AC 15 (padded leather armor)
HP 71 (11d8 + 22; bloodied 35)
Speed 30 ft.
Proficiency +2; Maneuver DC 14
Skills Athletics +6, Stealth +4 (+1d4), Perception +3 (+1d4), Survival +3 (+1d4)
Senses darkvision 60 ft., passive Perception 15
Languages Common, Goblin
ACTIONS
Multiattack. The bugbear chief makes two attacks.
Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, or 18 (4d6 + 4) bludgeoning damage if the target is a creature that is surprised or that can’t see the bugbear.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 14 (3d6 + 4) piercing damage if the target is a creature that is surprised or that can’t see the bugbear.
Move Out (1/Day). The bugbear and creatures of its choice within 30 feet move up to half their Speed without provoking opportunity attacks .
Combat
The bugbear chief likes to ambush opponents. It uses Move Out to allow sudden charges against surprised enemies (or flee when the battle turns against them), and leads from the front, attacking with its maul.
Names
Bruggek, Gashk, Gnashtooth, Groar, Hrak, Hrorr, Redclaw, Sturg
Legends and Lore
With a History or Nature check, characters can learn the following:
DC 10 Bugbears are stealthy hunters and trackers.
DC 15 Some bugbear tribes are feared raiders, and others are valued as mercenaries and bodyguards.
Bugbears grow stronger with age, and their tribes are often led by a silver-pelted and muscular warrior.
1 On the hunt
2 With a prisoner in a sack
3 Hiding in ambush
4 Looking for mercenary work
5 Scouting for a larger force
6 Looking for a new home after tribe was defeated
7 Owed money by a former boss, and mad about it
8 Working as mercenaries for a nearby faction; wearing breastplate (AC 16)
1 DC 14 Perception check: clump of coarse brown fur caught on something sharp
2 The corpse of a human soldier or bandit, strangled and robbed; DC 14 Perception check discovers big footprints leading away
3 An extinguished campfire
4 A hunting trap (DC 14 to spot)
Bugbears thrive in any environment.
CR 0–2 1 or 2 bugbears
CR 3–4 3 or 4 bugbears ; bugbear with 4 to 6 goblins
Treasure 250 gp, 600 sp, potion of climbing , potion of healing
CR 5–10 Bugbear chief with 1d4 + 2 bugbears ; 2 or 3 bugbears with 1d4 + 3 goblins riding wolves
Treasure 700 gp, 1,200 sp, 5 bloodstones (50 gp each), 4 potions of healing , gloves of missile snaring
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.