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.