18.6 Bugbears
Bugbears Lore
Local DV 7: Bugbears are Medium humanoid creatures with burly, hairy bodies and ugly goblin faces. They are brutish and chaotic, and enjoy bullying their goblin kin.
Local DV 12: Although bugbears have only ordinary physical strength, they are remarkably durable. Their name comes from their hirstute nature and inexhaustible endurance, both of which are reminiscent of bears. They enjoy wrestling, and tend to grapple their foes in combat, even when doing so is not tactically advantageous.
Local DV 17: Bugbears are typically found in small packs that rarely have more than a dozen members. However, sometimes they will congregate around a powerful leader for a time. These groupings are not hierarchical or well organized, and are typically based around some discovery of wealth that a chief can ration out to their followers.
HP 32 IP 19
Defenses Armor 7 Brawn 7 Fort 9 Ment 7 Ref 5
Movement 30 ft.
Other skills Endurance +10
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Attributes 2, 0, 5, -2, 0, 2 | Alignment Chaotic evil |
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Accuracy +2; Brawling +3 | Power 4; 4 ✨ |
Equipment Leather lamellar, heavy flail
Traits Humanoid
Bugbear Raider Abilities
| Grapple | Standard action |
Tags: Brawling, Size-Based
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The bugbear raider makes a +3 attack with a free hand against the Brawn and Reflex defenses of one creature it touches.
Hit: The bugbear raider and the target are grappled by each other.
Critical hit: The bugbear raider also controls the grapple.
| Heavy Flail | Standard action |
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The bugbear raider makes a +2 melee strike vs. Armor with its heavy flail.
Hit: 1d10+4 damage.
| Piledriver |
Standard action |
Tags: Brawling
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The bugbear raider makes a +3 attack vs. Brawn using a free hand against a creature it is grappling.
Hit: 1d8+1d6+4 damage.
HP 32 IP 19
Defenses Armor 8 Brawn 6 Fort 8 Ment 8 Ref 6
Movement 30 ft.
Senses Awareness +7
Other skills Endurance +10
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Attributes 1, 0, 5, -2, 2, 4 | Alignment Chaotic evil |
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Accuracy +3; Brawling +2 | Power 3; 6 ✨ |
Equipment Leather lamellar, standard shield, flail
Traits Humanoid
Bugbear Shaman Abilities
| Flail |
Standard action |
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The bugbear shaman makes a +3 melee strike vs. Armor with its flail.
Hit: 1d8+1 damage.
| Mind Crush ✨ | Standard action |
Tags: Compulsion, Subdual
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The bugbear shaman makes a +3 attack vs. Mental against one creature within Short (30 ft.) range. The bugbear shaman gains a +4 accuracy bonus if the target has a negative Intelligence.
Hit: 1d6+5 damage.
| Repeat ✨ | Standard action |
Tags: Compulsion
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The bugbear shaman makes a +3 attack vs. Mental against up to two creatures within Short (30 ft.) range.
Hit: During the next round, the target must repeat the same standard action that it took this round if possible. It can choose different targets or otherwise make different decisions about its action, but the action must be the same. This does not affect its other actions, such as movement. If it is unable to take the same standard action, it can act normally. For example, if the target used the recover ability this round, which can only be used once per short rest, its actions would not be restricted next round.
After the target repeats or fails to repeat its action in this way, it becomes immune to this effect until it finishes a short rest.
| Taunt ✨ | Standard action |
Tags: Emotion
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The bugbear shaman makes a +3 attack vs. Mental against up to two creatures within Medium (60 ft.) range.
Hit: The target is briefly goaded (-2 accuracy vs. non-goading creatures) by the bugbear shaman. If it injured, it is also goaded by the bugbear shaman as a condition.
Critical hit: The condition must be removed an additional time before the effect ends.
HP 19 IP 13
Defenses Armor 6 Brawn 6 Fort 8 Ment 5 Ref 4
Movement 30 ft.
Other skills Endurance +8
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Attributes 2, 0, 4, -2, 0, 1 | Alignment Chaotic evil |
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Accuracy +1; Brawling +2 | Power 3; 2 ✨ |
Equipment Buff leather, heavy flail
Traits Humanoid
Bugbear Growl Abilities
| Grapple | Standard action |
Tags: Brawling, Size-Based
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The bugbear growl makes a +2 attack with a free hand against the Brawn and Reflex defenses of one creature it touches.
Hit: The bugbear growl and the target are grappled by each other.
Critical hit: The bugbear growl also controls the grapple.
| Heavy Flail | Standard action |
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The bugbear growl makes a +1 melee strike vs. Armor with its heavy flail.
Hit: 1d10+3 damage.
| Piledriver |
Standard action |
Tags: Brawling
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The bugbear growl makes a +2 attack vs. Brawn using a free hand against a creature it is grappling.
Hit: 1d8+3 damage.
HP 114 IP 57
Defenses Armor 9 Brawn 10 Fort 12 Ment 12 Ref 9
Movement 30 ft.
Other skills Endurance +12
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Attributes 3, 0, 6, 0, 3, 6 | Alignment Neutral evil |
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Accuracy +4; Brawling +4 | Power 8; 11 ✨ |
Equipment Brigandine, heavy flail
Traits Humanoid
Bugbear Chief Abilities
| Defensive Stance | Elite action |
Tags: Swift
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The bugbear chief becomes briefly shielded (+2 Armor and Ref). Next round, if the bugbear chiefundefined takes damage that round, it becomes briefly shielded (+2 Armor and Ref) again. This ability has the Swift tag, so it affects attacks against the bugbear chief during the current phase.
| Invigoration | Elite action |
Tags: Swift
Cost: One fatigue level.
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The bugbear chief is briefly empowered. In addition, the bugbear chief regains 1d10+1d6+4 hit points.
| Weather the Storm | Elite action |
Tags: Swift
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The bugbear chiefundefined takes half damage from all sources this round. Because this is a Swift ability, it affects attacks against the bugbear chief during the current phase.
| Heavy Flail | Standard action |
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The bugbear chief makes a +4 melee strike vs. Armor with its heavy flail.
Hit: 1d10+8 damage.
| Elite Cleanse | Triggered |
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At the end of each round, roll 1d10. On an 8 or 9, the bugbear chief can remove one condition. On a 10, it can instead remove two different conditions. Conditions applied during the current round cannot be removed in this way.
HP 13 IP 11
Defenses Armor 8 Brawn 5 Fort 4 Ment 5 Ref 9
Movement 20 ft.; Fly (average, 90 ft. limit)
Senses Awareness +8
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Attributes 2, 4, -1, -6, 4, 0 | Alignment Neutral |
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Accuracy +3; Brawling +2 | Power 3; 1 ✨ |
Traits Beast
Carrion Crow Lore
Nature DV 6: Carrion crows are larger and stronger than ordinary crows. They are primarily scavengers, but if hungry, they will ruthlessly mob creatures who seem weak or isolated.
Carrion Crow Abilities
| Peck Out Your Eyes | Standard action |
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The carrion crow makes a +3 melee strike vs. Armor with its beak.
Hit: 1d6+3 damage. If the attack result also hits the target’s Fortitude defense, it is briefly dazzled (20% miss chance, no special vision).
HP 24 IP 13
Defenses Armor 8 Brawn 9 Fort 5 Ment 4 Ref 8
Movement 30 ft.; Climb (slow) Climb +10 Stealth +9
Senses Darkvision (60 ft.) Awareness +5
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Attributes 5, 4, -1, -4, 0, -1 | Alignment Chaotic evil |
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Accuracy +2; Brawling +4 | Power 7; 1 ✨ |
Traits Humanoid
Choker Lore
Local DV 7: A choker is a vicious predator that delights in strangling its foes. Chokers are bipedal, but their arms are inhumanly long and sinuous, terminating in hands with spiny pads to help them hold on tightly to walls and foes. They live to hear the desperate gasping for breath and crunching of bones that their powerful arms can inflict on their prey.
Choker Abilities
| Choke |
Standard action |
Tags: Brawling
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The choker makes a +4 attack vs. Brawn using a free hand against a creature it is grappling.
Hit: 1d8+1d6+7 damage.
| Grappling Tentacle | Standard action |
Tags: Size-Based
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The choker makes a +2 melee strike vs. Armor with its tentacle.
Hit: 1d6+7 damage. If the attack result also hits the target’s Brawn defense, it is grappled.
Critical hit: If the attack result is also a critical hit against the target’s Brawn defense, the choker controls the grapple.
HP 183 IP 137
Defenses Armor 10 Brawn 16 Fort 14 Ref 9
Immune Compulsion, Emotion
Movement 40 ft.
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Attributes 6, -2, 6, —, 2, — | Alignment Neutral evil |
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Accuracy +5; Brawling +7 | Power 12; 8 ✨ |
Corpsemound Lore
Souls DV 9: A corpsemound is a Large undead amalgation of many corpses. It resembles a pile of bodies. The bodies push, drag, and roll the mound towards anything living.
Corpsemound Abilities
| Mighty Stomp | Elite action |
Tags: Earth
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The corpsemound makes a +5 attack vs. Reflex against all enemies adjacent to it that are grounded on the same stable surface as it. Then, it is briefly empowered (+3 damage).
Hit: 1d10+6 damage.
Miss: Half damage.
| Fists |
Standard action |
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The corpsemound makes a +5 melee strike vs. Armor with its fists.
Hit: 4d6+6 damage.
| Fling Corpse | Standard action |
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The corpsemound throws a zombie mauler from its body. The corpsemound makes a +5 attack vs. Armor against something within Short (30 ft.) range. Whether the attack hits or misses, the mauler takes damage as if it was hit by the attack, and then acts independently afterwards.
Hit: 1d8+12 damage.
| Trample | Standard action |
Tags: Brawling, Size-Based
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The corpsemound moves up to its speed in a straight line. Then, the corpsemound makes a +7 attack vs. Brawn against each creature whose space it moved through in this way.
Hit: 1d8+12 damage.
Miss: Half damage.
| Elite Cleanse | Triggered |
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At the end of each round, roll 1d10. On an 8 or 9, the corpsemound can remove one condition. On a 10, it can instead remove two different conditions. Conditions applied during the current round cannot be removed in this way.
HP 156 IP 51
Defenses Armor 11 Brawn 16 Fort 14 Ment 12 Ref 7
Vulnerable Fire
Movement 50 ft.
Senses Awareness +9
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Attributes 7, -2, 5, -5, 2, 2 | Alignment Neutral evil |
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Accuracy +5; Brawling +7 | Power 13; 8 ✨ |
Corpsetree Lore
Nature DV 9: A corpsetree’s body is a mixture of rotting flesh and wood. When fresh corpses are left to rot near a dying tree, their lingering soul energy can merge with the tree to create a corpsetree.
Corpsetree Abilities
| Circle of Death ✨ | Elite action |
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The corpsetree inscribes a circle in a Medium (30 ft.) radius zone from its location. During its next action, the corpsetree makes a +5 reactive attack vs. Fortitude against all living creatures in the area.
Hit: 4d6 damage.
Injury: 4d6 damage again.
Critical hit: All instances of damage are doubled, not just the initial damage.
Miss: Half damage.
| Corpse Explosion ✨ | Elite action |
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Choose one Small or larger unattended corpse within Short (30 ft.) range. The corpsetree makes a +5 attack vs. Reflex against everything within a Tiny (5 ft.) radius from the corpse. The corpsetree gains a +1 accuracy bonus for each size category by which the corpse is larger than Medium. The corpse is also destroyed.
Hit: 1d8+8 damage.
Miss: Half damage.
| Embedded Growth ✨ | Elite action |
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The corpsetree makes a +5 attack vs. Reflex and Fortitude against one creature within Short (30 ft.) range.
Hit: 1d10+1d6+4 damage immediately, and again during its next action. Whenever it takes damage in this way, light undergrowth briefly fills its space and all adjacent spaces.
Critical hit: All instances of damage are doubled, not just the initial damage.
| Fists |
Standard action |
Tags: Sweeping (1)
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The corpsetree makes a +5 melee strike vs. Armor with its fists.
Hit: 4d6+6 damage.
| Grappling Fists | Standard action |
Tags: Size-Based, Sweeping (1)
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The corpsetree makes a +6 melee strike vs. Armor with its fists.
Hit: 2d6+6 damage. If the attack result also hits the target’s Brawn defense, it is grappled.
Critical hit: If the attack result is also a critical hit against the target’s Brawn defense, the corpsetree controls the grapple.
| Elite Cleanse | Triggered |
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At the end of each round, roll 1d10. On an 8 or 9, the corpsetree can remove one condition. On a 10, it can instead remove two different conditions. Conditions applied during the current round cannot be removed in this way.