Bugbear Commander

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

Bugbear Commander

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

    2
  2. Agility

    1
  3. Reason

    2
  4. Intuition

    0
  5. Presence

    0
  1. Inspiring Swordplay 2d10 + 2 Signature Ability

    Melee, Strike, Weapon Main Action
    o Melee 1 x Two creatures or objects
    ! 7 damage @ 10 damage # 13 damage; one target is grabbed
    Effect:

    One ally within 5 squares of the commander gains an edge on their next strike until the start of the commander's next turn.

  2. You Next!

    Ranged Main Action
    o Ranged 8 x One ally
    Effect:

    The target moves up to their speed and uses a signature ability.

  3. Fall Back! 5 Malice

    Area Main Action
    o 5 burst x Each ally in the area
    Effect:

    Each target shifts up to their speed, then can use the Throw maneuver.

  4. Throw

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

    The target must be grabbed by the commander.

    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 commander.

  6. The Commander’s Watching

    Any ally who has line of effect to the commander can end one condition on themself at the start of each of their turns.

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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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