces. 'Spider Climb' negation spells can help.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 6.
Solo Encounter:
A single character of level 9 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 4,200 XP
- Hard: 6,300 XP
- Deadly: 8,400 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Tar Ooze?
- Tar Ooze has a Challenge Rating of 6, making it appropriate for parties of level 6.0.
- What type of creature is Tar Ooze?
- Tar Ooze is a Large Ooze, which affects how certain spells and abilities interact with it.
Related D&D 5e Content
Related D&D 5e Content
Explore more about ooze creatures and D&D 5e mechanics:
Related Creatures
Champion Warrior
Humanoid · CR 5
Air Elemental
Elemental · CR 5
Alchemist
Humanoid · CR 6
Barbed Devil
Fiend · CR 5
Cambion
Fiend · CR 5
Blackguard
Humanoid · CR 5