Tar Spill
Large • Ooze • Unaligned
Armor Class 8
Hit Points 76 (9d10 + 27)
Speed 20 ft., climb 20 ft.
Initiative -2 (6)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 6 (-2) | 16 (+3) | 1 (-5) | 6 (-2) | 2 (-4) |
Damage Resistances acid, cold, fire
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, restrained
Senses blindsight 60 ft., passive Perception 8
Languages –
CR 3 (XP 700, PB +2)

Adhesive. The tar spill adheres to anything that touches it. A Huge or smaller creature adhered to the tar spill is grappled, and when a creature hits the tar spill with the weapon, that weapon becomes stuck in it (escape DC 13).
Amorphous. The tar spill can move through a space as narrow as 1 foot wide without squeezing.
Flammable. When the tar spill takes fire damage, it starts burning. While burning, the tar spill creates a lightly obscured area in a 10-foot emanation originating from it. Constitution Saving Throw: DC 13, any creature that starts its turn inside the area. Failure: The target becomes poisoned until the start of its next turn.
Spider Climb. The tar spill can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Tar Trail. When the tar spill moves, it leaves a trail, and the area becomes difficult terrain until the end of its next turn. Strength Saving Throw: DC 13, a creature entering the area for the first time on a turn. Failure: The target’s speed is reduced to 0.
Unusual Nature. The tar spill doesn't require air or sleep.
ACTIONS
Pseudopod. Melee Weapon Attack: +5, reach 5 ft. Hit: 19 (3d10 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Ability checks made to escape this grapple have disadvantage.
BONUS ACTIONS
Envelop. Strength Saving Throw: DC 13, one creature grappled by the tar spill. Failure: The target is suffocating, can't cast spells with a verbal component, and is restrained until the grapple ends. If the tar spill is burning, the target starts burning too.
Tar Spill
Large • Ooze • Unaligned
Armor Class 8
Hit Points 30 (4d10 + 8)
Speed 20 ft., climb 20 ft.
Initiative -2 (6)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 6 (-2) | 14 (+2) | 1 (-5) | 6 (-2) | 2 (-4) |
Damage Resistances acid, cold, fire
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, restrained
Senses blindsight 60 ft., passive Perception 8
Languages –
CR 1/2 (XP 100, PB +2)

Adhesive. The tar spill adheres to anything that touches it. A Huge or smaller creature adhered to the tar spill is grappled, and when a creature hits the tar spill with the weapon, that weapon becomes stuck in it (escape DC 12).
Amorphous. The tar spill can move through a space as narrow as 1 foot wide without squeezing.
Flammable. When the tar spill takes fire damage, it starts burning. While burning, the tar spill creates a lightly obscured area in a 5-foot emanation originating from it. Constitution Saving Throw: DC 12, any creature that starts its turn inside the area. Failure: The target becomes poisoned until the start of its next turn.
Spider Climb. The tar spill can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Tar Trail. When the tar spill moves, it leaves a trail, and the area becomes difficult terrain until the end of its next turn. Strength Saving Throw: DC 12, a creature entering the area for the first time on a turn. Failure: The target’s speed is reduced to 0.
Unusual Nature. The tar spill doesn't require air or sleep.
ACTIONS
Pseudopod. Melee Weapon Attack: +4, reach 5 ft. Hit: 7 (1d10 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Ability checks made to escape this grapple have disadvantage.
BONUS ACTIONS
Envelop. Strength Saving Throw: DC 12, one creature grappled by the tar spill. Failure: The target is suffocating, can't cast spells with a verbal component, and is restrained until the grapple ends. If the tar spill is burning, the target starts burning too.
Tar Spill
Large • Ooze • Unaligned
Armor Class 8
Hit Points 133 (14d10 + 56)
Speed 20 ft., climb 20 ft.
Initiative -2 (6)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 6 (-2) | 18 (+4) | 1 (-5) | 6 (-2) | 2 (-4) |
Damage Resistances acid, cold, fire
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, restrained
Senses blindsight 60 ft., passive Perception 8
Languages –
CR 6 (XP 2,300, PB +3)

Adhesive. The tar spill adheres to anything that touches it. A Huge or smaller creature adhered to the tar spill is grappled, and when a creature hits the tar spill with the weapon, that weapon becomes stuck in it (escape DC 15).
Amorphous. The tar spill can move through a space as narrow as 1 foot wide without squeezing.
Flammable. When the tar spill takes fire damage, it starts burning. While burning, the tar spill creates a lightly obscured area in a 15-foot emanation originating from it. Constitution Saving Throw: DC 15, any creature that starts its turn inside the area. Failure: The target becomes poisoned until the start of its next turn.
Spider Climb. The tar spill can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Tar Trail. When the tar spill moves, it leaves a trail, and the area becomes difficult terrain until the end of its next turn. Strength Saving Throw: DC 15, a creature entering the area for the first time on a turn. Failure: The target’s speed is reduced to 0.
Unusual Nature. The tar spill doesn't require air or sleep.
ACTIONS
Multiattack. The tar spill makes two Pseudopod attacks.
Pseudopod. Melee Weapon Attack: +7, reach 5 ft. Hit: 20 (3d10 + 4) bludgeoning damage, and the target is grappled (escape DC 15). Ability checks made to escape this grapple have disadvantage.
BONUS ACTIONS
Envelop. Strength Saving Throw: DC 15, one creature grappled by the tar spill. Failure: The target is suffocating, can't cast spells with a verbal component, and is restrained until the grapple ends. If the tar spill is burning, the target starts burning too.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
