Onglo are outcasts or hermits, covered in dirt, moss, and the stench of the swamp. Their presence causes discomfort—itching, sneezing, or rash-like effects. Some lean into this pestilent role as hexers or plague-wardens.
Darkvision: Thanks to Tikbalang supernatural origins, they can see in dim light within 60 feet of them as if it were bright light, and darkness as if it were dim light.
Equine legs: Tikbalang have advantage on Athletics checks to jump. However, nonmagical climbing is difficult for them—when climbing, each foot of movement costs 4 extra feet.
Unwelcome touch: Onglo have proficiency in Medicine.
Smoke and shadow: Tikbalang can move through difficult terrain made of natural underbrush or vegetation without expending extra movement.
Noxious aura: Creatures that start their turn within 5 feet of Onglo must succeed on a Constitution saving throw (DC = 8 + proficiency + Constitution modifier) or have disadvantage on the creature's next attack roll or ability check until the start of the creature's next turn. Onglo can suppress or resume this aura as a bonus action.
Cursebite: Once per long rest when Onglo hit a creature with an unarmed strike or natural weapon, the Onglo can force it to make a Constitution saving throw (same DC as above). On a failed save, it gains disadvantage on Constitution saving throws for 1 minute. It can repeat the save at the end of each of its turns.