Bugbear names: (uses half-orc generator)

Bugbears are the largest and strongest of the playable races, reaching 7 and a half feet tall and 350 pounds. Distantly related to goblins, they have the same wide ears and large mouth, but are much larger, hairier, and more cautious. Their hair and fur tends to be darker or lighter shades of brown, turning to white as they age.

Before the Outsiders, Bugbears had a very regimented feudal society that held the fealty of many other Family settlements with their territories. They were the core of the resistance against the Outisders' domination, and the Outsiders haven't forgotten that.

The surviving Bugbears of Ikari tend to set up semi-permanent camps of 20-50 people for child-rearing and crafting, with hunter/raider groups of 3-12 operating independently in the surrounding area until it’s time to move on. Everyone has a role to ensure the survival of the group, based on their skills and inclinations. There is flexibility in being assigned a role, but once set, shirking it for other preferences is a societal taboo.

They tend to respect the Family Bond more than most, and have even tried to come to terms with Outsiders on occasion. They tend to be conservative in their outlook and approach. If they raid against an Outsider, it’s because they’re either desperate, or very sure they can win.

Tips for playing a Bugbear:

You have a role in the party: tracker, frontline fighter, cook, healer, etc. That role is your life. You’re protective of it when people try to encroach on it, and attempts to get you ignore its duties to do something else are met with extreme grumpiness. You tend to respect rules and authority, and dislike Bugbears who don’t. You think less of other races who act wild, but don’t hold it against them personally. They aren’t Bugbears, after all.

Bugbear Stats:

Strength: +2

Darkvision: 30 ft.

Medium Humanoid (Bugbear)

Menacing: You gain proficiency in the Intimidation skill.

Natural Athlete: You have proficiency in the Athletics skill.

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Killing Blow: As the most warlike of the family, you occasionally see the opportunity to adjust your strike to the perfect angle. Declare you are using this ability before making a weapon attack. If it hits, you may add 2d6 damage to the damage roll. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your killing blow, you can’t use it again until you complete a short or long rest.


Dungeon Hearts ADP ADP