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TOV

Bugbear CR: 1 (200 XP)

Tiny to Small humanoid (goblinoid)

Armor Class: 14 (hide armor)
Hit Points: 36
Speed: 30 ft
Hit Points: 36
Stealth: 16
Senses: night vision 60 ft.
Perception: 10
Languages: Common, Goblin
PB: +2

STR

+3

DEX

+2

CON

+1

INT

-1

WIS

+0

CHA

-1



Special Abilities

Brutal. The bugbear deals one additional die of damage when it hits with a melee weapon (included in the attack).   Surprise Attack. If the bugbear hits a surprised creature with an attack during the first round of combat, the target takes an extra 7 damage from the attack.

Actions

Spiked Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 piercing damage. A surprised target takes an extra 4 piercing damage and must succeed on a DC 13 CON save or be stunned until the end of its next turn.   Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 10 ft. or range 30/120 ft., one target. Hit: 10 piercing damage in melee or 5 piercing damage at range.

Description

A hirsute, brown-furred humanoid with dark eyes and elongated ears wields a massive, heavily spiked club.   Named for their alien appearance, bugbears embraced the terror-inducing term. The consummate carnivores enjoy the crunch of bones beneath their bloody clubs.   Bullies. While bugbears prefer to hunt and battle alone, they sometimes find themselves in leadership positions over smaller goblinoids. Their command is marked by bouts of terror, where they randomly inflict pain or humiliation on their subordinates. They don’t expect pushback from lesser goblins, but they back down from the rare, coordinated response. This attitude persists when bugbears fight other creatures. If assured of an easy win, they brutalize and taunt their foes. However, they flee when their opponents demonstrate superiority on the battlefield, unless an even more powerful leader threatens their lives.   Sneaky Combatants. Owing to their cowardice, bugbears try to attack with the element of surprise and are deadly against surprised enemies. They wait for cover of darkness or choose locations where they can hide. If the conditions aren’t right, they coerce their subordinates to create a distraction for them.

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