Bugbear
Adapted from MotM
Bugbear
There is debate about how the three Goblinkin races came about, but it's generally accepted that the various clans around Kairos formed as a resistance during the Celestial Age. In order to survive the age of overpowering entities and ever-shifting landscapes, the Goblinkin threw their lot in with the earth. Ancient Goblinkin ruins are structures that seem nonsensical now because they were built and rebuilt to accommodate changes to the world itself. Goblinkin clans are still strong and structured, and for the most part, they're outside of organized cities. Each clan is also very different from each other, but with a few common throughlines—possibly the result of an ancient fracturing from one central organization. The most prevalent throughline is Druidic tradition. While druidic magic sprung up in separate instances everywhere across Kairos during the Celestial age, it's possible that Goblinkin were among the first to tap into the core of Kairos's magic.
Neither bugs nor bears, bugbears are the hulking cousins of goblins and hobgoblins. They are long of limb and covered in coarse hair, with wedge-shaped ears and pointed teeth. Their coats vary from snow white with snow-leopard-like spots to dark mottled browns and blacks. Despite their formidable build, bugbears are quiet skulkers, able to hide in spaces seemingly too small for them.
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.
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.
Comments