Tikbalang
Dangerous protectors of deep forests and lush jungles, tikbalangs are malicious creatures that enjoy leading travelers astray. Tikbalangs mimic sounds to lure explorers off their determined path, even separating a single traveler from his group and kidnapping him. They use their magical abilities to make the forest confusing to those passing through, often weaving illusions around a path to hide important turns or cloaking the entire jungle in an unfamiliar appearance.
Sometimes a tikbalang stalks intruders, spying on them from afar or from within the canopies of trees to learn more about its visitors. It then uses its change shape ability to appear as someone familiar to its first victim (such as another member of the group) and leads that person deeper into the woods to become lost. Once the victim is out of hearing range, the tikbalang drags it into a high tree, wraps it in vines, and packs its mouth with leaves and moss to stifle its screams. The tikbalang may eat its prisoner, offer to release it if the other intruders leave, or leave its corpse as a grisly warning to other travelers.
Though sinister and always looking to bring ruin to explorers, tikbalangs can be bribed or mollified into allowing safe passage with offerings or the performance of strange rituals, such as singing a song, wearing a shirt inside out, or giving the monster bread and honey. The exact bribe is different each day, and the tikbalang never explains what it wants.
- HP
- 114 (12d10+48)
- AC
- 22, touch 13, flat-footed 18 (+3 Dex, +1 dodge, +9 natural, –1 size)
- Speed
- 40 ft.
- Init
- +3
- Melee
- bite +18 (2d4+7/19–20), 2 hooves +13 (1d8+10)
- Ranged
- 4 spines +14 (1d6+8)
- Space
- 10 ft.
- Reach
- 10 ft.
- BAB
- +12
- CMB
- +20
- CMD
- 34
- Fort
- +10
- Ref
- +11
- Will
- +11
Weapons: Simple
Spines — As a standard action, a tikbalang can launch four spines from its mane, each dealing 1d6 points of damage plus its Strength bonus. This attack has a range of 120 feet with no range increment. All targets must be within 30 feet of each other. A tikbalang can launch only 24 spines in any 24-hour period.
trample (1d8+10, DC 23)
change shape (Small or Medium humanoid, alter self)
powerful blows (hooves)
sound mimicry (sounds and voices)
<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>
<p class="stat-block-1"> You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.</p>
<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>
<p class="stat-block-1"> You get a +2 bonus on all Fortitude saving throws.</p>
<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>
<p class="stat-block-1"> You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>
Bluff +20, Disguise +6, Perception +18, Sense Motive +9, Stealth +14, Survival +12
- Type
- Monstrous Humanoid
- Alignment
- CE
- Size
- Large
- Environment
- warm jungles or forests
- Organization
- solitary, pair, or gang (3–5)
- Treasure
- standard
- Senses
- darkvision 60 ft., low-light vision, scent; Perception +18
- Languages
- Common, Sylvan
- Source
- Bestiary 4
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Uses feat: Combat Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Deceitful (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Great Fortitude (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Critical (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Spider Climb (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Ventriloquism (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Invisibility (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Major Image (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Fly (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Mirage Arcana (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Maze (Spell)House/Core — covered by the site's Section 15.
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