(Image comes from artist Dave Melvin’s DeviantArt page and
is and is © Paizo Publishing.)
Man, what is it with horse-headed evil things? The Mares
of Diomedes, kelpies, nightmares, leukodaemons… Maybe it’s because horses retain a certain lively,
sometimes wicked spark that has been snuffed out of other herbivores we’ve
domesticated. Or because the balance of
power between horse and rider can shift so quickly—one minute you’re the
master, the next just helplessly along for the ride.
Or maybe it’s because horse skulls are just freakin’ creepy.
Anyway, the tikbalang is a creature from Philippine folklore
that, like so many creatures in folklore, likes to lead travelers astray. The Pathfinder version has got a number of
magical talents to aid it in its endeavors, from the usual illusory effects
right up to and including banishing victims into an extradimensonal maze.
And then of course it can puncture you with its spines, trample you, or
simply devour you (after “pack[ing your] mouth with leaves and moss to stifle
[your] screams”—a nice little tidbit from Bestiary
4).
Unlike many other
similar creatures in folklore, there’s no one good way to ward off a
tikbalang’s attention. Bestiary 4 mentions that it can be
“bribed or mollified […] 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”…but the exact offering can change day to day with no explanation or
advance warning. One imagines that
peasants who live near a tikbalang rely on an assortment of these rituals to
satisfy the creature, as well as their own familiarity with the jungle and
basic good luck. Out-of-town adventurers
will likely have to rely on the old standbys: swords and spells.
Adventurers must
traverse the jungle along a narrow path that just barely holds the wild at
bay. Worse yet, tikbalangs haunt the
path, always spying for an opportunity to lure the gullible into the underbrush
or even seize a victim and pull him up into the trees. Fortunately, a shaman the adventurers
befriended secures them the services of an exceptional guide: a chain-smoking
kapre. The plant creature serves the
forest first, however, and if the adventurers show disrespect to nature the
kapre will leave them for the tikbalangs to hunt…or worse, join the tikbalangs
in tormenting them.
A particularly sickly
tikbalang (for simplicity’s sake, use the Young template) haunts a moss-hung
forest tainted by necromancy. But the
monstrous humanoid’s infirmity has not stopped it from racking up a body
count. Its specialty is leaving the
beheaded bodies of its victims for their friends to find. Thanks to the forest’s vile taint, many of
the absent heads have reanimated as beheaded (use stats for shrieking medusa
head from Pathfinder Adventure Path 43:
Haunting of Harrowstone) that follow the tikbalang like hungry hounds.
Adventurers transport
a cleric to his new post, a monastery above a sugar cane plantation, only
to find the town in fear. The rapid
expansion of the settlers’ farms has disturbed and displaced the strange fey
known only as thin men. For revenge the
thin men have lured a tikbalang and his soucouyant bride to
the settlement, promising them man-flesh aplenty. Now new dead turn up daily. If the adventurers succeed in slaying or
coming to terms with the tikbalang and the thin men, the blood crone will attempt
to steal away on their ship to spread her evil to new lands.
—Pathfinder Bestiary 4
260
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