Sounds good.
Added to
Homebrews.
It is, however, an adroit shapechanger, and commonly takes the form of an old man.
Shall we adapt this?
Change Shape (Su): A doppelganger can assume the shape of any Small or Medium humanoid. In humanoid form, the doppelganger loses its natural attacks. A doppelganger can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a doppelganger reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.
Skills: *When using its change shape ability, a doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.
When a Tikbalang leads a victim into its thicket, it can cast over the victim a glamer similar to that caused by a maze spell - the victim will be trapped for the same length of time, although the effect does not include travel to another plane.
Here's the maze spell relevant text...
You banish the subject into an extradimensional labyrinth of force planes. Each round on its turn, it may attempt a DC 20 Intelligence check to escape the labyrinth as a full-round action. If the subject doesn’t escape, the maze disappears after 10 minutes, forcing the subject to leave.
On escaping or leaving the maze, the subject reappears where it had been when the maze spell was cast. If this location is filled with a solid object, the subject appears in the nearest open space. Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape a maze spell, although a plane shift spell allows it to exit to whatever plane is designated in that spell. Minotaurs are not affected by this spell.
Apart from these abilities, the Tikbalang can fly at will by walking on air, and can cause blindness, disease, and insanity once each per day. It can use a word of recall once per day, vanishing in a cloud of dust and falling stones similar in effect to the hailstone type of ice storm, which causes 1d6 damage to any within 10 ft. of the spot it vacates (saving throw halves damage).
SLAs: At will (?)--greater teleport; 1/day--blindness/deafness, contagion, insanity.
Deadly Vanishing (Su): When a tikbalang uses its greater teleport ability, a cloud of dust and falling stones appears in a 10-foot-radius centered on a square it exits. This cloud lasts for 1 round and deals 1d6 points of bludgeoning damage. (Should it affect visibility due to dust?)
In its natural form, it can also roar once per turn, causing fear as the spell unless the appropriate saving throw is made.
Covered by great roar ability of agta?
5% of Tikbalangs can also immolate in the same way as a Type VI demon, the flames causing 3d6 damage to any within range.
Let's just make this standard for all tikbalangs. Here's the balor's ability....
Flaming Body (Su): The body of a balor is wreathed in flame. Anyone grappling a balor takes 6d6 points of fire damage each round.
We should modify it so it isn't always active, but is something it can choose to activate. And drop the damage to 3d6, of course.