Berbalang
Medium aberration- Challenge
- STR
- −1
- DEX
- 3
- CON
- −1
- INT
- 3
- WIS
- 0
- CHA
- 0
- Fort
- −1
- Ref
- +2
- Will
- +2
Maneuvers. The berbalang uses maneuvers (maneuver save Difficulty 13). It has 2 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:
1 stamina die: ambush, dive attack, spring attack, swipe (Claws only), tear flesh (Claws only), trip
Spellcasting. The berbalang uses Occult (int) to cast spells (spell save Difficulty 13, +4 to hit with spell attacks). It has 1 mana, a mana limit of 1, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:
At will: speak with spirits
1 mana: spirit drain
1/day: plane shift (self only)
Actions (2)
Bite. Melee Weapon Attack: +4 to hit. Hit: 8 (1d10 + 3) piercing damage.
Claws. Melee Weapon Attack: +4 to hit. Hit: 8 (2d4 + 3) slashing damage.
Spectral Duplicate (Recharges after a Short or Long Rest). The berbalang creates one spectral duplicate of itself in an unoccupied space it can see within 10 meters of it. While the duplicate exists, the berbalang is unconscious. The berbalang can have only one duplicate at a time. The duplicate disappears when it or the berbalang drops to 0 health or when the berbalang dismisses it (no action required).
The duplicate has the same statistics and knowledge as the berbalang, and everything experienced by the duplicate is known by the berbalang. All damage dealt by the duplicate’s attacks is psychic damage.
Maneuvers
As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half on a miss by 4 or less) if you have advantage on the attack, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack.
Enhance
You can increase the damage for each additional stamina die expended.
As an action while flying, you can use the Dash action. If you move at least 3 meters in a straight line angled downwards toward a creature, you can make an Attack action with a melee weapon attack against it.
On a hit, add the stamina die to the attack’s damage and you don’t provoke opportunity attacks when you fly out of the creature’s reach.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.
On a failure, it takes slashing damage equal to the stamina die.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.
On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage and bleeding level by 1 for each additional stamina die expended.
Spells
As an action, you drain the spiritual energy from a creature that you can touch or see within 10 meters. The creature must make a Will saving throw. If the creature doesn’t have mana, ki, or stamina dice, the spell has no effect on it.
On a failure, it takes 2d6 necrotic damage, loses 1 mana, 2 ki, or 2 stamina dice (its choice), and is slowed 1 until the end of its next turn.
On a critical failure, it takes twice as much damage and is slowed 2 until the end of its next turn.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
If the creature has slots that are not converted to mana, the GM removes an equivalent level slot. If the creature has innate spellcasting with a set amount each day, use the highest level slot from that section to determine if the slot is lost.
Augment
You can increase the damage by 5d6 and the target loses 1 additional mana or 2 additional stamina dice for each additional mana expended.
5 minutes/mana
As two actions, you can speak to the spirit of a dead creature allowing it to answer the questions you pose. Choose a corpse you can see within 5 meters or an area where the creature died. The spell fails if the spirit’s body was made undead or if the spirit was the target of this spell within the last 10 days.
Until the spell ends, you can ask the spirit up to five questions. The spirit knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the spirit is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the spirit can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.
As two actions, you are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM’s discretion.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
Augment
You can transport five additional willing creatures for each additional mana expended. The creatures must link hands with you in a circle.