Page 241 - Monster Manual Expanded III Dragonix
P. 241
Tikbalang
Tikbalang (Tik-bahlung)
The tikbalang is a malicious fey creature that resembles a
9-foot tall, muscular humanoid with dark, leathery skin and a
horrid-looking equine head. Its mouth is filled with serrated
teeth, and a crest of sharp, dark, and venomous spines runs
from the back of its neck down to its lower back. The tikbalang
has muscular arms that end in oversized claw-like hands and long
horse-like legs.
Depraved Trickster. The tikbalang is a mischievous and self-
indulgent creature that sees itself as a guardian of nature and
the Feywild against intrusion. However, it doesn’t openly attack
intruders. Instead, it plays tricks and toys with its victims
using its spells and ability to mimic voices, luring and leading
travelers astray while remaining hidden. While the tikbalang
enjoys in the suffering it causes with its cruel games, it doesn’t
intentionally try to kill its victims unless it sees something it
wants from them, such as treasure or an attractive humanoid of
the opposite sex. It is said that one can placate the tikbalang with
offerings of food, treasure, or even a game of witty banter.
Dangerous Weapons. If confronted or provoked, a tikbalang
can be a dangerous foe to face in combat. Aside from its spells,
the tikbalang can deliver vicious kicks and Tail attacks and hurl
venomous spines. Its mouth drips with saliva that contains highly
septic bacteria that can inflict a deadly disease unless treated.
Dark Allies. Tikbalangs prowl the edge of ancient forests near
civilized lands, lurking near roads and trails that mortals take.
They have been known to associate with aswangs, dark duwendes,
kapres, quicklings, and redcaps. Tikbalangs often serve powerful
evil fey, such as hags and malignos.
Tikbalang point maximum by 5 (1d10) on a failure. This reduction lasts until the
disease is cured. The creature dies if the disease reduces its hit point
Large fey, chaotic evil
maximum to 0.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Armor Class 14 (natural armor)
Hit: 7 (1d8 + 3) slashing damage.
Hit Points 75 (10d10 + 20)
Speed 40 ft. Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (1d10 + 3) bludgeoning damage and if the target is a Medium
STR DEX CON INT WIS CHA or smaller creature, it must succeed on a DC 13 Strength saving
17 (+3) 16 (+3) 15 (+2) 13 (+1) 14 (+2) 17 (+3) throw or be knocked prone.
Mane Spine. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one
Saving Throws Dex +5, Con +4, Wis +4
target. Hit: 6 (1d6 + 3) piercing damage and the target is poisoned for
Skills Deception +5, Persuasion +5, Stealth +5, Survival +4
Senses darkvision 60 ft., passive Perception 12 1 minute or until one spends an action to remove the spine.
Languages Common, Sylvan Illusory Appearance. The tikbalang covers itself and anything it is
Challenge 3 (700 XP) Proficiency Bonus +2 wearing or carrying with a magical illusion that makes it look like
another creature of Large size or smaller. The illusion ends if the
Keen Smell. The tikbalang has advantage on Wisdom (Perception) tikbalang takes a bonus action to end it or if it dies.
checks that rely on smell. The changes wrought by this effect fail to hold up to physical
inspection. For example, the tikbalang could appear to have a
Magic Resistance. The sarimanok has advantage on saving throws
regular humanoid face, but someone touching its face would feel
against spells and other magical effects.
its equine-shaped snout. Otherwise, a creature must take an action
Mimicry. The tikbalang can mimic animal sounds and humanoid to visually inspect the illusion and succeed on a DC 20 Intelligence
voices. A creature that hears the sounds can tell they are imitations (Investigation) check to discern that the tikbalang is disguised.
with a successful DC 14 Wisdom (Insight) check.
Innate Spellcasting. The tikbalang’s innate spellcasting ability is
Actions Charisma (spell save DC 13). It can innately cast the following spells,
requiring no material components:
Multiattack. The tikbalang makes three attacks: one Bite attack or
At will: charm person, invisibility, silent image, vicious mockery
Kick attack and two Claw attacks, or three Mane Spine attacks.
3/day each: blindness/deafness, crown of madness, suggestion
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 1/day each: confusion, hallucinatory terrain
Hit: 7 (1d8 + 3) piercing damage. If the target is a creature, it must
succeed on a DC 12 Constitution saving throw against disease or Reactions
become poisoned until the disease is cured. Every 24 hours that Rear Kick. When a creature the tikbalang can see moves within 5
elapse, the creature must repeat the saving throw, reducing its hit feet of it, the tikbalang can make one Kick attack against the creature.
240
Bestiary

