Bugbears

Bugbear Stalker
- Size: Medium
- Type: Fey (Goblinoid)
- Alignment: Chaotic Evil
- AC: 15
- Initiative: +2 (12)
- HP: 65(10d8+20)
- Speed: 30 ft
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 17 | +3 | +3 |
| Dex | 14 | +2 | +2 |
| Con | 14 | +2 | +2 |
| INT | 11 | +0 | +0 |
| Wis | 12 | +1 | +3 |
| CHA | 11 | +0 | +0 |
- Skills: Stealth +6 , Survival +3
- Gear: Chain Shirt, Javelins (6), Morningstar
- Senses: Darkvision 60 ft.; Passive Perception 11
- Languages: Common, Goblin
- CR: 3 (XP 700; PB +2 )
Traits
Abduct. The bugbear needn't spend extra movement to move a creature it is grappling.
Actions
Multiattack. The bugbear makes two Javelin or Morningstar attacks.
Javelin. Melee or Ranged Attack Roll: +5 , reach 10 ft . or range 30/120 ft. Hit: 13 (3d6 + 3) Piercing damage.
Morningstar. Melee Attack Roll: +5 (with Advantage if the target is Grappled by the bugbear), reach 10 ft . Hit: 12 (2d8 + 3) Piercing damage.
Bonus Actions
Quick Grapple. Dexterity Saving Throw: DC 13, one Medium or smaller creature the bugbear can see within 10 feet. Failure: The target has the Grappled condition (escape DC 13).
Bugbear Warrior
- Size: Medium
- Type: Fey (Goblinoid)
- Alignment: Chaotic Evil
- AC: 14
- Initiative: +2 (12)
- HP: 33(6d8+6)
- Speed: 30 ft
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 15 | +2 | +2 |
| Dex | 14 | +2 | +2 |
| Con | 13 | +1 | +1 |
| INT | 8 | -1 | -1 |
| Wis | 11 | +0 | +0 |
| CHA | 9 | -1 | -1 |
- Skills: Stealth +6 , Survival +2
- Gear: Hide Armor, Light Hammers (3)
- Senses: Darkvision 60 ft.; Passive Perception 10
- Languages: Common, Goblin
- CR: 1 (XP 200; PB +2 )
Traits
Abduct. The bugbear needn't spend extra movement to move a creature it is grappling.
Actions
Grab. Melee Attack Roll: +4 , reach 10 ft . Hit: 9 (2d6 +2 ) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12).
Light Hammer. Melee or Ranged Attack Roll: +4 (with Advantage if the target is Grappled by the bugbear), reach 10 ft . or range 20/60 ft. Hit: 9 (3d4 + 2) Bludgeoning damage.
Lore & Background
Bugbears are the largest and most savage of the goblinoid races, combining cunning intelligence with brutal physical power. These hulking creatures stand nearly seven feet tall and are covered in coarse hair that ranges from yellow to brown. Despite their size, bugbears are surprisingly stealthy, able to move silently through forests and dungeons to ambush their prey.
In goblinoid society, bugbears often serve as elite warriors, enforcers, and assassins. Their combination of stealth and strength makes them ideal for raids and surprise attacks. Many bugbear tribes operate independently, terrorizing isolated settlements and travelers, while others serve larger goblinoid armies as shock troops and special forces.
Bugbears have a complex relationship with fear and intimidation. They understand that psychological warfare can be as effective as physical violence, often using gruesome displays and terrifying tactics to break enemy morale before battle even begins. This approach reflects both their intelligence and their fundamentally predatory nature.
Combat Tactics
Bugbears excel at ambush tactics, using their natural stealth to catch enemies off guard. They prefer to attack from hiding, dealing devastating surprise strikes before enemies can properly respond. Their reach advantage allows them to strike before most opponents can retaliate.
When forced into open combat, bugbears use their size and strength to intimidate smaller foes while focusing attacks on the most dangerous enemies. They are intelligent enough to coordinate with other goblinoids, often serving as the heavy assault element while smaller cousins provide support.
Bugbears are pragmatic fighters who will retreat if significantly outmatched, preferring to regroup and plan another ambush rather than fight hopeless battles. They excel at guerrilla warfare and hit-and-run tactics.
Encounter Ideas
The Silent Stalker: A lone bugbear has been terrorizing a forest path, picking off travelers one by one with perfectly executed ambushes.
The Goblin General: A particularly intelligent bugbear leads a mixed force of goblinoids in increasingly bold raids against civilized settlements.
The Mercenary Band: A group of bugbears works as hired muscle for criminal organizations, using their reputation for violence to intimidate rivals and enforce agreements.
The Territorial Guardian: Bugbears have claimed an area containing something valuable, forcing travelers to either find alternate routes or deal with the threat.
Environmental Effects
Bugbear presence creates distinctive signs:
- Stealth Zones: Areas where normal sounds are muffled, reflecting the bugbears' supernatural ability to move silently
- Intimidation Markers: Gruesome displays meant to frighten away intruders or mark territory
- Hidden Paths: Secret routes and camouflaged positions that provide tactical advantages
- Scent Trails: Strong, musky odors that alert observant trackers to bugbear presence
Treasure
Stolen Goods: Items taken from victims of raids and ambushes, often including valuable equipment and personal belongings.
Primitive Weapons: Large, crude weapons designed for bugbear physiology, effective but intimidating in appearance.
Intimidation Trophies: Gruesome souvenirs taken from defeated enemies, valuable to collectors of the macabre.
Territory Maps: Crude but accurate maps showing bugbear territories, hidden paths, and strategic locations.
Plot Hooks
The Perfect Crime: Bugbears are recruited by criminals for a heist that requires their unique combination of stealth and strength.
The Goblin War: Escalating conflict between bugbear tribes threatens to spill over into civilized areas, requiring intervention or diplomatic solutions.
The Silent Village: An entire settlement has gone quiet, with signs pointing to bugbear involvement in mysterious disappearances.
The Unlikely Alliance: Circumstances force the party to work with bugbears against a common enemy, testing prejudices and assumptions about goblinoid nature.