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Bugbear Night TerrorCreature 3

Source Pathfinder Society Intro: Year of Boundless Wonder
Perception +8 (darkvision, scent (imprecise) 30 feet)
Languages Abyssal, Aklo, Common, Goblin, Infernal
Skills Acrobatics +7, Athletics +9, Intimidation +5, Stealth +9
Str +4, Dex +2, Con +3, Int -1, Wis +1, Cha +0

AC 18; Fort +10; Reflex +9; Will +6;
HP 50
Speed 25 feet

Fist One Action +11 (+7, +3) to hit (agile, nonlethal) 1d4+8 Bludgeoning
Spear One Action +11 (+6, +1) to hit 1d6 + 8 Piercing
Spear One Action +8 (+3, -2) to hit (thrown 20) 1d6 + 8 Piercing


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent (Imprecise) 30 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Startling Grasp One Action

The bugbear Strides up to 10 feet and attempts to Grapple: Athletics a creature they're Undetected by. If they succeed, the creature is Frightened 1, or Frightened 2 if the bugbear critically succeeds at their Athletics check to Grapple.

Wicked Mauler

The bugbear gains a +4 circumstance bonus to damage rolls against Frightened creatures.

The more common bugbear thug specializes in the art of lurking in the shadows.

These stealthy and cruel goblinoid creatures delight in spreading fear and tormenting their victims. Bugbears are the monsters lurking in the closet and hiding under the bed. Preying on remote farmsteads, bugbears reveal their presence with thumps in the night or creaks of boards to build lurking dread and arouse suspicion and fear.



Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.


A creature with this trait can come from multiple tribes of creatures, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.


Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.