- Source: Monster Manual p.33
- Monster Type: Ambushers, Raider
Introduction Edit
'Children be alert when you go to bed, else the hiding Bubgear will make you dead'A Bugbear is a type of Goblinoid, taller, larger and stronger than it's smaller cousins. Bugbears resemble a large and feral goblin monkeys except for it's face and claws which are said to resemble a bear. More powerfully built than a Goblin, a Hobgoblin's body is built for survival through raiding and hunting making them excellent killers.
The great physique Bugbear is hampered by their less than ideal Intelligence (-1). Bugbears are not well known for being great military commanders or tacticians. They are temperamental and usually known for being capricious with unreasonable mood swings. Despite their handicap, however, Bugbears are very adept ambushers and some of the best at hit-and-run tactics due to their innate Stealth Skills (+6 to all stealth rolls). Because of their fantastic ability to hide and stealthily follow prey, they almost always will try to engage their foes with the advantage of surprise on their side first and foremost.
Bugbears, despite their great strength, are not soldiers and if forced to do so will display poor discipline; they are hunters, scouts and auxiliaries and will usually leave the position of front line soldiering to their relatives the Hobgoblins. Because of their chosen role Bugbears are seldom seen attacking alone and usually with some numerical advantage along with the element of surprise. If these advantages are nullified and the Bugbear notices the battle starting to turn, unlike their Hobgoblin brethren, they will not hold the line instead trying will flee to preserve their life. They will abandon anyone or anything if it means saving their own life. If cornered or captured it will have no hesitate to betray it's former comrades.
How to Run a Bugbear Encounter Edit
'I had some regulars inna form of a Goblin raiding party lead by this Hobgobbo fella. He paid well for weapons an' always wanted more later, but he never carried more an' a knife. Thought it weird until one day durin' a shipment delivery some schmup appears outta nowhere to attack the Hobgobbo for raidin' his village. Seconds later the sucker is dead an' three tall hairy fellas appear from outta nowhere armed with some a me weapons! Hobgobbo didn't even notice the guy! Stop sellin' to 'im after that. Guy was a prick anyhow.' -Account of an anonymous arms merchantThe biggest strength the Bugbear has is it's stealth and which should be used and exploited as often as possible. With a Stealth bonus of +6, a Bugbear needs only to get a 14 to reach a Stealth roll total of 20. This means unless the Bugbear gets below a 10 on Stealth rolls it will easily beat the passive perception checks of any character. So with their incredible ability to be sneak a Bugbear when nearby but not fighting with a party should always be hiding while stalking the group and should be relatively unnoticed to the party. Only a couple of decent perception checks should be able to allow the party to even be able to notice a Bugbear near them.
Using their stealth Bugbears will attack parties like a hunter would, always at the worst opportune moment for maximum effect. Bugbears have the trait Surprise Attack which means during their surprise round the Bugbear gets an extra 7 (2d6) damage added on top of any damage they may already be doing. This is a huge damage boost to the already deadly damage output of the Bugbear that is further boosted by in melee combat by the Brute trait that adds and extra melee weapon die of damage. So for a Bugbear that attacks and hits during a surprise round with a Morningstar gets 11 (2d8+2) + 7 (2d6) damage total and if it's critical all of that is doubled. In other words a few sneaky Bugbears could severely threaten a party during an encounter. The Surprise Attack damage bonus does apply to any attack made during the surprise round so if needed any ranged attack will get the bonus from the trait, but the Brute trait only applies to melee attacks.
For an encounter a Bugbear would near an area with a decent amount of concealment or cover to hide behind, preferably near enough for them to reach the party should they rush in for a melee attack. They are masters for hit-and-run attacks and should make use of the cover and concealment to great effect.
Bugbears loves to be bullies and pick on the weak, knowing this in battle they use their natural abilities with concealment and cover to reach the weaker and less armored members of a party. Though they can focus fire down particular targets their lack of discipline and love of carnage in general means they usually will just seek out and attack the closest weak target they can. Should they find the weak target not as weak as they thought or a stronger foe begins to hurt it sufficiently the Bugbear should to try retreat and either find a better place to attack a weak target or simply just flee the battle to fight another day.
Bugbears despite their appearances are not front line brutes. There are much better suited monsters for attacking and maintaining a front against a party that the Bugbears would work with. In fact in many strategies for them it is better to team a Bugbear up with a couple of Goblins or for a much harder encounter some Hobgoblins. With a Goblin distraction or a strong united Hobgoblin wall to occupy the stronger members the Bugbears are free to do what they do best.
I'm willing to include even those in SCAG, Player's Guide to Elemental Evil or the expected listings in Volo's Guide.
Tonight, I was thinking about my homebrew, and how the goblinoids would make interesting monks. This would be especially true for the hobgoblin and bugbear versions as those are forced to serve the smaller goblins. Lots of fluff explains that servitude, but the thought is that a high STR/CON Monk could be interesting.
Which then spurred the thought of 'What's the worst monk?' I'm a 1e/2e soul that dipped back in with 5e so Dwarven Mages strike me as crazy.
Half-orc Monk would be pretty wild, but I could see the case of the outsider forced to use common tools as weapons.
I guess a gnome wouldn't feel right.. what else would be an odd monk?
D&d 5e Aarakocra
Takes the cake in terms of visibility and diversity. They are akin to monstrous humanoids perched up high in the mountains. D&d 5e aarakocra race do not belong to mother earth as they have originated from the extra terrestrial planes. Considered as immigrants, the characters double up as scouts and explorers reaching new horizons of exploration. Some of the most important characteristics are as follows:
D&d 5e Asimaar
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D&D 5e Dragonborn
There are umpteen facts about Dragonborn 5e however the most reliable fact is that it is a humanoid that has a heart and soul of a dragon. The body lives in a mortal plane and the creature speak the ancient language of the Dov. It known as Thuum or the voice regarded as magic to create dragon shouts in an impeccable manner. One of the most important dragon languages, it is used by the humanoids for effective communication.
D&D 5e Bugbear
Bugbearis similar to a hairy goblin with 7 feet height. It is named after their noses and claws that are akin to those of the sloth bears. Since the claws are not long or sharp, they use the armors to fight against the opponents in the battle field. In addition, they also use purloined gear to deliver killer punch to the enemies. Gear is not in a good state; therefore it is seldom used in the battle.
D&D 5e Dwarf
Dwarf:They are special characters serving for the kingdoms that are rich in ancient grandeur. Area of operation of the Dwarf 5e is the mountainous range, deep mines and blazing forges. One of the most important characteristics of the Mountain dwarf 5e is its lifelong commitment to clans and traditions. In fact, they hate goblins and orcs because the latter are their eternal enemies. In face of threats, dwarves unite and become capable to deliver a killer punch to the opponents.
D&D 5e Elf
As the name suggest, Elf 5e is the cynosure of all eyes of the races due to their long life span and the magical prowess. The creature is known to exude grace considered to be unparalleled among the characters belonging to different species. Beauty of Elf 5e is one of the most important attributes that impresses the human beings. The latter regard elves as epitomes of perfections in terms of physical features. D&D Elf is also attracted to the human race in spite of the barbarian lifestyle.
D&D 5e Feral Tiefling
D&D 5e feral tiefling: The creature called feral tiefling 5e is a humanoid belonging to the plane touched category. It is known due to the touch of the fiendish planes however the real recognizable trait is the descent from demons and devils.Although feral tiefling 5e is a popular character, the lineage of the evil ancestors cannot be denied.
D&D 5e Firblog
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D&D 5e Genasi
The D&D 5e Genasi is one such kind of a person which is considered as the offspring of genies and mortals. The primary elemental planes are usually inhospitable to the natives, these natives belong to the material plane. The material plane has to crush earth, searing flames, huge sea, bold skies all this makes visit several places and can be extremely fatal. The super strong D&D 5e Genasi won’t face any troubles or obstacle when getting started with the mortal world. They easily adapt very well to the blended elements of the entire material plane. They can even sometimes visit their own volition. All this is completed by magical elements. Some form of D&D 5e Genasi can even follow the mortal guise and can travel to unknown places anonymously.
D&d 5e Goblin
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D&D 5e Kenku
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D&D 5e Koblod
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D&D 5e Lizardfolk
The lizardfolk is quite a different creature and resembles somewhat to the dragons rather than the humans. They have their own set of rules and principles which they follow strictly. Their desires and thinking is very different and it is because of the principles that they have laid down. When you talk about their nature, they are quite faithful to their race and bestow everything on them. Their physical appearance is unusual of their characteristics and it is a bit difficult to understand them.
D&D 5e Half ORC
Half orc are the mixed species of the humans as well as the orc tribe. This is the reason that they have characteristics and traits of both of them. Their agility and physical power is something that comes from both the races but still have been shunned several times. But D&D half ORC has not led them down but have come out strongly thus proving that they are worth for everything. Their story is quite an interesting one and you will surely love to know more about them.
D&D 5e Gnome
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D&D 5e Goliath
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D&D 5e Half-Elf
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D&D 5e Halfling
The goals of most D&D 5e Halfling’ s are the comforts of home. Although some Halflings live out their days in remote agricultural communities, others form nomadic bands that travel continuously, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even those wandering people love peace, food, neck, and home, although the house can be a wagon with a dirt road or a furnace swim sword.
D&D 5e Hobgoblin
Hobgoblin, the term arose from the various folktales featuring these more menacing form of goblinoids other than goblins, was coined to describe a friendly yet troublesome creature of the Seelie Court. D&D 5e Hobgoblin ‘s are believed to be smart, strong, and comparatively large creatures although they aren’t as powerful as the bugbears. The famous character “Puck” from the Shakespeare’s “A Midsummer Night’s Dream” is the most abundantly known hobgoblin present.
D&D 5e Human
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D&D 5e ORC
D&D 5e Orc are a race of humanoids. This race is a threat to the civilized cultures of toril. Whether it is united under the leadership of a powerful warlock or fought with stability after the years of conflict, the ORC and the human tribe sometimes combine; the forces are encompassed extensively to the fear of the settled civilized land. Half-orcs are born when these alliances are sealed by marriage. Some of the half-orcs rise to become the chiefs of their tribes and the other venture into the world to prove their worth among civilized races.
D&D 5e Tabaxi
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D&D 5e Yuan-ti Purebloods
Yuan-ti purebloods d&d 5e are the most human-seeming of all yuan-ti breeds. They are snake-human hybrids, which were created in the earliest days of civilization. Their culture fell from an advanced and enlightened state into cruelty and fanaticism. Purebloods are described as human-like with minor reptilian features like a forked tongue, snake-like eyes, and patches of scales on their skin. Their heights and weights range is same as humans.
D&D 5e Triton
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D&D 5e Warforged
The d&d 5e warforged were created ages ago. They were created as a tool of war. Originally golems with the ability to learn and adapt on the battlefield, they shortly became aware. And, with awareness came a soul, and with a soul, the desire to live and not to die in a pointless conflict. Because of that they rose up against their masters and fled the field of battle. They did this to live a more peaceful life, away from conflict of death. They are well-known for their size, their war prowess, and their single mind focus. They make fearsome enemies and steadfast allies.
D&D 5e Tortle
Tortle’s D&D 5e live a very simple life as peaceful farmers on the Savage Coast of Mystara. It is a region which is expanded as the mini-setting of Red Steel. By nature, they are inoffensive. But they will fight to defend their homes and naturally, they are very good at tanking. They have never managed to get any semi-official update to later editions like their fellow Red-Steel introduces the Aranea.
I thought I would share a playable race build for an Aarakocra created by Rich Howard. This image is by Christopher Burdett and is the official one from the Monster Manual (his art appears on many pages of the Monster Manual).
“The aarakocra were one of my favorite monsters from the original Fiend Folio. They, along with the bizarre and oft-mocked flumph, were one of the only good races in the book and seemed ripe for heroic storytelling. Unfortunately, they weren’t available to the average player as a race (at least until Dark Sun) and creating appropriately balanced new races in the early editions was challenging. It’s a little thing, but opening the 5th ed Monster Manual and seeing the aarakocra as the first monster helps this edition find a place in my gamer heart.”
Here’s a snipet with just the traits from Rich’s fully fleshed out build…
Ability Score Increase. Your Dexterity increases by 2 and your Wisdom increases by 1
Age. An aarakocra reaches adulthood at the age of 20 and they have been known to live as long as 200 years.
Alignment. Aarakocra are raised to oppose the forces of Elemental Evil and lean toward good alignments. Personal freedom is at home beside their loyalty to the Wind Dukes of the Elemental Plane of Air, therefor most aarakocra are neutral good, though lawful and chaotic members of the race are not uncommon. Though rare, evil members of the race are sometimes recruited or blackmailed into working for elemental cults or for the fiend lord Pazuzu.
Size. Aarakocra are smaller and thinner than the average human, ranging from 5 to 5-and-a-half feet tall, and weighing between 90 and 120 pounds. Their wingspan is their most impressive feature, averaging 20 feet. Your size is medium.
Speed. Your base walking speed is 25 feet. You also have a fly speed of 30 feet (see Wings below)
Keen Senses. You have proficiency in the Perception skill and may double your proficiency bonus on any skill check that involves sight.
Child of Aaqa. Aarakocra have advantage on saving throws against lightning and thunder damage, as well as against spells or powers that manipulate air, such as gust of wind, wind wall, or an air elemental’s whirlwind power.
Wings. An aarakocra’s impressive wingspan allows them to fly at great speeds, but they may not hover. In order to fly, an aarakocra must have a minimum of 10 feet of open space on either side of them and 30 feet of open space above, below them or any combination (taking off from a ledge 15 feet above the ground and 15 feet below the ceiling is appropriate). An aarakocra who has been restrained, either by a spell, net, lasso, grapple or other effect may not fly. An aarakocra is also prevented from flying while wearing heavy armor or while carrying a heavy load. At 5th level, your fly speed increases to 50 feet.
Dive Attack. An aarakocra who flies at least 30 feet during a round, and has descended at least 20 feet at the end of that movement, deals one additional die of damage with the first melee attack made during that round.
Talons. Aarakocra possess powerful talons on their feet. They may choose to deal 1d4 slashing damage with their unarmed attacks instead of the normal 1 point of bludgeoning damage. Aarakocra monks and those trained in similar forms of unarmed combat, deal unarmed damage as their class indicates, but may choose to deal either bludgeoning or slashing damage with each unarmed attack.
Summon Air Elemental. Five or more aarakocra may summon an air elemental as detailed in the Monster Manual.
Languages. You can speak, read and write both Common and Auran.
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