Berbalang
Medium immortal humanoid
Level 10 Solo Skirmisher XP 2500

Initiative +13        Senses Perception +6
HP 408; Bloodied 204
AC 25; Fortitude 22, Reflex 25, Will 21
Saving Throws +5
Speed 6, fly 8
Action Points 2

Claw (standard, at-will)

+14 vs AC; 1d8+6 damage.

Sacrifice (standard; the berbalang can cause one of its duplicates to explode in a burst of psychic gore, at-will) Psychic

Area burst 1 centered on a duplicate; +11 vs Fortitude; 2d8+6 psychic damage, plus the target is dazed (save ends). Miss: No damage, but the target is dazed (save ends). Hit or Miss: The berbalang takes 25 damage.

Summon Duplicate (minor; not usable while bloodied; at-will) Conjuration, Psychic

The berbalang manifests an exact duplicate of itself in an unoccupied adjacent square. It can have no more than four duplicates at once, and duplicates cannot summon other duplicates. When a duplicate appears, it makes an initiative check and joins the battle on that initiative count. All damage a duplicate deals is treated as psychic damage.
    A duplicate has the same statistics as the berbalang except for its hit points. When the berbalang manifests a duplicate, the berbalang loses one-quarter of its current hit points and the duplicate appears with that quantity of hit points. The berbalang’s maximum number of hit points remains the same.
    Duplicates last until the berbalang reaches 0 hit points, absorbs them, or uses sacrifice. A duplicate must stay within 10 squares of the berbalang at all times or it disappears.

Absorb Duplicate (standard) Healing

The berbalang absorbs a duplicate adjacent to it and regains 50 hit points

Berbalang Sneak Attack

A berbalang or a duplicate that flanks an enemy with another duplicate deals an extra 1d8 damage on melee attacks against that enemy.

Psychic Deflection (immediate reaction, when the berbalang is hit by an attack; at-will) Psychic

The berbalang can deflect the damage it takes from an attack to one of its duplicates. Any effects or secondary attacks included in the attack are also deflected to the duplicate. The damage a duplicate takes in this way is considered psychic damage.

Alignment Evil        Languages Supernal
Str 16 (+8)      Dex 22 (+11)      Wis 13 (+6)
Con 14 (+7)      Int 14 (+7)      Cha 15 (+7)


Published in Monster Manual, page(s) 33, Dungeon Magazine 161, page(s) 58, Dungeon Magazine 164, page(s) 19.