Tigbanua (5e Creature)

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Design Note: This creature is ported from the 3e monster with help from this DmDave homebrew


Large monstrosity, chaotic evil

Armor Class 17 (natural armor)
Hit Points 36 (8d8)
Speed 30 ft., climb 20 ft.

11 (+0) 14 (+2) 10 (+0) 2 (-4) 14 (+2) 9 (-1)

Skills Perception + 2
Senses passive Perception 12, darkvision 60 ft.
Languages Buso (a language from Kara-Tur)
Challenge 2 (450 XP)

Fearsome Presence. Any creature other than a tigbanua that starts its turn within 10 feet of the tigbanua must succeed on a DC 10 Wisdom saving throw or become frightened for 1 minute. The creature can repeat this saving throw at the end of each of its turns, ending the effect on itself with a success. On a successful saving throw, the creature is immune to the fearsome presence of all tigbanuas for 24 hours.


Multiattack. The tigbanua makes three attacks: two with its claws and one with its bite.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 3) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 3) slashing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or be cursed with the Tagamaling Curse.

The tigbanua are humanoids evolved from the cannibalistic giants, the busaws, of isles in Kara-Tur. They have the same horrid appetite for human flesh and are known for being unclean, with dirty hair, moss, lice and soil coating their tall and emaciated bodies. They have evolved to be more adapted to living in trees, and stalk the forests at night. Tigbanua are known for their trademark monocular face, long claws and a grin of terribly long fangs. Their dirty skin is commonly yellowish and leathery, and they have depressed noses. Their long necks were capable of turning around all the way and even bending backwards to increase their range of vision.

While they did not have set dens or lairs, tigbanuas travel in hunting packs of around six members. They communicate in their mongrel language of buso, which they created despite their lack of intelligence. They commonly like to strike fear into prey quickly and then attack all at once with their natural weapons. They are not very brave and usually rely on this element of surprise. If they realize they are outmatched, they will scatter. Tigbanuas are known to be terrified of dogs.

Tagmaling Curse[edit]

A humanoid creature can be afflicted with the tagamaling curse after being wounded by a tigbanua's wicked claws. Each night, there is a cumulative 1% chance (1% the first night, 2% the second night, 3% the third night, and so on) that a cursed creature undergoes a horrible transformation that lasts the duration of the night. A transformed victim becomes a tagamaling: its feet become long and bony, its eyeballs fuse together into a single red or yellow eye, its hands sprout sharp claws, and its teeth enlarge into horrible fangs. The tagmaling buso’s Intelligence score becomes 2 for the duration of the transformation, and the creature attacks every creature it sees, not differentiating between foe or ally.

In tagamaling form, a creature can only attack with its claws and bite like a tigbanua does. A Medium or Small tagamaling’s claws deal 1d4 points of slashing damage plus any Strength or Dexterity modifier and its bite deals 1d3 points of piercing damage.

When dawn arrives, the transformed victim returns to its natural form and retains no memory of any actions committed during the night. The creature takes 2 levels of exhaustion to a maximum of 4. A remove curse spell can rid an afflicted creature of the curse. However, when the chance of transformation reaches 100% (after 100 days), the victim can no longer be cured by any means short of a wish spell or miracle.

A tagamaling's statistics are the same as the tigbanua's except it does not have the fearsome aura trait and does not cause the tagamaling curse with its claw attacks.

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