Bugbear Shadow Sneak

Level 2 Troop Ambusher
Bugbear, Goblin, Humanoid, Fey EV 16
Stamina 80
Speed 7 Size 1L / Stability 0
Free Strike 5

Might

2

Agility

2

Reason

0

Intuition

0

Presence

0

Suckerpunch 2d10 + 2

Melee, Strike, Weapon Signature Action
Melee 1 1 creature or object
≤11: 8 damage;
A<1 grabbed
12—16: 13 damage;
A<2 grabbed
17+: 16 damage;
grabbed
Effect:

The target can’t use triggered actions until the start of the next round. This ability deals an additional 4 damage if the sneak started their turn hidden from the target.

Shadow Cloak (3 Malice) 2d10 + 2

Area Action
2 burst All enemies in the burst
≤11: 2 damage;
I<0 sneak is concealed from the target (save ends)
12—16: 3 damage;
I<1 sneak is concealed from the target (save ends)
17+: 4 damage;
I<2 sneak is concealed from the target (save ends)
Effect:

4 damage; I<2 sneak is concealed from the target (save ends)

Carving Dagger 2d10 + 2

Ranged, Strike, Weapon Action
Ranged 8 2 creatures or objects
≤11: 7 damage;
M<0 bleeding (save ends)
12—16: 11 damage;
M<1 bleeding (save ends)
17+: 14 damage;
M<2 bleeding (save ends)
Effect:

The target can’t hide from the sneak or their allies while bleeding from this ability.

Throw

Attack, Melee Maneuver
Melee 1 1 creature or object grabbed by the sneak
Effect:

Vertical push 4. An ally target doesn’t take damage from being force moved.

Catcher

Free Triggered Action
Melee 1 1 size 1 creature or object
The target is force moved into a square adjacent to the sneak.
Effect:

The target is grabbed by the sneak.

Clever Trick (1 Malice)

Triggered Action
Special 1 enemy
A target attacks the sneak.
Effect:

The sneak chooses an enemy within distance of the attack. The attack targets that enemy instead.

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  1. Goblin Malice


    1. Goblin Mode

      3 Malice
      1. Each goblin in the encounter gains a +2 bonus to speed until the end of the round.

    2. Tiny Stabs

      5 Malice
      1. Each enemy in the encounter takes 1 damage for each goblin adjacent to them.

    3. Swamp Stink

      7 Malice
      1. The encounter map becomes covered in a green mist that lasts until the end of the round, and which can’t be dispersed by wind. All areas of the map become difficult terrain for non-goblins, and each non-goblin on the map must make a Might test.

      2. ≤11: 5 poison damage;
        weakened until mist disappears
        12—16: Weakened until mist disappears 17+: No effect

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  2. Bugbear Malice


    1. Goblin Malice Features

      X Malice
      1. The bugbear activates a malice feature available to goblins.

    2. Grab Iron Ball

      3+ Malice
      1. For every 3 malice spent, one bugbear acting this turn grabs an iron ball. The iron ball can be thrown like a creature. A creature hit by the iron ball takes an additional 3 damage and is M<1 slowed (save ends).

    3. Grab Javelin

      5+ Malice
      1. For every 5 malice spent, one bugbear acting this turn grabs a javelin. The javelin can be thrown like a creature. A creature hit by the javelin takes an additional 7 damage and is M<1 bleeding (save ends). While bleeding this way, an ally within 2 of the creature can use a free maneuver on their turn to pull the creature 2 squares.

    4. Show Them the Great Fear

      10 Malice
      1. A bugbear infuses the battle map with bu’gathic magic. Until the end of the encounter, each bugbear and ally has their speed doubled, adds the Climb keyword to their speed, and inflicts I<1 frightened (save ends) on their strikes. Each affected creature then moves up to their speed.

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