Bugbears

Bugbears are a race of goblinoids that combine savagery and cunning with raw strength. What sets them apart from the other goblinoids is their preference to live in small groups, usually counting no more than a dozen members. Bugbears are also notorious for their extreme brutality and talent for instilling fear in their enemies. Their resolve, both mental and physical, is strong and bugbears thrive in murder and torture. Perhaps that is why hobgoblins found them a use during the War of Beasts in the beginning of the 9th century when they decided to invade the southern lands with a massive army. Bugbears were recruited in large numbers, most of them willingly for the prospect of bringing destruction upon the southern kingdoms was in their best interest. During the war, the bugbears truly earned their reputation as masters of terror tactics. Many small bugbear troops were deployed and spread across the south, murdering the local populace, burning down villages, cutting supply lines and harassing minor garrisons. As the hobgoblins retreated from the war, numerous bugbears were left behind as the words of defeat either did not reach them or they paid no mind to them. The bugbears had grown an appetite for the southern races, especially humans, and still dwell within these lands in their own bandit posses and continue their personal mission of feeding on the fears of the weak.

## Physical description

Large and heavily built, a typical bugbear stands over 2 meters tall and weighs about 180 kilograms, with both sexes sharing these statistics. Although their build would suggest them to be suited for the frontlines of an army, that is not where they are at their best. Bugbears do not have particularly good coordination in larger numbers and find greater trust and control in just a handful of allies. People say bugbears are creations of Hornafel, bred in anticipation of the War of Beasts, but their tactics do not reflect his teachings. War gives them great opportunities, but only when they work as a third party in the confrontation. Many also feel that Ar-Khamul is one that embodies the murdering intent of the bugbears. Bradwarden could also be considered to be an appropriate God for bugbears with his stealthy tactics and insatiable hunger for meat. Whatever the case may be, bugbears are not known to be very religious and do not seem to hold a pact with any God, whether good or evil.

Known to be hairy and bestial, bugbears look as if they are a mixture made of goblins, bears and orcs. Their ears are large and point to the side and their fur patterns usually give them an angry look. The pupils of a bugbear are generally small and their eyes glow in bright colors, such as red, green or yellow. Their mouths are large and lined with numerous sharp teeth. Some individuals also possess long and strong arms which they use to climb in trees and beat their foes to a pulp. Like the hobgoblins, bugbears grow fast and start acting on their own during their second year. Bugbears might even find some time in teaching their young because of their small communities. However, as staying hidden is vital to the bands survival, fledgling bugbears are expected to stay within their hideouts until they are a few years older. Then they might be taken to smaller raids to gather some experience. Occasionally young bugbears are also left entirely on their own, taken somewhere far away from the band as their presence can be quite detrimental and too consuming to the adults. Thankfully, the natural instincts of a young bugbear help him survive and if he is lucky, he may someday return to his band or find a completely new one to join once he reaches adulthood. Bugbears are considered to be adults at 12 years of age and die at around 80 years of age.

## Society

As bugbears prefer small troops instead of forming tribes, clans or other larger communities, they have no true homeland or nation to call their own. Most of them have accepted their role as secluded brigands roaming the world and taking whatever they can get. Bugbears have no strong cultural identity or national pride and that will probably never change, unless the southern kingdoms suddenly decide to crack down on their bands and hunt them to extinction. Currently, they have found their ways quite sustainable within the forests, mountains and caves of the south. Some bands survive for generations and others are hunted down because of their crimes, but life for the bugbears goes on nonetheless. Although many bugbears are still connected to the hobgoblins and their warbands, their need for self-serving satisfaction makes them frequently desert their slave masters if they get the opportunity. If the hobgoblins ever return to the south, the larger bugbear population may once again come together as one to reap on the sorrows of the southern kingdoms. Until that day, they are but bandits in hiding.

## Rules

* **Ability Score Modifiers:** Bugbears have exceptional strength and excel on many physical fronts, but tend to be antisocial and a bit dense. Bugbears gain +4 Strength and either +2 Constitution or +2 Dexterity, as well as -2 Intelligence and -2 Charisma.
* **Type:** Humanoid, goblinoid
* **Size:** Medium
* **Base speed:** 30 feet
* **Languages:** Bugbears begin play speaking Common and Goblin. Bugbears with high Intelligence scores can choose from the following: Dwarven, Giant, Gnoll and Orc.

* **Stalker:** Bugbears gain a +2 racial bonus on Perception and Stealth checks.
* **Innate Brutality:** Bugbears gain a +2 racial bonus on Intimidate checks. Intimidate is always a class skill for them.
* **Fear Feeder:** Bugbears gain a +2 racial bonus on attack and damage rolls when attacking targets that are cowering, frightened, panicked or shaken.
* **No Fear, No Pain:** Bugbears gain a +2 racial bonus on saving throws against fear and pain effects.
* **Scent:** Bugbears gain the scent ability.
* **Darkvision:** Bugbears can see perfectly in the dark up to 60 feet.

### Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any new options.

* **Toothy:** Bugbear can occasionally grow teeth and mouths large enough to be used as weapons, making them even more aggressive and bloodthirsty. Bugbears with this racial trait gain a bite attack as a primary natural attack that deals 1d6 points of bludgeoning, piercing and slashing damage. This racial trait replaces Scent.
* **Bossbear:** Bugbear bands need a good leader and some bugbears enjoy this position, sating their lust for fear by guiding the actions of the band. Bugbears with this racial trait gain a +2 racial bonus on Diplomacy checks and Diplomacy is always a class skill for them. This bonus is doubled when dealing with other bugbears. This racial trait replaces Innate Brutality.
* **Thick Hide:** Bugbears are known to be hairy and some of them also possess a thickened skin under their furry coats, making them naturally good frontal fighters. Bugbears with this racial trait gain a +1 natural armor bonus. This racial trait replaces Stalker.
* **Nasty Grip:** Instead of abusing the weaknesses of fearful foes by hitting them, some bugbears like to choke opponents, twist their limbs or drag them on the ground in painful ways. Bugbears with this racial trait gain a +1 racial bonus on combat maneuver checks made to grapple or drag and a +1 racial bonus on their CMD against grapple or drag attempts. These bonuses are doubled against opponents that are cowering, frightened, panicked or shaken. This racial trait replaces Fear Feeder.
* **Terror Magic:** Though not often turning towards magic, a few bugbears have found it to be useful in spreading fear. Bugbears with this racial trait cast spells with the fear descriptor at +1 caster level and add 1 to the DC of saving throws made to resist the effects of such spells cast by them. This racial trait replaces Fear Feeder.
* **Variance:** Bugbears are highly adaptable and focus on surviving and thriving in whatever environment they have chosen to live in and many of them can even possess strange powers. Choose one of the following racial traits. This choice is made at character creation, and once made it cannot be changed.

* **Kardan:** Kardans have dark gray fur and prove far stealthier than their lesser brethren. These bugbears sometimes possess the vexing ability to appear as something other than their selves for short periods of time. Kardans gain a +5 racial bonus on Stealth checks and Stealth is always a class skill for them. In addition, they can use *Disguise Self* and *Minor Image* both once per day as a spell-like ability (caster level equals the bugbear’s level; save DC 10 + spell level + Charisma modifier). This racial trait replaces Fear Feeder and Stalker.
* **Wikkawak:** In wintry climes, albino bugbears called wikkawaks prowl the glaciers by night, hunting settlers and prowling the frosted roofs of log cabins. Wikkawaks gain cold resistance 5 and can use *Pass without Trace* and *Quench* both once per day as a spell-like ability (caster level equals the bugbear’s level; save DC 10 + spell level + Charisma modifier). This racial trait replaces Fear Feeder and Scent.
* **Murd:** In swampy environs or near great rivers, another form of bugbears, called murds, is said to exist. Its fur caked in muddy earth, the thing can turn into sludge-like tar at will. It is said a murd fears all serpents and cannot enter a house where a snake is kept as a pet. Bugbears with this racial trait gain the supernatural ability to use a special version of *Gaseous Form* twice per day to become viscous mud. When in mud form, a murd can squeeze through any gap water can and can “flow” uphill, against gravity, although it must succeed on Climb checks as normal (caster level equals the bugbear’s level). This racial trait replaces Fear Feeder and No Fear, No Pain.
* **Slate-Stalker:** Some bugbears adapt to human environments better than others, and a relatively new species of these terrors has been rumored of late. Called slate-stalkers, these bugbears possess fur containing the gray-black-brown of most urban environments. Bugbears with this racial trait gain fire resistance 10, Low-Light Vision and a +2 racial bonus on Stealth checks made in urban settings that stacks with Stalker. In addition, they possess the supernatural ability to become invisible, as the spell *Invisibility*, to all but one creature once per day. Except for its chosen creature, the bugbear enjoys all the benefits of invisibility (caster level equals the bugbear’s level). The chosen creature cannot be an ally and must be within the bugbear's view. This racial trait replaces Fear Feeder and Darkvision.

* **Spontaneous Ferocity (Ex):** Bugbears like to act as if they have no fears but that is not true. They sometimes have a knack for hiding their own fears behind their vicious characters. Thrice per day, bugbears with this racial trait can choose to gain a +2 profane bonus on any Intimidate check of their choice. In addition, when using this ability, they do not suffer a penalty to their Intimidate check if their target is larger than them. This racial trait replaces No Fear, No Pain.
* **Bugmonkey:** A small number of bugbears have disproportionately long and powerful arms which can be quite useful to them. However, these arms also give them a sense of not belonging and can sometimes limit their role within the band. Bugbears with this racial trait gain a climb speed of 15 feet. In addition, they gain Improved Unarmed Strike as a bonus feat. This racial trait replaces Innate Brutality and No Fear, No Pain.
* **Disappear:** While bugbears enjoy stalking in the night, some take more risks during daytime as they know how to hide better than the rest of their kin. Bugbears with this racial trait gain Low-Light Vision and can select a single terrain from the ranger’s favored terrain list. While within that terrain, they can use the Stealth skill to hide, even while being observed. This racial trait replaces Darkvision.

### Favored Class Options

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward. In addition, bugbears have the same favored class options as hobgoblins.

* **Warpriest:** Add 1/5 to the number of times per day the warpriest can use blessings and fervor.

## Bugbear Racial Feats

* **Fearmongering**

*Your nasty words spread far and cut deep, making even large communities crumble under your terror.*

**Prerequisites:** Bugbear, trained in Knowledge (local), Intimidate 5 ranks.

**Benefit:** You gain a +4 bonus when making Propaganda checks and using Intimidate to coerce opponents or influence their attitude. In addition to the normal ways of starting rumors, you can also use Intimidate to spread fear among the populace. With an obscure rumor, only a select few become shaken. With a recurring rumor, most common folk become shaken. With a common rumor, regular guards and even some nobles become shaken. With a widespread rumor, almost the entire populace becomes shaken. Other characters can help with spreading the rumor, but only if they have the prerequisite ranks in Intimidate and are trained in Knowledge (local).

Spreading fearful rumors can have other adverse effects depending on the situation. The results can vary between different settlements, different campaigns and because of many other unknown modifiers. The most common use of fearmongering for bugbears is to have kardan bugbears spread nasty rumors within a village to weaken its defenses before a planned assault.

* **Bogeyman**

*Your noises and facial expressions are equally horrifying.*

**Prerequisites:** Bugbear, Intimidate 1 rank, base attack bonus +1.

**Benefit:** You gain a +2 bonus on Intimidate checks made to demoralize, and you can demoralize opponents who can either see or hear you, instead of both.

* **Variant Mutation**

*You are a special breed among your kind.*

**Prerequisites:** Bugbear, no Variance racial trait, must be taken at 1st level.

**Benefit:** You gain the Variance racial trait. You do not replace any racial traits as a result of your choice and gain the full benefits of the chosen variant.

* **Night Terror**

*The shroud of darkness is one of your greatest weapons.*

**Prerequisites:** Bugbear, Darkvision, Intimidate 3 ranks, base attack bonus +3.

**Benefit:** Whenever you are in an area of dim light or darkness and attack an enemy (who is also in an area of dim light or darkness) that does not have darkvision or the ability to see in darkness, you gain a +2 circumstance bonus on your attack and damage rolls.

If you are blinded or dazzled, this feat has no effect.

* **Grisly Trophy**

*Proudly displaying the remains of slain enemies is a good scare tactic and you know how to use it.*

**Prerequisites:** Bugbear, Intimidate 3 ranks.

**Benefit:** You can mount parts of dead enemies, usually decapitated heads, on your weapons and use them to cause fear among your foes. Collecting and preparing trophies from dead bodies as well as attaching them takes 1 minute. Light weapons and ranged weapons cannot hold any trophies, one-handed weapons can hold 2 trophies, two-handed weapons can hold 4 trophies and any kind of reach weapon can hold up to 6 trophies. The trophies of enemies one or more size categories smaller than you take up half a spot and the trophies of enemies one size category larger than you take up 2 spots and you cannot mount any larger trophies, unless the size of your weapon increases (*Enlarge Person* does not work in this case as it would also increase the size of the trophy).

As long as you hold the weapon, enemies that are of the same race as one of the trophies on the weapon, can see the weapon and are within 30 feet suffer a -1 penalty on attack rolls, weapon damage rolls, and saving throws against fear and charm effects. You must hold the weapon in at least one hand in order to grant this penalty. If the weapon is destroyed by the enemy, this penalty becomes a bonus, affecting all creatures that the penalty previously affected for 1 hour. This is a mind-affecting fear effect.

You can also use the weapon to shaken or sicken enemies affected by the trophies. As a full-round action that provokes attacks of opportunity, you can make a terrifying display to all affected enemies within 30 feet of you. These enemies must make a Will saving throw with a DC equal to 10 + half your character level + either your Strength or Charisma modifier, whichever is higher. Those that fail their save are either shaken or sickened, chosen by you, for as long as they can see the trophies.

Trophies must be kept fresh to have an effect. Trophies that are more than 1 week old have no effect. For the purposes of this feat, a spell such as *Gentle Repose* can be used to keep trophies fresh, although a single casting of the spell will only preserve one trophy at a time.

In addition, you may mount trophies on any kind of magical banner (such as a Lord's Banner). Weapons with banners can hold up to 8 trophies. If mounted on a Lord's Banner of Terror, the DC of its effect is increased by 2 and the DC of Grisly Trophy is increased by 1.

* **Nauseating Trophy**

*Your trophies make people feel queasy and some puke at the mere sight of them.*

**Prerequisites:** Bugbear, Grisly Trophy, Intimidate 5 ranks.

**Benefit:** When you use Grisly Trophy or Trophy Bash to shaken or sicken your enemies, choose one enemy within range that failed its save. That enemy becomes nauseated in addition to becoming either shaken or sickened. In addition, the penalties inflicted by the trophies are increased by 1.

* **Trophy Bash**

*You have found that using your trophies for bludgeoning enemies is both fun and satisfying.*

**Prerequisites:** Bugbear, Grisly Trophy, Intimidate 6 ranks, base attack bonus +6.

**Benefit:** When performing a full attack action, you have the option to forgo all of your extra attacks in favor of using this feat. With a weapon that has at least 2 trophies mounted on it, you attack a single enemy within range. For this attack, your weapon has both its critical threat range and critical multiplier increased by 1. If you bash someone with a banner that has 8 trophies mounted on it, these effects are doubled. These increases stack with other similar effects. If you miss, the trophies remain intact and this feat has no further effect. If you hit, you gain a circumstance bonus on your damage roll equal to double the amount of trophies mounted on your weapon, but the trophies are destroyed in the process. For this attack, your weapon is considered to be dealing bludgeoning damage in addition to its normal damage type.

As your trophies are destroyed and scattered around you, all enemies within 30 feet of you, even if they were not affected by any of the trophies, must make a Will saving throw with a DC equal 10 + half your character level + your Strength modifier + the amount of trophies destroyed. Those that fail their saves are shaken and also sickened if they had previously been affected by any of the trophies, for as long as they can see you. This is a mind-affecting fear effect.

## Racial Archetypes

### Fear Bearer

**Note:** This archetype is largely unfinished. Many of its abilities are placeholders and rough ideas and they are subject to change.

The fear bearer is an archetype of the warpriest class, available to bugbear warpriests.

*Although bugbears have no use for Gods, spreading fear and terror is their purpose. The idea of worshiping fear itself is not foreign to them, and special bugbears known as fear bearers can sometimes guide a band both in battle and in spirit.*

* **Class Skills**

A fear bearer gains Knowledge (local) and Perception as class skills, but loses Knowledge (engineering) and Knowledge (religion) as class skills.

This alters the warpriest’s skills.

* **Weapon and Armor Proficiency**

A fear bearer is proficient with all simple and martial weapons, and with all armor (heavy, light, and medium) and shields (except tower shields). Fear bearers are never devoted to any particular deity, and as such are never proficient with a deity's favored weapon.

This alters the warpriest’s weapon and armor proficiency.

* **Fear Worshiper (Su)**

A fear bearer must select one of the following blessings: Darkness, Destruction, Evil, Fire, Strength, Trickery, War. The alignment of a fear bearer is always evil, and lawful evil and chaotic evil fear bearers can also choose Law or Chaos as one of their blessings, respectively.

In addition, fear bearers gain the Fear blessing as their second blessing:

* **Fear**

**Traumatic Wound (minor):** At 1st level, you can touch one weapon and give it a fearful blessing. The weapon begins emanating an eerie aura for 1 minute, and the next creature that it hits and damages must succeed at a Will save or be shaken for 2 rounds. In addition, any enemies adjacent to the weapon while it is blessed gain a -2 penalty on saving throws against fear. This is a mind-affecting fear effect.
**Nightmare Burst (major):** At 10th level, you can release a burst of terrifying energy around you. This ability functions as the *Fear* spell, except that it is a 30-foot burst centered around you.
This alters the warpriest's blessings.

* **Beacon of Terror (Su)**

At 4th level, a fear bearer can begin chanting and shaking to activate a terrifying aura. Using this ability is a standard action that expends two uses of fervor and doesn’t provoke an attack of opportunity. The aura is a 30-foot radius centered around the fear bearer. Any creature standing within this aura suffers a -1 penalty on Will saves against fear. On subsequent rounds, the aura expends one use of fervor at the beginning of the fear bearer's turn unless they deactivate it as a free action. When activated and on each subsequent round that it stays active, choose one creature within the aura. They must succeed at a Will save (with a DC equal to 10 + half the fear bearer's level + the fear bearer's Wisdom modifier) or be shaken for as long as they stay within the aura. This is a mind-affecting fear effect.

The penalty increases by 1 for every four levels beyond 4th, up to a maximum of -5 at 20th level. Any feats related to *Channel Energy* also work with this ability if applicable (for example, the feat *Extra Channel* grants four additional daily uses of fervor for the purposes of using Beacon of Terror only, and the feat *Quick Channel* can be used by expending four daily uses of fervor).

This ability replaces channel energy.

* **Intimidating Faith (Ex)**

At 6th level, a fear bearer adds his Wisdom modifier as a bonus on Intimidate checks. In addition, when performing an Intimidate check, the fear bearer can expend up to three daily uses of fervor in order to gain a profane bonus on the check equal to twice the amount of uses spent.

This ability replaces the bonus feat gained at 6th level.

* **Fearologist (Sp)**

At 12th level, when preparing spells, a fear bearer must also choose a single bonus spell with the *fear* descriptor. This spell cannot be of a higher level than the fear bearer can currently cast and it does not have to be on their class spell list. They may use this spell as a spell-like ability by expending uses of blessings and/or fervor equal to the level of the spell.

This ability replaces the bonus feat gained at 12th level.

* **Aspect of Fear (Su)**

At 20th level, a fear bearer can channel an aspect of fear, growing even more intimidating than before. Once per day as a swift action, a fear bearer can activate and maintain Beacon of Terror without expending any uses of fervor and all enemies within 30 feet of him lose their immunity to fear. In addition, he can cast any spell with the *fear* descriptor through Fearologist, instead of just his chosen spell. This ability lasts for 1 minute.

This ability replaces aspect of war.