TikbalangCreature 9
Source Pathfinder Bestiary 3
Perception +16 (low-light vision)
Languages Common, Sylvan
Skills Athletics +20, Deception +21, Nature +14, Stealth +17, Survival +16
Str +5, Dex +4, Con +4, Int -1, Wis +3, Cha +6
AC 27; Fort +19; Reflex +17; Will +14;
HP 197
Speed 30 feet
Weaknesses Mental 10
Fist +20 (+16, +12) to hit (agile) 2d6+8 Bludgeoning
Hoof +20 (+15, +10) to hit (reach 10) 2d10+8 Bludgeoning
Low-Light Vision
The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.
Believe the LieThe tikbalang takes a -2 circumstance penalty to saves against illusion spells, and to their Will DC against checks to Lie to them.
Change Shape (concentrate, occult, polymorph, transmutation)The tikbalang takes on the appearance of any Medium or Large humanoid. This doesn't change the tikbalang's Speed or their attack and damage modifiers with their Strikes.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Flailing ThrashThe tikbalang makes two fist Strikes, with each Strike dealing an extra 1d6 damage against creatures grabbing or Grabbed by the tikbalang. The multiple attack penalty doesn't increase until after both attacks.
Unnatural LeapThe tikbalang jumps up to their Speed horizontally, or half that vertically.
Occult Innate Spells (DC 29, +21 to hit)
3rd Level: Hypnotic Pattern
4th Level: Hallucinatory Terrain
8th Level: Maze (Once per Week)
Tikbalangs are forest creatures that delight in leading travelers astray. They deceive and mislead with their formidable magic, leaping from tree to tree while laughing, or neighing, uncontrollably. While not malicious, neither are they empathetic to the plight of their victims. They would sooner forget about those whom they have played tricks on and leave them to die than lead them back to their intended path through guilty altruism.
A tikbalang's occult magic stems from the esoteric mystery of believing the lie. In the moment of crafting illusions or conjuring extradimensional spaces, the tikbalang themself believes that what they are creating is real. This makes their spells harder to resist, and this same principle also makes them very effective liars. But this readiness to believe also makes them susceptible to deceptions and illusions in turn, and they are particularly vulnerable to mind games. Lone travelers without magic of their own often learn riddles, sleight of hand, or other tricks to defend against a tikbalang's oft-deadly entertainment. Other whispers suggest wearing one's shirt inside-out to confuse the creatures, or passing by a tikbalang's forest quietly to avoid drawing their attention.
Unlike most illusionists, tikbalangs can also rely on their physical prowess should the need arise. They have unusually long legs that end in cloven hooves, and they stand as tall as ogres when upright. Skilled climbers and leapers, they are also well known for being master wrestlers, where their long limbs put them at a distinct advantage over their foes. They have elongated faces that, when combined with their well-kempt hair, suggest an equine appearance-although some tikbalangs have saurian or birdlike faces instead.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.