06.01.2015 Views

The Temple Between.pdf

The Temple Between.pdf

The Temple Between.pdf

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

<strong>The</strong> <strong>Temple</strong> <strong>Between</strong><br />

T2: DEATH FROM<br />

ABOVE<br />

Encounter Level 10 (2,500 XP)<br />

Setup<br />

1 berbalang (B), initially with two duplicates (D)<br />

Among the various forces Zithiruun has hired for the<br />

assault on Overlook is a trio of berbalangs, who have<br />

been promised not only substantial riches, but first<br />

pick of the captives and of the dead for their larders.<br />

Thankfully, the PCs themselves only have to deal<br />

with one.<br />

As the battle commences, the berbalang swoops<br />

over a poor neighborhood in the Nine Bells district,<br />

dropping alchemical firebombs. It’s not a tactically<br />

important target, but it’s great for spreading panic,<br />

and the plethora of old buildings and wooden structures<br />

mean the flames will spread. <strong>The</strong> berbalang is<br />

already split into three different forms (the original<br />

and two duplicates), meaning the original currently<br />

has 204 hit points and the two duplicates each have<br />

102.<br />

Berbalang<br />

Level 10 Solo Skirmisher<br />

Medium immortal humanoid XP 2,500<br />

Initiative +13 Senses Perception +6<br />

HP 408; Bloodied 204<br />

AC 25; Fortitude 22, Reflex 25, Will 21; see also psychic<br />

deflection<br />

Saving Throws +5<br />

Speed 6, fly 8<br />

Action Points 2<br />

m Claw (standard; at-will)<br />

+14 vs. AC; 1d8 + 6 damage.<br />

Summon Duplicate (minor, not while bloodied; at-will) ✦<br />

Conjuration, Psychic<br />

<strong>The</strong> berbalang manifests an exact duplicate of itself in an<br />

unoccupied adjacent square. It can have no more than<br />

four duplicates at once, and duplicates cannot summon<br />

other duplicates. When a duplicate appears, it makes an<br />

initiative check and joins the battle on that initiative count.<br />

All damage a duplicate deals is treated as psychic damage.<br />

A duplicate has the same statistics as the berbalang<br />

except for its hit points. When the berbalang manifests a<br />

duplicate, the berbalang loses one-quarter of its current hit<br />

points and the duplicate appears with that quantity<br />

of hit points. <strong>The</strong> berbalang’s maximum number of hit<br />

points remains the same.<br />

When the PCs approach, read:<br />

Flames dance across a cluster of rooftops, and the crackling<br />

from the fire drowns out the screams of panic as citizens<br />

scramble in all directions. In the smoky air above, a trio of<br />

horrid winged humanoids, with mottled blue skin, whirl<br />

about on the inferno-birthed updrafts. Every few moments,<br />

one of them hurls a clay jug that bursts into flames as it<br />

strikes a nearby building.<br />

Duplicates last until the berbalang reaches 0 hit points,<br />

absorbs them, or uses sacrifice. A duplicate must stay within<br />

10 squares of the berbalang at all times or it disappears.<br />

Absorb Duplicate (standard; at-will) ✦ Healing<br />

<strong>The</strong> berbalang absorbs a duplicate adjacent to it and regains<br />

50 hit points.<br />

Berbalang Sneak Attack<br />

A berbalang or a duplicate that flanks an enemy with<br />

another duplicate deals 1d8 extra damage on melee<br />

attacks against that enemy.<br />

A Sacrifice (standard; at-will) ✦ Psychic<br />

Area burst 1 centered on a duplicate; the berbalang can<br />

cause one of its duplicates to explode in a burst of psychic<br />

gore; +11 vs. Fortitude; 2d8 + 6 psychic damage, plus the<br />

target is dazed (save ends). Miss: No damage, but the target<br />

is dazed (save ends). Effect: <strong>The</strong> berbalang takes 25 damage.<br />

Psychic Deflection (immediate reaction, when the berbalang is<br />

damaged by an attack; at-will) ✦ Psychic<br />

<strong>The</strong> berbalang can deflect the damage it takes from<br />

an attack to one of its duplicates. Any effects or secondary<br />

attacks included in the attack are also deflected to the<br />

duplicate. <strong>The</strong> damage a duplicate takes in this way is<br />

considered psychic damage.<br />

Alignment Evil Languages Supernal<br />

Str 16 (+8) Dex 22 (+11) Wis 13 (+6)<br />

Con 14 (+7) Int 14 (+7) Cha 15 (+7)<br />

Tactics<br />

<strong>The</strong> true berbalang stays at range for the first few<br />

rounds, allowing its duplicates to close for melee.<br />

If any PCs are far enough from its duplicates that it<br />

won’t hit them, it makes use of its special “firebomb”<br />

attack (see below). When a duplicate nears death<br />

(down to about one-quarter of its starting hit points),<br />

the berbalang moves in and absorbs it. It might then<br />

engage in combat, or spawn a new duplicate and<br />

retreat to range, depending on how effective the PCs<br />

are with distance attacks. Once the berbalang is<br />

down to fewer than 50 hit points, it won’t spawn any<br />

more duplicates, for fear of—so to speak—spreading<br />

itself too thin.<br />

December 2008 | DUNGEON 161<br />

58

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!