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|This material is published under the OGL 1.0a.|
|Size/Type:||Medium Humanoid (Goblinoid)|
|Hit Dice:||3d8+3 (16 hp)|
|AC:||17 (+1 Dex, +3 natural, +2 leather, +1 small shield)|
|Attacks:||Morningstar +4 melee; or javelin +3 ranged|
|Damage:||Morningstar 1d8+2; or javelin 1d6+2|
|Face/Reach:||5 ft. by 5 ft./5 ft.|
|Special Attacks:||ft. by 5 ft./5 ft.|
|Special Qualities:||Darkvision 60 ft.|
|Saves:||Fort +2, Ref +4, Will +1|
|Abilities:||Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9|
|Skills:||Climb +2, Hide +3, Listen +3, Move Silently +6, Spot +3|
|Organization:||Solitary, gang (2-4), or band (11-20 plus 150% noncombatants plus 2 2nd-level sergeants and 1 leader of 2nd-5th level)|
|Alignment:||Usually chaotic evil|
|Advancement:||By character class|
Bugbears speak Goblin and Common.
Bugbears prefer to ambush opponents whenever possible. When hunting, they normally send scouts ahead of the main group who, if they spy prey, return to report and bring up reinforcements. Bugbear attacks are coordinated, and their tactics are sound if not brilliant.
Skills: Bugbears receive a +4 racial bonus to Move Silently checks.
A bugbear's favored class is rogue. Most bugbear leaders are fighters or fighter/rogues. Bugbear clerics (favored weapon: morningstar) can choose any two of the following domains: Chaos, Evil, Trickery, and War.
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