Bugbear
Bugbear.png

Bugbears rely on stealth and strength to attack, preferring to operate at night. When they're not in battle, bugbears spend much of their time resting or dozing, and bully weaker creatures into doing their bidding. From the viewpoint of the rest of the world, their aggression and savagery are thankfully offset by their rarity and lethargy.

In some campaigns, humanoids normally regarded as sinister threats can emerge to adventure alongside humans and the other standard races. This section is aimed at DMs who wish to expand the race selections for their campaigns beyond the typical folk of D&D.

Why a Monstrous Character?

Creating characters as creatures normally cast as villains offers up some interesting roleplaying possibilities. Whether played for comedy, as a tragic story of betrayal and loss, or as an antihero, a monstrous character gives a player a chance to take on an unusual challenge in the campaign. Before allowing monstrous characters in your campaign, consider the following three questions.

Rare or Mundane?

Consider how common orc, goblin, and similar adventurers are in your setting. Are they regarded as no stranger than elves or dwarves? Are they met with suspicion? The role these races play in your setting should determine the kinds of reactions that such characters meet.

Don't be afraid to push things to an extreme. An ore character might have to venture into town in disguise or remain in the wilderness, for fear of imprisonment or mob violence. Be sure to talk to the group about how such characters can expect the world to treat them. Some players like the challenge of taking on an outcast, but don't set up one expectation and deliver another.

You can establish a monstrous creature as just another culture in your campaign, one that has alliances and rivalries with humans, elves, and dwarves. A hobgoblin kingdom might serve as a buffer between a human kingdom and a blighted region overrun by the spawn of Kyuss. Kobolds might be city builders, the architects of grand, heavily fortified edifices, which other folk dwell in for a price. The cultural notes in chapter 1 are the standard D&D depiction of these creatures, but by no means do they define them for your campaign. Use them as a starting point for your own ideas.

Outcast or Ambassador?

Consider how a monstrous character's native culture views the character. Is the character an outcast, a spy, an ambassador, or something else? Work with the player to determine how the character ended up as an adventurer.

The character's bond is a great starting point to consider for this question. How did the bond drive the character to adventure? The character's trait, flaw, and ideal can also play a role in fleshing out the story.

Friends or Enemies?

Figure out what special ties the character has to other members of the adventuring party. An orc warlock might be the dwarf ranger's sworn enemy, but the two are forced to work together to defeat a mutual foe. Perhaps the kobold sorcerer was the tiefiing wizard's familiar, transformed by an irate archmage in return for some petty insult. The hobgoblin paladin might have been human once, but crossed the wrong hag and was cursed to take on an evil guise. A creative tie between a monstrous character and the rest of the party helps make for a memorable campaign.

The Monstrous Origin table gives a number of ideas for adding a monstrous character to the campaign.

d8 Origin
1 You are a spy sent to undermine your enemies from within.
2 You are the victim of a curse or Polymorph spell.
3 You were raised by humans, elves, or dwarves and have adopted their culture.
4 At a young age, you adopted a human religion and now serve it faithfully.
5 You received divine insight that sent you on your path, and occasionally receive new visions that guide you.
6 Your sworn enemy is an ally of your people, forcing you to leave your tribe to gain vengeance.
7 An evil entity corrupted your people's society.
8 An injury or strange event caused you to lose all memory of your past, but occasional flashes of it return to you.

Goblinoid Names

Goblinoid names often feature drawn-out vowel sounds (represented by doubled letters), as seen in the names of both their ancient empire (Dhakaan) and their newborn country (Darguun). Goblins, hobgoblins, and bugbears use the same names and naming conventions, despite their tribal differences.

Male Names: Aruget, Chetiin, Daavn, Dabrak, Dagii, Drevduul, Duulan, Fenic, Gudruun, Haluun, Haruuc, Jhazaal, Kallaad, Krakuul, Krootad, Mazaan, Munta, Nasaar, Rakari, Reksiit, Tariic, Taruuzh, Thuun, Vanii, Vanon, Wuudaraj

Female Names: Aaspar, Aguus, Belaluur, Denaal, Draraar, Duusha, Ekhaas, Eluun, Graal, Gaduul, Hashak, Jheluum, Kelaal, Mulaan, Nasree, Raleen, Razu, Rekseen, Senen, Shedroor, Tajiin, Tuneer, Valii, Wuun

Bugbear Traits

Your bugbear character has the following racial traits.

Ability Score Increase
Your Strength score increases by 2, and your Dexterity score increases by 1.

Age
Bugbears reach adulthood at age 16 and live up to 80 years.

Alignment
Bugbears endure a harsh existence that demands each of them to remain self-sufficient, even at the expense of their fellows. They tend to be chaotic evil.

Size
Bugbears are between 6 and 8 feet tall and weigh between 250 and 350 pounds. Your size is Medium. Your height is 6'0" with a modifier of +2d12. Your weight is 200 lbs. with a modifier of +(height roll) x 2d6.

Speed
Your base walking speed is 30 feet.

Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Long-Limbed
When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Sneaky
You are proficient in the Stealth skill.

Surprise Attack
If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

Languages
You can speak, read, and write Common and Goblin.

Bugbear MPMM

Bugbear.png
Neither bugs nor bears, bugbears are the hulking cousins of goblins and hobgoblins. With roots in the Feywild, early bugbears resided in hidden places, in hard-to-reach and shadowed spaces. Long ago and from out of the corner of your eye, they came to the Material Plane, urged to spread throughout the multiverse by the conquering god Maglubiyet. Centuries later, they still bear a fey gift for lurking just out of sight, and many of them have sneaked away from that god's influence.

They are long of limb and covered in coarse hair, with wedge-shaped ears and pointed teeth. Despite their formidable build, bugbears are quiet skulkers, thanks to a fey magic that allows them to hide in spaces seemingly too small for them.

Ability Scores
One ability score of your choice increases by 2, and one other ability score of your choice increases by 1, or three ability scores of your choice increase by 1.

Size
Medium

Speed
30 ft.

Creature Type
You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.

Darkvision
You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Fey Ancestry
You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Long-Limbed
When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Sneaky
You are proficient in the Stealth skill. In addition, without squeezing, you can move through and stop in a space large enough for a Small creature.

Surprise Attack
If you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn't taken a turn yet in the current combat.

Languages
You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

Source: Volo's Guide to Monsters, Eberron: Rising from the Last War, Mordenkainen Presents: Monsters of the Multiverse

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