There's only one monster that grants allies temporary HP.
It grants 5 temporary HP in a burst.
Note that 5 is less than the minimum damage from a hit at that critter's level (L2, so party should have +1 items). However, 5 is more than expected side-effect damage (e.g. Cleave's secondary effect should be 3 to 4).
So, here's what I am doing for minions with temporary HP:
Each minion only has three states:
--- Has Temp HP
--- No Temp HP
--- Dead
If you deal side-effect damage less than the temp HP that a minion has, it loses all of them anyway, and is one hit (or side-effect) away from being killed. If you hit, you probably kill it anyway: announce your damage, he's very likely to be dead.
I don't track temp HP for minions. They either have some, or they don't. One extra bit of information per minion, plus the number of temp HP they'd have at most, and I know everything important.
Cheers, -- N
I like this. Very clean and elegant, and keeps with the concept of minions without discarding Temp HP entirely.
I think I'm going to "borrow" this one...