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Tikbalang

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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.

Special Abilities

Spines (Ex) 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.

Attributes

AC
22, Touch 13, Flat-footed 18 (+3 Dex, +1 Dodge, +9 Natural, 1 Size)
Alignment
Ce
Base Atk
+12
CMB
+20
CMD
34
CR
CR 9
Cha
19
Con
19
Creature Type
Monstrous Humanoid
Dex
16
Environment
Warm Jungles Or Forests
Feats
Combat Reflexes, Deceitful, Dodge, Great Fortitude, Improved Critical (Bite), Power Attack
Fort
+10
HP
114 (12d10+48)
Init
Ce Large Monstrous Humanoid +3
Int
11
Languages
Common, Sylvan
Melee
Bite +18 (2d4+7/1920), 2 Hooves +13 (1d8+10)
Organization
Solitary, Pair, Or Gang (35)
Ranged
4 Spines +14 (1d6+8)
Reach
10 Ft.
Ref
+11
SQ
Change Shape (Small Or Medium Humanoid, Alter Self ), Powerful Blows (Hooves), Sound Mimicry (Sounds And Voices)
Senses
Darkvision 60 Ft., Low-light Vision, Scent; Perception +18
Size
Large
Skills
Bluff +20, Disguise +6, Perception +18, Sense Motive +9, Stealth +14, Survival +12
Space
10 Ft.
Special Attacks
Pounce, Spines, Trample (1d8+10, Dc 23)
Speed
40 Ft.
Spell-Like Abilities
(Cl 12th; Concentration +16) Constant— Spider Climb At Will— Ventriloquism (Dc 15), Invisibility 3/day— Major Image (Dc 17) 1/day— Fly (Self Only), Mirage Arcana (Dc 19) 1/week— Maze
Str
24
Treasure
Standard
Will
+11
Wis
16
XP
6,400
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