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Monday, February 16, 2015

Bugbear Ambusher

A Bugbear Ambusher has been tracking -- hunting-- the PCs in my game. Here are the stats for him.

Bugbear Ambusher CR 11
XP 12,800
Bugbear ranger (trapper) 8 (Pathfinder RPG Bestiary 38, Pathfinder RPG Ultimate Magic 65)
CE Medium humanoid (goblinoid)
Init +7; Senses darkvision 60 ft., scent; Perception +11
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Defense
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AC 26, touch 15, flat-footed 22 (+5 armor, +1 deflection, +3 Dex, +1 dodge, +5 natural, +1 shield)
hp 101 (11 HD; 3d8+8d10+36)
Fort +11, Ref +14, Will +7
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Offense
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Speed 30 ft.
Melee +1 longsword +16/+11/+6 (1d8+6/19-20) or
+1 shortsword +16/+11 (1d6+6/19-20) or
mwk dagger +18/+13/+8 (1d4+5/19-20) or
mwk dagger +18/+13/+8 (1d4+5/19-20)
Special Attacks combat style (two-weapon combat), favored enemies (elves +4, gnomes +2)
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Tactics
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Before Combat An ambusher sets traps along a trail or at a watering hole, and then jumps anyone who gets ensnared.
During Combat An ambusher focuses on targets that have not been incapacitated by his traps first. Once they are taken care of, he has time to slowly torment the remaining victims.
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Statistics
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Str 20, Dex 17, Con 16, Int 11, Wis 16, Cha 6
Base Atk +11; CMB +17; CMD 31
Feats Dodge, Double Slice, Endurance, Improved Initiative, Improved Natural Armor, Improved Two-weapon Fighting, Quick Draw, Two-weapon Defense, Two-weapon Fighting, Two-weapon Rend
Skills Climb +11, Disable Device +19, Intimidate +15, Perception +11, Stealth +19, Survival +11; Racial Modifiers +4 Intimidate, +4 Stealth
Languages Common, Goblin
SQ favored terrains (swamp +4, underground +2), hunter's bond (companions), swift tracker, track +4, trap, trapfinding +4, wild empathy +6, woodland stride
Combat Gear potion of cure light wounds (2), potion of cure moderate wounds (2), potion of invisibility; Other Gear +1 chain shirt, +1 longsword, +1 shortsword, mwk dagger, mwk dagger, amulet of natural armor +1, cloak of resistance +1, ring of protection +1, 271 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Exploding Trap (modification) (Ex) (Su) Effect A ranger can only add this to a fire trap. The trap explodes in fire, filling all squares adjacent to the trap and dealing a number of points of fire damage equal to 1d6 + 1/2 the ranger's level (Reflex negates). If it is an extraordina
Favored Enemy (Elves +4) (Ex) +4 to rolls vs. Favored Enemy (Elves) foes.
Favored Enemy (Gnomes +2) (Ex) +2 to rolls vs. Favored Enemy (Gnomes) foes.
Favored Terrain (Swamp +4) (Ex) +4 to rolls when in Favored Terrain (Swamp).
Favored Terrain (Underground +2) (Ex) +2 to rolls when in Favored Terrain (Underground).
Freezing Trap (Su) Effect The trap creates a burst of ice that damages and encases the triggering creature. The creature takes 1d3 points of cold damage + 1/4 the ranger's level and is entangled and stuck to the ground, similar to the effect of a tanglefoot bag.
Hunting Companions (3 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Snare Trap Effect The trap constricts around a limb or other part of the triggering creature's body (Reflex avoids). The creature cannot move from the location of the trap, unless the ranger included a "leash" when setting the trap, in which case the cre
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +4 Add the listed bonus to survival checks made to track.
Trap (7/day, DC 17) At 5th level, a trapper learns how to create a snare trap and one other ranger trap of her choice. At 7th level and every two levels thereafter, she learns another trap. The trapper can use these traps a total number of times per day equal to 1/2 her
Trapfinding +4 Gain a bonus to find or disable traps, including magical ones.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Two-Weapon Rend Deal extra 1d10+7 if you hit a foe with both main and off hand weapons.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

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