Tar Man (3.5e Monster)

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Author: Eiji-kun (talk)
Date Created: 6-7-15
Status: Complete
Editing: Clarity edits only please
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Tar Man
Size/Type: Medium Outsider (Abomination, Evil, Extraplanar)
Hit Dice: 15d8+165 (285 hp)
Initiative: +10
Speed: 30 ft
Armor Class: 30 (+10 dex, +10 natural), touch 20, flat-footed 20
Base Attack/Grapple: +15/+23
Attack: Tentacle +25 melee (1d6+8, 20/x2) or Unarmed Strike +25 (1d4+8, 20/x2)
Full Attack: Six Tentacles +25 (1d6+8, 20/x2) and Unarmed Strike +25/+20/+15 (1d4+8, 20/x2)
Space/Reach: 5 ft/10 ft
Special Attacks: Devour Memories, Improved Grab, SLAs, Summon
Special Qualities: Abomination Traits, Anathematic Secrecy, Aura of Forgetfulness, Autonomous Tentacles, Blindsight 500 ft, Darkvision 60 ft, DR 15/good, Immunities, Impervious to the Divine, Long Reach, Low-Light Vision, Regeneration 15, Resist Cold/Fire 20, SR 27, Telepathy 1000 ft, True Seeing, Undying
Saves: Fort +20, Ref +19, Will +13
Abilities: Str 26, Dex 30, Con 32, Int 23, Wis 19, Cha 25
Skills: Bluff +25, Craft Technology +24, Diplomacy +25, Intimidate +25, Listen +22, Move Silently +28, Sense Motive +22, Tumble +28
Feats: Weapon Finesse B, Improved Unarmed StrikeB, Combat Expertise, Combat Reflexes, Stand Still, Improved Trip, DarkstalkerLoM, Why Won't You Die
Environment: Any
Organization: Unique
Challenge Rating: 15
Treasure: Standard
Alignment: Always Neutral Evil
Advancement: By character class
Level Adjustment:

Before you is a tall thin man in a gray pinstripe tuxedo, prim and proper as can be, with a dull tan tie as the only splash of color on the otherwise unsatiturated gentleman. Around its next and collars where skin meets cloth, its tarry black featureless skin seems to worm and crawl like insects. It's face is a smooth blob of tar, no eyes, ears, or nose to be seen. Only a wide mouth of perfect teeth, stretching into an all-too-wise smile as it makes sight of you.

The tar man is an abomination, a herald of a terrible entity known as the Infernal Train. When the Infernal Train's influence comes upon the world, the tar man is not far behind. The motives of the tar man are often unclear and its behavior both friendly and jovial, and brutal and heartless. It's ultimately goal is certainly to bring about the Infernal Train's appearance by whatever means are most likely. Identifying his purpose is a DC 40 Knowledge History check, in order to recall vague tales of the last time he, and the dread train, had appeared.

The tar man's height seems to change but is always tall, often between 6'6" and 7'7". It speaks Aklo and all other languages thanks to tongues.


When engaging in combat, the tar man seems to grow slightly and his hidden tentacles are revealed, spouting out of his back and sides. They move of their own volition, grappling his opponents as the tar man helps beat upon them or uses its spell-like abilities. It keeps a cheerful and calm demeanor, unnaturally so. Perhaps due to its effective invulnerability to death, it's not afraid of minor setbacks like dying.

Abomination Traits: The tar man is an abomination, a herald of the Infernal Train. As an abomination it is not subject to death from massive damage, and has have maximum hit points per Hit Die. Abominations have the blindsight extraordinary ability to a range of 500 feet. Abominations can choose both nonepic and epic feats as part of their feat selection. As an abomination it counts as a rank 0 deity.

Anathematic Secrecy (Ex): The tar man is immune to all divine divination spells and effects.

Aura of Forgetfulness (Su): The tar man has an insidious aura which makes people forget what they were doing. Those within 10 ft must make a DC 24 Will save, or forget what they were doing for the round. Treat as dazed. A creature which successfully saves against the aura is immune for 24 hours. This is a mind-affecting effect. The saving throw is Charisma based.

Autonomous Tentacles (Ex): The tar man's tentacles have a mind of their own. The tentacle's actions do not count towards the tar man's own actions, allowing him to full attack with his tentacles, and full attack with his unarmed strike or use a spell-like ability. It is effectively two creatures which share their move actions.

In addition, when an autonomous tentacle grapples a creature, the tar man is not considered grappled himself. He can hold up to six creatures, one per tentacle, without being considered grappled. He could also grapple a seventh creature with his actual hands, in which case he would be considered grappling.

Devour Memories (Su): The tar man's undoubtedly had a relation to the fell ruinous powers which follow it. While the ruinous power's slime is corrosive to the body, the tar man's slime corrodes the mind. Those grappled (or grappling) the tar man must make a DC 24 Will save or begin losing memories from their head. This has the effect of a negative level, in addition to personal loss. If your negative levels equal your HD you do not die, but instead your Int score becomes - and you become mindless, which can only be cured by defeating the tar man, or a miracle or wish spell. If the tar man is defeated, the memories and levels of all creatures it has stolen from return. This is a mind-affecting effect. The saving throw is Charisma based.

Impervious to the Divine (Ex): The tar man is immune to all divine spells, whether from a spellcaster or a magic item. It is also immune to spell-like and supernatural abilities of extraplanar creatures and deities.

Improved Grab (Ex): To use this ability, the tar man must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Immunities (Ex): The tar man is immune to acid, ability damage, ability drain, death effects, disease, mind-affecting effects, petrification, poison, and polymorphing.

Long Reach (Ex): The tar man has a deceptively large reach, as its body stretches and deforms easily. It has the reach of a creature one size larger than itself, though it still uses weapons appropriate for its actual size.

Regeneration (Ex): The tar man's regeneration is bypassed by silver and good damage.

Spell-Like Abilities (Sp): At will- acid arrow, detect thoughts (DC 19), modify memory (DC 21), tongues; 3/day - calm emotions (DC 19), charm monster (DC 21), crushing despair (DC 21); 1/day- acid fog, confusion (DC 21), feeblemind (DC 22), maddening scream, mind fog (DC 22). The DCs are Charisma based.

Summon (Su): The tar man can summon 1 drifting ruins, 1d3 menacing ruins, or 2d3 insidious ruins at will as a 1 round action. However, it must wait til its previous summons perish, or he dismisses his previous summons, to summon again.

True Seeing (Su): The tar man is constantly under the effects of true seeing.

Undying: The tar man never really seems to die for good, and no known ability seems to keep him down forever. Even if slain, imprisoned, obliterated, erased from history, or any other effect, the moment the Infernal Train's presence touches a world it simply exists. This leads many to believe that the tar man is no creature at all, but merely the shadow to the foul intellect behind the Infernal Train, a herald for the Engineer. If killed (or effectively killed) it returns once the Infernal Train's sign grows stronger, or after a year and a day. If the overwhelming sign is showing, it returns in 1d10 days in a random location in the world.

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Eiji-kun's Homebrew (5338 Articles)
AlignmentAlways Neutral Evil +
AuthorEiji-kun +
Challenge Rating15 +
EnvironmentAny +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeMedium +
SubtypeAbomination +, Evil + and Extraplanar +
TitleTar Man +
TypeOutsider +