Berbalang (Forked Thread: Best and...)

CapnZapp

Legend
Forked from: Best and worst of 4th Ed. Monsters

Wik said:
I agree with a lot of these comments, but I'll add a few good monsters that haven't been mentioned yet:

1) The Berbalang (fun-looking solo!)

Questions regarding this monster (MM page 34):

First and most important question: is it at all possible to tell the original apart from the duplicates? Or do you need to realize "let's attack the one not causing psychic damage?".

"Duplicates last until the berbalang reaches 0 hit points, absorbs them, or uses sacrifice."
So a duplicate isn't "killed" when it reaches zero hp, only when the berbalang itself does?!?

"A duplicate must stay within 10 squares of the berbalang at all times or it disappears."
So one easy way of winning the fight is to force-move the berbalang out of range of its duplicates? (Not outright winning, but at least depriving the monster of its "allies", and a bucketload of hp as well)

"When the berbalang manifests a duplicate, the berbalang loses one-quarter of its current hit points"
So each manifested duplicate has less hp than the last?
#1: 102 hp (Barbalang has 306 hp remaining)
#2: 76 hp (Barbalang has 229 hp remaining)
#3: 57 hp (Barbalang has 172 hp remaining)
#4: 43 hp (Barbalang has 129 hp remaining)
With Excel, this was easy to calculate. But in play? (Isn't this too complicated for 4E, you think?)

"Summon Duplicate (minor, not while bloodied; at-will)"
(My emphasis)
"It can have no more than four duplicates at once"
The barbalang becomes bloodied at 204 hp. How does it ever manifest its fourth simultaneous duplicate?!

"Absorb Duplicate
The berbalang absorbs a duplicate adjacent to it and regains 50 hit points."
Okay, so it makes sense for the berbalang to reabsorb duplicates that have taken lots of damage, healing itself in the process.
Now, I haven't done the math, but my first thought was that if it could manifest that crucial fourth duplicate (which the text heavily suggests), it has a ready source of exactly 28 free hp. :-)

Manifest a fourth duplicate, lose 43 hp. Absorb, gain 50 hp. Repeat until duplicate manifests with exactly 50 hp. Then begin combat.

(No, it really doesn't work... If it somehow heals those 204-172=32 hp needed to manifest a fourth time, that duplicate starts out with 51 hp, which is exactly the amount needed for reabsorbtion to work at a loss. At least here the designer did his homework :-)



My final question is for those who have run this monster in actual play. It seems the Berbalang exposes itself to tremendous risk - it will quickly lower its hp to about half. Doesn't this equip the monster with a glass jaw?

Its reabsorption ability sounds good in theory, but as its attacks differ from those of its duplicates, it seems to be easy to tell them apart. A party that doesn't waste any attacks on duplicates will win the encounter fairly quickly, assuming the monster appears alone.

If the berbalang chooses to heal, it does nothing but reabsorb duplicates. This also removes opponents, so this strategy fails quickly.

It seems its best strategy is simply to fight on, hoping to have enough time to sacrifice all its duplicates before it dies. But removing an ally and risking 25 hp seems an awfully steep price to pay, even for the extra damage...

To me the berbalang is either an easy win (if you ignore its duplicates) or almost an unbeatable encounter (if you run it so duplicates and original can't be told apart).


Zapp

PS. I didn't see a way to fork this new thread directly into the 4e rules forum. Mods, feel free to move it there.
PPS. Yes, I checked the errata. Nothing on the berbalang.
 

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We actually just fought a berbalang on Monday (actually, since we were only level 7, our DM downgraded it to match our level and reskinned it as an abberrant mutant) and it was a lot of fun. Our DM outright told us which one was the real creature and which ones were the duplicates; I still enjoyed the fight (as did the other players) and he didn't seem to have any real issues running the creature (at one point, he was running the berbalang and four duplicates). His strategy was to create as many duplicates as possible, keep them close to the main berbalang to gain combat advantage whenever possible, and then freely absorb the duplicates for healing purposes. Because the berbalang is a solo, its relatively high defenses kept us from hitting the main creature or its duplicates consistently, and it didn't have much trouble hitting us for decent damage (my character was down to 15 hit points at one point, and I barely take damage). The combat took a while (about an hour real time), was tactically interesting, and a real challenge, since our DM consistently absorbed duplicates before the berbalang could fall to bloodied status, and once we did bloody it (after we started concentrating on the main creature), there were still duplicates to deal with.
 

I have a Berbalang mentioned in my campaign, that the PCs may or may not encounter sometime in their future (by the time they're there, they could be 9th level or so, which would be too high for a level 10 solo... though I could always level it, I think that messes with the math).

Still, I think it looks like it could be the funnest heroic-level solo in the Monster Manual...
 

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