Tikbalang

Mar 2, 2016 5:45 am
I haven't mentioned it on this thread but I am Filipino. One of the things I've always wanted to do is to recreate as a D&D PC one of the creatures from Filipino folklore, the Tikbalang. The creature has the body of a man and the head, hooves, and tail of a horse. It is incredibly fast and immensely strong. It is a trickster, waylaying travellers who trespass on its domain. Here's a short video that tells you more if you're interested.

I first started working on this race when 5th edition had just come out. Putting emphasis on the speed rather than the strength I used the Wood Elf as the template as that seemed closest. But when Unearthed Arcana Waterborne Adventures came out with the minotaur, that got me real excited! Here was a playable half man, half beast. I decided the tikbalang could fill a similar niche as the minotaur, but as a dextrous trickster instead of as a strength-based brute (and so we're back at the elf, sort of). In the end what I've come up with is a combination of minotaur, trickster elf, and the warhorse stat block (PHB Appendix D).

I actually already play this race in an Out f the Abyss game here on GP. I may in the end choose not to use this race for this game but I just thought I'd put it out there so I have it as an option (if approved).

Comments appreciated.
Quote:

https://s-media-cache-ak0.pinimg.com/736x/3b/b2/5d/3bb25dd0d52265e6548eaaa9c0245cd5.jpg

TIKBALANG TRAITS:

Ability Score Increase: Your Dexterity score increases by 2, Charisma by 1.

Alignment: Malevolent fey, tikbalang tend towards chaos & evil. But some have been known to be aloof and capricious at best.

Size: Your size is Medium.

Languages: You can speak, read, and write Common and Sylvan.

Fleet of Foot: Your base walking speed increases to 35 feet.

Hooves: You are never unarmed. You are proficient with your hooves, which are a (Strength-based) melee weapon that deals 2d6 bludgeoning damage.

Trampling Charge: If the tikbalang moves at least 20 feet straight toward a creature right before hitting it with a hooves attack, the target must succeed on a Strength saving throw or be knocked prone. The DC for this save is DC 8 + Strength modifier + proficiency bonus. If the target is knocked prone, the tikbalang can take a bonus action to make another attack with its hooves against the target.

Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Tikbalang Magic: You know the minor illusion cantrip. When you reach 3rd level, you can cast the longstrider spell once per day. When you reach 5th level, you can also cast the misty step spell once per day. Charisma is your spellcasting ability for these spells.
Last edited March 2, 2016 5:49 am
Mar 2, 2016 6:05 am
2d6 seems a bit excessive for a hooves kick, it's a upright beast as well so it's not got what the centaur or what a horse has, the charge mechanic also would have to be a head butt charge unless it's a front kick unless you're going for a drop kick lol but I feel like anything that allows for a knock down and then a follow up can be almost spammed

Horses have keen hearing also, I looked up there vision when you brought it up and there kinda colourblind and have a blind spot straight infront of them due to there eyes being on the side of there head so that can be added, also I feel like a easily spooked trait should be in this and also a chance to hit a enemy with a hoof kick who has flanked or surprised from behind instead of them getting the jump so like "if an enemy surprise attacks or flanks and attacks you from behind, if the attacker misses there attack, roll a attack roll to see if you hit for hoof (1d6) damage"
Mar 2, 2016 1:05 pm
IMO 1d10 for the hooves attack (like the minotaur's horns attack) would be okay. As a Dextrous race I imagine this is a leap and a kick. In fact, it's not as good as the minotaur's horns: the minotaur is a STR race and the horns are STR-based. The tikbalang is DEX-based but his hooves are STR-based (because I just couldn't justify them being finesse).

TH trampling charge is limited by the required 20-ft run-up, which, in addition to the ability mismatch I mentioned above, discourages spamming.

The Tikbalang is actually kinda prone to MAD. It's a DEX race, its hooves rely on STR, and its limited magic is CHA-based. The way its abilities are laid out is mechanically sub-optimal, but fits the flavor of he race.
Mar 2, 2016 1:59 pm
The tikbalag can seemingly only attack with one hoof given its upright stance tho so it can attack like a human but just with more strength to it so it'll be a 1d8 (1d6 is normal unarmed I believe) if it's doing a jump kick then acrobatics will have to be rolled too

The knocking an enemy prone tho is a issue, Everyone has advantage against them while laying down so if you charge someone and surprise them instantly then everyone can bum rush them, I think one every short rest would balance it plus they have to be your size or lower to knock them prone
Mar 2, 2016 2:11 pm
SirRockNRolla says:
(1d6 is normal unarmed I believe)
Default unarmed strike damage is 1 bludgeoning unless you are an Aarakocra, take monk levels, or have the Tavern Brawler feat.

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