Bugbears
Bugbears
Bugbears are the terrors that make other humanoids fear the night. They are cruel killers driven as strongly by a need to cause fear, pain, and misery as they are driven to seek food and shelter. A bugbear cares nothing about other creatures, even members of its own family, and has no motivations beyond finding the best way to feed its dark passions.
Bugbears and their albino snow-stalking cousins, wikkawaks, are the largest of goblinoids, standing nearly 7 feet tall—or they would if they were to stand up straight, but most bugbears prefer a hunched posture. These hulking creatures weigh up to 400 pounds (or 450 pounds for wikkawaks). They have facial features similar to those of goblins and hobgoblins, but on squatter, broader faces. Their faces are bare, but the rest of their bodies are covered in rough, shaggy hair that is often matted or sticking out at odd angles. Despite their bulging muscles and prodigious mass, bugbears move with startling grace and stealth. Simply watching a bugbear stalk its prey, its bulky, top-heavy form gliding silently though spaces that seem too small for it to pass through, is enough to unnerve observers.
Bugbears are more likely than other goblinoids to live solitary lives. Their dislike of being dragged down by the weaknesses and needs of others makes them inherently distrusting of even their own clans and immediate families. This is especially true for wikkawaks, who band together temporarily only to raid villages or to mate. Both types of goblinoids are well suited to solo survival—their excellent senses allow them to identify threats while still far enough away to avoid those too great to overcome, and their natural stealth helps them journey undetected to hidden places in which to sleep or store a cache of supplies. Of course, lone bugbears are more vulnerable to being hunted down when sick or injured, and knowledge of this weakness keeps them cautious. An injured bugbear on its own seeks prey weak enough to pose little risk, even as it hopes the prey will be strong enough to be tormented for weeks or months.
Once a lone bugbear begins to grow infirm from age, it must either convince a group to take it in, or skulk in the shadows, avoiding all risks and pining after past glories. While bugbears are not generous creatures, a fair-sized bugbear clan is often willing to take in an elder for two reasons. First, the newcomer's infirmity makes it less of a threat to existing leaders of the clan. Second, an old bugbear is considered a wily bugbear, likely to know the secrets of silently stalking and killing. While bugbears have little use for most other forms of knowledge, reliable lessons and anecdotes on these subjects are valued as both wisdom and entertainment.
The typical bugbear clan is little more than a family with a history of not betraying each other overly much, and is thus extremely fragile. A bugbear may decide it would rather prey on members of its clan than on more distant victims, scarcity often forces bugbear families to fight among themselves for food and shelter, and one bugbear might simply attack another for no reason at all. No laws or stabilizing traditions prevent a single incident from becoming an all-out conflict. Conflicts often tear the fragile clan apart unless a new leader rises from the carnage and enforces a semblance of order.
The few stable bugbear societies tend to fall into two broad categories: bugbear ghettos and cabals. In bugbear ghettos, a number of the creatures live under the rules (and watchful eyes) of a more stable governance. In some cases, this is a single powerful ruler such as a giant or dragon. That ruler must be powerful or crafty enough to instill sufficient fear into the bugbears to prevent them from starting trouble within its holdings, which is seldom easy. Such rulers employ bugbears as spies, torturers, and secret police, taking advantage of their natural cruelty, alertness, and surreptitiousness to keep other factions in line.
Bugbear ghettos also occasionally form in more organized societies, especially among hobgoblins. In these cases, the bugbears are treated as second-class citizens and forced to serve as scouts and mercenary troops. While each bugbear may be able to kill any given hobgoblin, organized hobgoblins militias can often keep the fragmented and selfish bugbears in line and crush any rebellions against hobgoblin rule.
Bugbears in such ordered societies are often more savage and angry than their freer kin, raging against the limitations that prevent them from creating panic and mayhem however they desire. While some may flee to attempt solo lives, a well-organized military or tyranny can impress upon small groups of bugbears that it is better to serve and live than to rebel and die.
The second form of bugbear society is the even rarer cabal, where a small group of bugbears rules over a larger population of other humanoids—often goblins, orcs, or kobolds. A bugbear cabal can't be considered a government or even a clan in the true senses of those words. It is instead a gang of thugs who have successfully taken control of some other group through pure bullying and extortion. While the cabal has the final say in the community, it leaves the details of governance to functionaries from the subject group.
While it might seem that being an agent of the cabal is the best position within such a settlement, bugbears enjoy terrorizing their most important agents as much as they love creating fear and misery among their lower-ranked subjects. A bugbear cabal rules through fear and random displays of force, and its subjects quickly learn that the best way to survive is to draw no attention at all. However, since someone must see to the needs of the government, the bugbears force senior members of the populace to do that work, and torture them if they fail in their duties.
Full statistics for bugbears can be found in their <i>Bestiary</i> entry.
New Rules
The following section details an archetype, new feats, a spell, and a selection of magic items favored by bugbears and wikkawaks.
Bugbear Archetype
Only the most vicious and bloodthirsty bugbears take on the mantle of the antipaladin; those who do so usually focus their vile power on causing as much fear as possible.
Fearmonger
The fearmonger wants to do more than cause pain, misery, and confusion. He wishes to spread fear among his foes and infect entire populations with it. The fearmonger archetype is available only to the antipaladin alternate class.
Feed on Fear
At 2nd level, the first time in a round a creature fails a saving throw against a fear effect created by a fearmonger's spell, spell-like ability, or supernatural ability (including any ability that causes a creature to be shaken, frightened, or panicked), the fearmonger is healed of 1 point of damage per 2 antipaladin levels. If the fearmonger is at full hit points when this ability is activated, he instead gains an equal number of temporary hit points. These temporary hit points last for 1 minute. Temporary hit points gained through multiple successful uses of this ability do not stack; the duration increases instead.
The antipaladin can use this ability a number of times per day equal to 1/2 his antipaladin level plus his Charisma bonus. This ability replaces touch of corruption.
The fearmonger must select shaken as his 3rd-level cruelty, dazed as his 6th-level cruelty, and frightened as his 9th-level cruelty. At 12th level, the fearmonger gains the panicked cruelty.
: The target is panicked for 1 round per 4 class levels the antipaladin possesses. The antipaladin must have the shaken and frightened cruelties before selecting this cruelty.
This class feature alters cruelty.
Bugbear Feats
The following feats are common among bugbears.
Bushwhack
You can subdue an unsuspecting foe quickly.
Prerequisites
Dex 13, Improved Grapple, Improved Unarmed Strike.
Benefit
When a flat-footed creature is unaware of your presence and you successfully grapple it, you can attempt a second grapple combat maneuver check to pin the creature as a free action. If you have the Chokehold feat, you can instead use this second combat maneuver check to initiate a chokehold.
Hurtful
You know how to add injury to insult.
Prerequisites
Str 13, Power Attack.
Benefit
When you successfully demoralize an opponent within your melee reach with an Intimidate check, you can make a single melee attack against that creature as a swift action. If your attack fails to damage the target, its shaken condition from being demoralized immediately ends.
Pile On
You can keep a foe shuddering in fear.
Prerequisites
Str 13, Hurtful, Power Attack.
Benefit
Once per round when you damage a creature that is shaken, frightened, or panicked, you can choose to deal half your normal damage in order to extend the duration of its fear condition by 1 round.
Shocking Bellow
You can demoralize a foe with a sudden ferocious scream.
Prerequisite
Benefit
If you act in the surprise round of a combat, as a free action you can attempt a single Intimidate check to demoralize a creature within 30 feet that can clearly see or hear you.
You know just where to strike to temporarily stagger a foe.
Prerequisites
Str 13, Power Attack, Vital Strike, base attack bonus +8.
Benefit
When you attack a foe using Vital Strike, you can choose to take a –2 penalty on your attack roll to also make the attack a staggering strike. You must make this choice before making the attack roll. If your attack roll is successful, your target must succeed at a Fortitude saving throw (DC = 10 + 1/2 your character level + your Strength modifier) or be staggered until the start of your next turn. Once a creature that failed its save recovers from the effects of your staggering blow, it is immune to the effects of this feat for 24 hours. Constructs, oozes, plants, undead, incorporeal creatures, and creatures that are immune to critical hits are immune to this effect.
You can choke foes with a lasso.
Prerequisites
Exotic Weapon Proficiency (lasso), Weapon Focus (lasso).
Benefit
When you successfully entangle a creature with a lasso and beat the target's CMD by 5 or more, the target cannot speak above a whisper and must succeed at a concentration check (DC = 20 + your CMB + the spell level) to cast a spell with a verbal component, use a command word item, or use any magic requiring speech. Additionally, the DC of an Escape Artist check to slip free of a lasso you are using equals 15 or your CMD, whichever is higher.
Visceral Threat
Your ability to threaten foes is great enough to make them hesitate.
Prerequisite
Benefit
You may use Intimidate, rather than Bluff, to attempt a feint against a creature within your melee reach.
Bugbear Spell
Bugbears spellcasters separate their prey from support.
School: illusion [glamer] ()Domain:
Level: antipaladin: 3; bard: 3; skald: 3; inquisitor: 3; sorcerer: 3; wizard: 3; arcanist: 3; witch: 3
Components: V, S
Casting time: 1 standard action
Range: touch
Duration: 1 round/level (D)
Saving Throws: Will partial
Spell Resistance: yes
Target: creature touched
You cause the target to become invisible and silent, but only to his allies. Any creature with an attitude of indifferent or worse toward the target, and any creature that wishes the target harm, can see the target normally. The target can see and hear himself, can cast spells with verbal components, and can use command words normally, but any effect that requires allies to see or hear the target does not function. An ally that can see invisible creatures can both see and hear the target of isolate .
If the target succeeds at its save, the duration of the spell is reduced to 1 round.
Although any creature can use the following wondrous magic items, they are particularly popular among bugbears.
Aura: faint transmutationThis elixir is normally made from the juice of tomb herald brambles, though other formulae have also been discovered. It allows creatures with the scent ability to smell fear, and instills a bloodlust in the imbiber when it's facing a fearful creature. The imbiber gains a +4 competence bonus on Perception checks made with the scent ability, and a successful DC 15 Perception check allows the imbiber to determine by scent whether a creature is shaken, frightened, or panicked. Once a creature's condition has been identified, the imbiber gains a +2 morale bonus on attack rolls and opposed skill checks against that opponent.These effects last for 1d4+1 hours. If a creature drinks a second elixir of oppression within 24 hours of the first, it is sickened for 24 hours and does not gain the benefits of the second dose.CLl: 3rd
Price: 600 gp
Weight: -
Aura: faint necromancy
CLl: 3rd
Price: 600 gp
Weight: -
is the compressed stuff of nightmares. It is contained in a glass vial that can be thrown as a splash weapon with a range increment of 10 feet. It shatters on impact, creating a cloud of hallucinogenic magic in a 20-foot radius that causes victims to suffer terrible visions and hear phantom screams. Targets in this area must succeed at a DC 13 Will save or be shaken for 1d6 rounds. If a creature is directly struck with the horror dust and fails its save, it is also confused for 1 round. Goblinoids actually enjoy the visions created by horror dust, and are immune to its fear effect.
Example Bugbears
Bugbear Cannibals
Some bugbears have an appetite for the flesh of sapient creatures, though they prefer consuming others over eating their own kind. They often keep groups of captives for weeks, killing and consuming them one at a time.
Init: +4. Senses: darkvision 60 ft., scent; Perception +9. Ac: 21, touch 12, flat-footed 17 (+6 armor, +4 Dex, +3 natural, -2 rage).
Hp: 53 (5 HD; 3d8+2d12+22).
Fortitude: +9. Reflex: +8. Will: +3. Defensive Abilities: uncanny dodge.
Speed: 30 ft.. Melee: mwk falchion +11 (2d4+9/18-20), bite +5 (1d4+3). Ranged: javelin +8 (1d6+6). Special Attacks: rage (8 rounds/day), rage powers (animal fury). Strength: 22. Dexterity: 19. Constitution: 18. Intelligence: 10. Wisdom: 9. Charisma: 10.
Base Attack: +4. Cmb: +10. Cmd: 22.
Feats: Hurtful, Intimidating Prowess, Power Attack, Skill Focus (Perception).
Skills: Intimidate +17, Perception +9, Stealth +11, Survival +4.
Languages: Common, Goblin. Special Qualities: fast movement, stalker. Combat Gear: elixir of oppression*. Other Gear: breastplate, javelins (6), mwk falchion, cloak of resistance +1, 219 gp.
Tactics
Before Combat The bugbear attempts to sneak up on its victim before flying into a rage.
Base Statistics When not raging, the gnasher's statistics are
AC 22, touch 13, flat-footed 19
hp 41
Fort +7
Will +1
Melee mwk falchion +10 (2d4+9/18–20)
Str 18
Con 14
CMB +8
Skills Intimidate +15.
Init: +3. Senses: darkvision 60 ft., scent; Perception +14. Ac: 23, touch 10, flat-footed 20 (+7 armor, +3 Dex, +6 natural, -2 rage, -1 size).
Hp: 99 (8 HD; 3d8+5d12+48).
Fortitude: +12. Reflex: +8. Will: +5. Defensive Abilities: improved uncanny dodge, trap sense +1.
Speed: 30 ft.. Melee: +1 falchion +15/+10 (2d6+13/18-20). Ranged: mwk javelin +10 (1d8+8). Space: 10 ft.. Reach: 10 ft.. Special Attacks: rage (16 rounds/day), rage powers (animal fury, powerful blow). Strength: 26. Dexterity: 17. Constitution: 22. Intelligence: 10. Wisdom: 10. Charisma: 10.
Base Attack: +7. Cmb: +16. Cmd: 27.
Feats: Hurtful, Intimidating Prowess, Pile On, Power Attack.
Skills: Intimidate +23, Perception +14, Stealth +10, Survival +10. Special Qualities: fast movement, stalker.
Gear: +1 breastplate, +1 falchion, mwk javelins (2), cloak of fangs, 373 gp.
Tactics
Before Combat The bugbear rages and charges.
Base Statistics When not raging, the barbarian's statistics are
AC 24, touch 12, flat-footed 21
hp 83
Fort +10
Will +3
Melee +1 falchion +13/+8 (2d6+10/18–20)
Ranged mwk javelin +10 (1d8+6)
Str 22
Con 18
CMB +14
Skills Intimidate +21.
Bugbear Hunters
Stalking though the wilderness, bugbear hunters are always on the lookout for potential food and victims to practice their cruelties on. As a rule, they are territorial and patient, and thrill in the opportunity to prey on travelers far from the support of civilization.
Init: +3. Senses: darkvision 60 ft., scent; Perception +11. Ac: 20, touch 13, flat-footed 17 (+4 armor, +3 Dex, +3 natural).
Hp: 41 (6 HD; 3d8+3d10+12).
Fortitude: +6. Reflex: +9. Will: +4.
Speed: 30 ft.. Melee: mwk scimitar +9 (1d6+3/18-20). Ranged: +1 composite longbow +10 (1d8+4/×3). Special Attacks: favored enemy (humans +2). Strength: 16. Dexterity: 17. Constitution: 15. Intelligence: 12. Wisdom: 14. Charisma: 6.
Base Attack: +5. Cmb: +8. Cmd: 21.
Feats: Deadly Aim, Endurance, Far Shot, Point-Blank Shot, Weapon Focus (longbow).
Skills: Intimidate +11, Perception +11, Stealth +13, Survival +11.
Languages: Common, Goblin, Sylvan. Special Qualities: favored terrain (forest +2), stalker, track +1, wild empathy +1. Combat Gear: potions of cure light wounds (4). Other Gear: chain shirt, +1 composite longbow (+3 Str) with 20 arrows, mwk scimitar, 284 gp.
Tactics
Before Combat The bugbear tracks his foe and picks off spellcasters and humans from a distance.
During Combat The bugbear wades into the fray with its bow, taking advantage of Deadly Aim and Point-Blank Shot for as long as he can before switching to his scimitar.
Init: +6. Senses: darkvision 60 ft., scent; Perception +11. Ac: 25, touch 14, flat-footed 22 (+5 armor, +1 deflection, +2 Dex, +1 dodge, +5 natural, +1 shield).
Hp: 90 (11 HD; 3d8+8d10+33).
Fortitude: +11. Reflex: +12. Will: +7.
Speed: 30 ft.. Melee: +1 longsword +14/+9 (1d8+6/19-20), +1 short sword +14 (1d6+3/19-20). Ranged: mwk dagger +11 (1d4+5/19-20). Special Attacks: favored enemy (elves +4, gnomes +2), traps (7/day; DC 17; pit trap, snare trap, tar trap). Strength: 20. Dexterity: 14. Constitution: 16. Intelligence: 10. Wisdom: 16. Charisma: 6.
Base Attack: +10. Cmb: +15. Cmd: 27.
Feats: Dodge, Double Slice, Endurance, Improved Initiative, Improved Natural Armor, Quick Draw, Two-Weapon Defense, Two-Weapon Fighting, Two-Weapon Rend.
Skills: Climb +11, Disable Device +18, Intimidate +15, Perception +11, Stealth +18, Survival +11.
Languages: Common, Goblin. Special Qualities: favored terrain (swamp +4, underground +2), hunter's bond (companions), stalker, swift tracker, track +4, wild empathy +6, woodland stride. Combat Gear: potions of cure light wounds (2), potions of cure moderate wounds (2), potion of invisibility. Other Gear: +1 chain shirt, +1 longsword, +1 short sword, mwk daggers (2), amulet of natural armor +1, cloak of resistance +1, ring of protection +1, 271 gp.
Tactics
Before Combat An ambusher sets traps along a trail or at a watering hole, and then jumps anyone who gets ensnared.
During Combat An ambusher focuses on targets that have not been incapacitated by his traps first. Once they are taken care of, he has time to slowly torment the remaining victims.
Bugbear cults are often small and short-lived, driven by strident cultists who hail themselves as prophets. The cultists consider themselves specially blessed with the power (and authority) to terrorize the world, and use their spells and curses as evidence of their special status. Most bugbear prophets rule over a small group of lesser creatures, often gullible goblins or kobolds, though sometimes they have a more unusual flock, such as dire apes, ettercaps, or howlers.
Init: +3. Senses: darkvision 60 ft., scent; Perception +14. Ac: 22, touch 14, flat-footed 18 (+5 armor, +3 Dex, +1 dodge, +3 natural).
Hp: 64 (9d8+24).
Fortitude: +6. Reflex: +9. Will: +6.
Speed: 30 ft.. Melee: +1 morningstar +10/+5 (1d8+4). Strength: 16. Dexterity: 16. Constitution: 15. Intelligence: 12. Wisdom: 8. Charisma: 14.
Base Attack: +6. Cmb: +9. Cmd: 21.
Feats: Blind Fight, Combat Casting, Dodge, Skill Focus (Perception), Spell Focus (necromancy).
Skills: Intimidate +18, Knowledge (religion) +7, Perception +14, Spellcraft +7, Stealth +18, Survival +5.
Languages: Common, Giant, Goblin, Infernal. Special Qualities: oracle's curse (tongues), revelations (battlefield clarity 1/day, surprising charge 1/day), stalker. Combat Gear: wand of cure moderate wounds (25 charges). Other Gear: mwk chain shirt, mwk morningstar, cloak of resistance +1, spell component pouch, 186 gp.
oracle spells known: (CL 6th; concentration +8)
3rd (3/day)-bestow curse (DC 16), inflict serious wounds (DC 15), magic vestment
2nd (6/day)-fog cloud, inflict moderate wounds (DC 14), resist energy, summon monster II
1st (7/day)-cure light wounds, enlarge person, inflict light wounds (DC 13), protection from good, ray of sickening (DC 14), shield of faith (DC 13)
0 (at will)-bleed (DC 13), create water, detect magic, detect poison, guidance, spark, virtue
Mystery battle
Tactics
Before Combat The bugbear casts magic vestment on her chain shirt.
During Combat The bugbear casts shield of faith on herself and enlarge person on either herself or a tough ally. She then uses bestow curse and ray of sickening to harry her enemies and cause them misery.
Base Statistics Without magic vestment, the bugbear's statistics are
AC 20, touch 14, flat-footed 16.
Bugbear Sneaks
Many bugbear sneaks serve as scouts and assassins for hobgoblin armies. They sometimes become enamored of the act of killing itself, and use their natural affinity for moving quietly to become unseen murderers in cities.
The few bugbears who manifest a glimmer of arcane magical ability rarely pursue their gift. Such things get in the way of what is important: stalking, terrifying, and murdering prey. But those who pursue their gifts—and live to reach their full potential—become horrifying vessels of bloody doom.