Bugbear Sneak

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Bugbear Sneak token by [Max Hamm](https://www.patreon.com/cw/MaxHamm)

Bugbear Sneak

Level 2 Elite Ambusher
Bugbear, Fey, Goblin, Humanoid EV 16
  1. 1L Size
  2. 7 Speed
  3. 80 Stamina
  4. 0 Stability
  5. 5 Free Strike
Immunity Weakness
Movement
  1. Might

    2
  2. Agility

    2
  3. Reason

    0
  4. Intuition

    0
  5. Presence

    0
  1. Sucker Punch 2d10 + 2 Signature Ability

    Melee, Strike, Weapon Main Action
    o Melee 1 x One creature or object
    ! 8 damage; A < 1 grabbed @ 13 damage; A < 2 grabbed # 16 damage; grabbed
    Effect:

    The target can't use triggered actions until the start of the next round. Additionally, if the sneak started their turn hidden from the target, this ability deals an extra 4 damage.

  2. Shadow Cloak 2d10 + 2 3 Malice

    Area Main Action
    o 2 burst x Each enemy in the area
    ! 2 damage; I < 0 the sneak has concealment from the target (save ends) @ 3 damage; I < 1 the sneak has concealment from the target (save ends) # 4 damage; I < 2 the sneak has concealment from the target (save ends)
    Effect:

    The sneak shifts up to their speed and can attempt to hide.

  3. Carving Dagger 2d10 + 2

    Ranged, Strike, Weapon Main Action
    o Ranged 8 x Two creatures or objects
    ! 7 damage; M < 0 bleeding (save ends) @ 11 damage; M < 1 bleeding (save ends) # 14 damage; M < 2 bleeding (save ends)
    Effect:

    While bleeding this way, the target can't hide from the sneak or their allies.

  4. Throw

    Melee, Strike Maneuver
    o Melee 1 x One creature or object
    Special:

    The target must be grabbed by the sneak.

    Effect:

    The target is vertical pushed up to 4 squares. An ally doesn't take damage from being force moved this way.

  5. Catcher

    Melee Free Triggered Action
    o Melee 1 x The triggering creature or object
    A size 1 creature or object is force moved within distance, or a size 1 ally willingly moves within distance.
    Effect:

    The target is grabbed by the sneak.

  6. Clever Trick 1 Malice

    Triggered Action
    o Special x One enemy
    The sneak is targeted by a strike.
    Effect:

    The sneak chooses one enemy within distance of the strike to become the target of the strike.

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Bugbears 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. Grab Iron Ball 3+ Malice

    1. For every 3 Malice spent, one non-minion bugbear acting this turn grabs an iron ball and can use a maneuver to throw it at a creature within 5 squares of them. The creature takes damage equal to 8 - the number of squares the iron ball was thrown, and if they have M < 1, they are slowed (save ends).

  3. Tiny Stabs 5 Malice

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

  4. Grab Javelin 5+ Malice

    1. For every 5 Malice spent, one non-minion bugbear acting this turn grabs a javelin and can use a maneuver to throw it at a creature within 5 squares of them. The creature takes damage equal to 12 - the number of squares the javelin was thrown, and if they have M < 1, they are bleeding (save ends). While a creature is bleeding this way, any ally of the bugbear within 2 squares of them can use a free maneuver to pull the bleeding creature up to 2 squares.

  5. Swamp Stink 7 Malice

    1. The encounter map is 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 are difficult terrain for non-goblins, and each non-goblin on the map makes a Might test.

    2. ! 5 poison damage; the creature is weakened until the mist disappears @ The creature is weakened until the mist disappears # No effect
  6. Show Them the Great Fear 10 Malice

    1. A bugbear infuses the encounter map with bu'gathic magic. Until the end of the encounter, all bugbears and allies have their speed doubled and can automatically climb at full speed while moving. Additionally, if the target of any bugbear or ally's strike has I < 1, the target is also frightened (save ends) and must move their speed in a straight line away from the creature who made the strike.

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