Bugbear Class

This dark-furred creature raises a spiked morningstar, its tiny, milk-white eyes glittering with the thrill of the coming kill.

The evil personified by the bugbear may be the most terrifying, for they actively seek to inflict pain and suffering in the most destructive ways possible.

The bugbear is the largest of the goblinoid races, a lumbering brute that stands at least a head taller than most humans. They are loners, preferring to live and kill on their own rather than form tribes of their own kind, yet it isn’t uncommon to find small bands of bugbears working together, or dwelling in goblin or hobgoblin tribes where they function as elite guards or executioners Humans are a bugbear’s favored prey, and most count the flesh of humanity as a dietary staple. Grisly trophies of ears or fingers are common bugbear decorations.

Bugbears, when they turn to religion, favor gods of murder and violence, with various demon lords being favorites. A typical bugbear stands 7 feet in height and weighs 400 pounds.

Alignment: Any

Hit Die: d8.

Class Skills

The Bugbear's class skills are Climb (Str), Handle Animal, Heal, Perception (Wis), Profession, Ride, Stealth (Dex), and Survival (Wis); Racial Modifiers: +4 Intimidate, +4 Stealth.

Skill Ranks per Level: 2 + Int modifier.

Table: Bugbear

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Feat, +2 Str, +2 Con, -1 Cha, +1 Natural Armor, Stalker
2nd +1 +0 +3 +0 +2 Str, +1 Natural Armor
3rd +2 +1 +3 +1 Feat, +2 Str, +2 Dex, +1 Natural Armor

Class Features

All of the following are class features of the Bugbear.

Weapon and Armor Proficiency: A bugbear is proficient with all simple weapons, morningstar and javelin. They are also proficient with light armor and shields.

Senses: darkvision 60 ft., low-light vision, scent

Languages: Common, Goblin

Speed: 30 ft.


Stalker (Ex)

Perception and Stealth are always class skills for bugbears.


Scent (Ex)

This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location. A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.