Page 241 - Monster Manual Expanded III Dragonix
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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.

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