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Berbalang
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<blockquote data-quote="burntgerbil" data-source="post: 4645275" data-attributes="member: 49839"><p>Capn' - most of your question spring from the fact that it is a poorly thought out creature. </p><p></p><p>1) I would say yes, they Die. It does not specify that they do not die at 0 hp and last I heard, if it didn't say there's an exception, then there's no exception. </p><p></p><p>2) Force Moving - I would allow the copies to vanish only if the Original Berbalang voluntarily moves out of range. Note that even this was not intended if you read his escape strategy. </p><p></p><p>3) I did do a lot of math spawning and re-absorbing. Although my beer consumption while Dm'ing is probably just slightly above the average curve. </p><p></p><p>4) the 4th duplicate was never an issue in our encounter. </p><p></p><p>5) I allowed my party to automatically - by the way he screeched in combat and made his minions take the damage for him. </p><p></p><p></p><p>After thinking about it, here would be my fixes if I were to run it again. Spawn and Minons would cost no hp to spawn and they would have their own stat blocks. I would have two sub-levels of Berbalang. One would be berbalang spawn - each would have 108 HP. They would cost a standard action to create, recharge on 4-6 and he could have three of these active at any time. When one dies, the original loses 25 HP. Each spawn can create Berbalang Minions as move actions - up to 6 total on the board at one time - each time a minion dies, all spawns and original berbalang lose 10 HP. </p><p></p><p>This would be where I would begin to fix the lil critter.</p></blockquote><p></p>
[QUOTE="burntgerbil, post: 4645275, member: 49839"] Capn' - most of your question spring from the fact that it is a poorly thought out creature. 1) I would say yes, they Die. It does not specify that they do not die at 0 hp and last I heard, if it didn't say there's an exception, then there's no exception. 2) Force Moving - I would allow the copies to vanish only if the Original Berbalang voluntarily moves out of range. Note that even this was not intended if you read his escape strategy. 3) I did do a lot of math spawning and re-absorbing. Although my beer consumption while Dm'ing is probably just slightly above the average curve. 4) the 4th duplicate was never an issue in our encounter. 5) I allowed my party to automatically - by the way he screeched in combat and made his minions take the damage for him. After thinking about it, here would be my fixes if I were to run it again. Spawn and Minons would cost no hp to spawn and they would have their own stat blocks. I would have two sub-levels of Berbalang. One would be berbalang spawn - each would have 108 HP. They would cost a standard action to create, recharge on 4-6 and he could have three of these active at any time. When one dies, the original loses 25 HP. Each spawn can create Berbalang Minions as move actions - up to 6 total on the board at one time - each time a minion dies, all spawns and original berbalang lose 10 HP. This would be where I would begin to fix the lil critter. [/QUOTE]
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