Medium Fey (Goblinoid), Chaotic Evil
- AC
- 14
- Initiative
- +2 (12)
- HP
- 33 (6d8+6)
- Speed
- 30 ft.
| Score | 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 |
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.
How to run Bugbear Warrior
A bugbear warrior on the party's side is muscle for hire, a defector from a tribe the party helped break, or a goblinoid bound to a hobgoblin captain who is currently working with the PCs. The bugbear understands Common and Goblin, so you can roleplay him directly, and the alignment tag is Chaotic Evil but a working contract is a working contract.
Run him as a kidnap specialist, not a brawler. The party should think of this bugbear as the answer to one specific scene: the noble's son is in the upper room and needs to be carried out alive, the cult lieutenant is meeting alone in a tavern and someone needs to grab her without a fight, the rival adventurers' map is in a satchel that needs to walk out the back door. Grab plus Abduct is a kidnapping engine, and 33 HP and AC 14 mean the bugbear can take one or two hits while making the grab.
He will not work for free, will not protect anyone he does not personally like, and will not stay if a better offer shows up. Have him name a price the first time he meets the party, and pay him a real cut of the take. If the party tries to stiff him, he leaves with whoever was Grappled at the time. The Grab has a 10 ft. reach, so the players should always be slightly nervous when they are in the same room with him.
Give the bugbear one specific personal grudge against the party's eventual enemy. He took a job, but he's also taking it personally, and that is the thread you pull when the contract runs out.
A bugbear warrior is a kidnapper with a hammer. The whole stat block points at one tactic: get into reach (10 ft. with Grab thanks to the long arms), grapple a Medium or smaller PC at escape DC 12, then drag them off to the rest of the warband. Abduct is the trait that makes this work: no extra movement to haul the grappled creature, so the bugbear grabs the wizard on turn one and is twenty feet into the trees by turn two.
Open from Stealth. The +6 Stealth and 60 ft. Darkvision mean a bugbear in dim light or a forest is rolling around 16 to 20 on a hide check, well above most party Passive Perceptions. The first thing the players see should be the trail of their friend being hauled away, not the bugbear itself. If you have three or four bugbears, have one Grab and run while the other two stay back to throw Light Hammers (range 20/60) at anyone who tries to chase. The Light Hammer hits at +4 for 9 average bludgeoning, and crucially it gets Advantage against any creature the bugbear has Grappled, so a stationary grabber with a thrower partner can deal real damage to the captive.
Target priority is always the smallest, lowest-AC PC. Ignore the fighter unless he's in the way. Bugbears in the SRD do not have a morale problem in the abstract, but they do have a job: bring back food, bring back captives, bring back loot. If the party kills two bugbears and the third has a captive, the third runs and does not turn around.
Retreat is when the warband is half down and there is no captive in hand. They scatter in three directions and regroup in the deeper woods. Do not let a routing bugbear stand and die at 1 HP. They are predators, not soldiers.
Stage the encounter at dusk along a known trail, and have the captured PC roll a single check to scrape a mark on a tree as they're dragged past. The rescue scene needs a breadcrumb.
Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.