Tuesday, October 31, 2023

Hail Hydra

In “How it Started” I reflected on the slow evolution of my miniature painting over the last ten years. After looking at my early work on the Sandra Garrity hydra, I decided to scrap the old paint job and restart from scratch.

This model was included as an add-on to the very first Reaper Bones Kickstarter from 2012. Like many of the early Bones, the hydra was based on an earlier sculpt that had been cast in metal. The original Bones material was a soft white plastic similar to PVC material: fairly inexpensive, soft, and extremely hydrophobic.

I soaked the model for about a week in full strength Simple Green to break down the heavy layers of paint and lacquer, though I’m not convinced how much good this soaking did—removing most of the original paint required several rounds of vigorous scrubbing with a stiff bristled brush, alternated with dips in a sonic cleaner.

Although the model had shipped disassembled, I must have done too good a job with the glue because I could not separate the model into its constituent parts, which would have made both cleaning and repainting quite a bit easier. Rather than hunt down a solvent to dissolve superglue without melting Bones, I pushed on.

I opted not to prime this model, although I continue to doubt the conventional wisdom that rattlecan primer cannot be used with the original Bones material. I do find that an airbrush—as opposed to my brush work—can provide a sufficiently strong initial layer. So I used that tool to put down a zenithal undercoat with white and black, followed by a base coat of Reaper MSP Peacock Green. (I kept the same basic color scheme scheme in order to provide an apples-to-apples comparison with my earlier work.)

Once again, I found that the airbrush made painting a larger model much easier. The first time out with a brush I was constantly vexed by uneven coats, missed spots, and painting flicking off where I was inadvertently touching pieces with my bare hands. This time I was careful to use gloves and simply needed to handle the model much less because the airbrush provided such thorough coverage.

To the base coat I added a wash of Army Painter Blue Tone and then dry brushed highlights on the scales. I used a brush to base coat the spinal plates, horns, teeth, and talons with Reaper Yellowed Bone, which were then washed with a variety of Army Painter tones. I base coated the hydra maws with Reaper Imperial Purple, then dry-brushed Deep Red followed by Fair Skin.

I did have one late stage mishap with this miniature. To seal the figure, I tried using Tamiya TS-13 Clear Spray Lacquer, which seems to be a popular product within the model building community. I wanted to give the hydra scales an iridescent finish, but the lacquer dried a bit too shiny, giving the model a plastic-y look. I corrected this with my old standby, Testor Dullcote, but feel like the multiple layers of varnish took some of the luster from the Peacock Green scales.

I used a 75 mm round Reaper BaseBoss to base the model, suitable for a Huge figure. I had been unable to successfully base the model my first time out because the figure’s feet don’t have much contact with the surface, which I think is due to a slight warping in the casting. For round two I used a couple of small Irwin One-Handed Mini Bar Clamps to hold down the feet long enough for the Loctite Super Glue gel Control to completely set. The resulting bond seems to be nice and secure.

The redux paint job was a huge improvement over my first attempt: it’s nice to confirm that I have picked up some skills over the years. While I certainly wouldn’t be embarrassed to put this model on the tabletop, I also don’t think this was a fantastic paint job. I’m just not satisfied with either the eyes or the little teeth, which still look a little sloppy to me. I’m not quite sure what I would do differently a third time, but maybe I’ll watch a few more YouTube videos in case this old dog can learn some new tricks. Ars longa, vita brevis.

Wednesday, October 18, 2023

You've Got Xmail!

Merchant captain Ir Uushli of the far trader Cydonia sat alone on the orbital concourse of her ship’s home port of Kline (Magyar 3012 A642987-E). The Cydonia was scheduled to depart for Fornorb (Magyar 2616 C997A85-A) in twelve standard hours with a shipment of electronics. Before she jumped out Captain Uushli wanted to send a message to her daughter Iriaa, who lived back on Gadarur (Magyar 2903 A7558B9-C), ten parsecs away.

How does Captain Uushli do it? How much does it cost? And how long will it take to arrive? What does Iriaa do if she wants to send a reply to her mother?

Recently I was thinking about Traveller and the difficulties of sending messages across interstellar space without faster-than-light communication. The Traveller setting famously resembles the Age of Sail in that messages can only travel as fast as the starships that carry them. This creates an innate lag in the transmission speed of information, but also introduces significant uncertainty if the recipient is mobile. A communique meant for a specific starship might arrive in-system long after the intended recipient has jumped away.

While sending such a message seems like a straightforward and common activity, the details are surprisingly scattered across several different Classic Traveller books, and some of this information never quite made it into every subsequent edition of the game.

As a merchant captain, Ir Uushli likely has many contacts in port who might be willing to carry her message to Iriaa. As The Traveller Book explains,

Other ships may be approached to deliver private messages, at times through the ship’s owner or captain, and at times clandestinely through a crew member. Private mail is usually intended for delivery to a specific point (such as the Travellers’ Aid Society building, or a tavern keeper), and is generally accompanied by a Cr20 to Cr120 honorarium. … Serving as a carrier for private mail also serves as an introduction to the recipient as a dependable, trustworthy person (53).

Similar language can be found in the MegaTraveller Imperial Encyclopedia at 90 or GURPS Traveller: Far Trader at 64. However, whether Captain Uushli could find a suitable ship is dicey. Although the Traveller Book suggests the referee “Throw 9+ for a private message to be awaiting transmittal, and determine randomly which crew member is approached to carry it,” a multitude of modifiers could apply: How busy are the origination and destination ports? Are they served by scheduled commercial traffic? How far away is the destination? And so on.

Kline is a high population world with a class A port, and Gadarur is a pre-high pop world also with a class A port, but ten parsecs away and off the main trade routes. Even if Captain Uushli found a ship headed for Gadarur, a little Type A tramp might take 21 weeks to get that far, and once there it’s up to the ship’s captain to ensure the message is delivered to Iriaa.

If the message was particularly urgent or sensitive, Captain Uushli could probably charter a courier. While this would likely represent the fastest and safest solution, reaching Gadarur in four weeks, it would also be ridiculously expensive—a Type U armed packet with Jump-3 would need to be chartered for eight weeks total for Cr540,000 using CT rates.

As Kline sits on a link in the Imperial Express Boat network, Captain Uushli’s best bet is likely to send an xboat message to her daughter Iriaa.

Many, many descriptions of the xboat network are scattered throughout different versions of Traveller and they are all largely consistent. The network helps the Imperium cope with the challenge of great distances between member worlds. The network is run by the Communications Office of the Imperial Interstellar Scout Service. This Office is “responsible for interstellar message and data transmission within the Imperium … [and] serves as a large-scale Imperial Post Office” (CT Scouts 6).

But how does an individual send or receive a message on this network? The best description of how the network actually runs is contained in The Traveller Adventure, which defines Xmail simply as “Messages sent by xboat. Xmail carries information only; material objects may not be sent. The message is digitally coded [and] … printed out at its destination and delivered by a world’s local mail system.”

Captain Uushli is in a starport, which Traveller5 describes as normally having a message center. Book 2 - Starships explains that such a facility provides “Access to communications (physical mail, electronic mail, express mail, telegraph, telephone, and video)” (24).

Who runs the message center? This might be an Imperial facility, such as a local branch of the IISS Communications Office—especially if the starport is on an xboat route and/or a Scout base is present. The message center might also be run by the Starport Authority. The Travellers’ Aid Society probably runs many message centers, though these might be exclusive to TAS members. Most message centers outside a starport are likely run by either the postal office of the planetary government or if this service has been privatized, a corporation—but in any case any entity handling xmail messages must operate in accordance to IISS standards, and perhaps with an Imperial license or warrant.

Let’s say the message center at the Kline highport is operated by the Walpurgean Postal Service, the Imperial equivalent of a crown corporation with a subsector-wide charter. At the center Captain Uushli can fill out standard IS Form 6 for her xmail message, which as described in CT is pure text in the clear. The Traveller Adventure shows us a completed example of IS Form 6, and a blank form is contained in CT Supplement 12: Forms and Charts.

“Typically, the message may be as long as desired, so long as it can fit legibly in the space provided. The text is optically scanned and transmitted for reproduction at the destination” (37). It looks like the space allows for about 3,200 characters, or a little less than an expanded Tweet. In addition to the message itself, the form has fields for “Date of Preparation,” “Addressee,” and “Destination.” IS Form 7 is a similar document used for “an Xboat Image Facsimile.”

As seen, this document strongly resembles a telegram form. As far as I can tell, the CT pricing of an xmail is only detailed in The Traveller Adventure: “Cr10 per 20 kilobits per parsec. The message may be sent using a standard Anglic character set (about Cr10 for a 500 word message) or a picture may be reproduced in facsimile (Cr20 for a 200 x 200 bit matrix)” (145). These prices reflect Terran data costs circa 1983. GURPS Traveller: First In attempted to update these costs to 1999: “The standard rate for Xmail traffic is Cr10 per gigabyte of data per parsec. Assume a minimum of Cr1 for any given message, no matter how short” (132).

By the standards of 2023, even these revised data costs are absurd. I would be inclined to simply charge Cr10 per parsec for text, image, or audio of any reasonable length (using IS Form 6), or Cr20 for video or holo data of any reasonable length (using IS Form 7). Reasonable here is the operable word, to be defined by the Referee. I would also rule that the recipient only receives a physical printout of the communication if required by the local tech level; otherwise the message is received electronically.

So Captain Uushli sits down in a small booth in the message center of the Walpurgean Postal Service and records a 20-minute holo message to Iriaa that mixes family gossip, business news, and exhortations to mind her studies. She also appends a written checklist of tasks she wishes Iriaa to complete. 

Captain Uushli then fills out an IS Form 7 and pays Cr200 (Cr20 x 10 parsecs). As the pilot/navigator of the Cydonia, under CT rules she draws a monthly salary of Cr8250, so this fee is quite reasonable. The cost of mail is almost certainly highly subsidized by the Imperium, which is not unusual for any postal service.

In any case, the center beams the captain’s message to the local IISS express station, where the message enters the custody of the Express Boat Service of the Communications Office. As CT Scouts explains, “The Service is responsible for operation of the express boats carrying xboat messages over the xboat routes of the Imperium. Service also extends to neighboring Imperial client states to which service and routes exist. The Service also staffs the various express boat tenders along the routes” (6).

At the IISS express station, a sophisticated routing program designed by Naasirka transmits the message to the next coreward-bound xboat. This xboat jumps from Kline to Stanko (Magyar 2810 A555649-C), relays the message to another xboat that jumps to Nosret (Magyar 2807 A897477-D), where the message is relayed to yet another xboat that then jumps to Anise (Magyar 2904 A8419B7-E). Three weeks have passed.

However, Gadarur, the next link in the chain, lies one parsec off the xboat route. The Traveller Adventure explains that “Express boats … do not touch every world within the Imperium; many planets lie well away from the mainstream of communications and commerce. These backwater worlds depend on less efficient means of information transfer and trade. The xboat service sends along messages by [Type S] scout/courier whenever one is going that way or once enough messages build up” (10).

For this next leg the message could either be carried on by the Scout Service itself or a private concern contracted by the IISS.

As CT Scouts explains, the Imperial Courier Service of the Communications Office “is responsible for carrying messages, small packages, and important personnel to worlds off the main express boat routes, and operates small courier ships running unscheduled routes as the needs of the Service demand” (6).

The [Type S] scout/courier is the final part of the network, although this type of ship is not restricted to working with the express boat system.… When a message can no longer be forwarded by xboat along the major routes, it is transferred to a scout/courier which then carries it to the specific world in question. Main routes are plotted to come within several parsecs of every star system in the Imperium, so the added transit time is rarely more than an extra three or four weeks (CT Traders & Gunships 8).

These scout/couriers are often operated by IISS personnel, but occasionally private companies win contracts for this work. For example, CT Merchant Prince states that within Regina subsector, the corporation “Sinzarmes is also a major mail carrier, delivering xboat messages to worlds off the main routes” (11).

CT, MegaTraveller, and GURPS: Traveller all allow Type R subsidized merchants to receive mail-delivery contracts:

[Usually] as an adjunct to their established routes. In order to receive such contracts, the ship must be able to dedicate five [tons] of cargo capacity to postal duty on a full-time basis, the ship must be armed, and at least one gunner must be part of the crew at all times. The captain is paid Cr25,000 for each trip made regardless of the amount of mail carried on that trip (GURPS Traveller: Far Trader 64).

Why subsidized merchants? These starships are financially backed by a government and are presumably held to higher operating standards. Subdized ships are also subject to mobilization (and use as auxiliaries) in the event of emergency or hostilities, even after private interests have paid off the mortgage. GURPS Traveller by extension allows Type M subsidized liners to receive mail contracts, which makes sense.

Traveller5 appears to allow any ship to carry mail if it is armed, includes a gunner, and has a specialized mail vault. This vault costs MCr1 but occupies only one ton; each ton of mail is shipped at Cr15,000. Mongoose Traveller likewise appears to allow any ship to carry mail, but has absolutely no requirements. Mail takes up five tons and pays Cr25,000 (2022 Core Book 241). Of all these different takes, I think I prefer Traveller5 here.

Let’s assume that Captain Uushli’s message, once it reaches the Anise express station, is then transferred to the Imperial Courier Service for delivery to Gadarur. After only a week wait the Courier Service assigns a scout/courier to make a run to Gadarur.

The scout/courier jumps to Gadarur, where the message is then transferred to the planetary postal service. Gadarur’s government is a charismatic dictatorship, and the postal service is a government agency. At low tech levels, a planetary postal service might deliver a physical printout of the xboat message to the recipient’s door by wet boat, ground car, flyer, or even on animal back. This might add several weeks to the delivery of the message, depending on the size of the planet and the efficiency of the government.

As Gadarur has an average Imperial tech level (12), Captain Uushli’s holo message can probably be electronically beamed directly to Iriaa’s home address. The total elapsed time for the ten parsec journey of the xmail was five weeks—pretty good for government work.

Although the message was probably encoded to prevent unauthorized snooping by individual couriers or local governments, Imperial citizens using xboat messages likely have limited expectations of privacy. Survival Margin mentions an Imperial Censor Bureau, but it’s unclear if this is a product of the Rebellion era or an institution with earlier origins.

What if Iriaa wants to send a message back to her mother? Because Iriaa had a fixed address on an Imperial world, it was only a matter of time before the message was delivered to her. But her mother is the merchant captain of a starship on the move. Iriaa could always send a message to Kline, the home port of the Cydonia, on the reasonable presumption that the far trader will eventually return there. If Captain Uushli gave her daughter an anticipated itinerary and schedule, Iriaa could roughly estimate where the Cydonia would be at different times.

For example, the far trader will need three jumps to get to Fornorb. Assuming the Cydonia takes a week at each port, it would be eleven weeks out before returning to Kline. When Iriaa gets the message, five of those eleven weeks have already elapsed. Assuming it takes five weeks to send a message back to Kline and ten weeks to send a message to Fornorb, Iriaa’s best bet is probably to simply send any reply messages straight to Kline.

Not all travellers will have the benefit of a set itinerary. Merchant ships subsisting on charters or speculative cargo usually keep unpredictable routes and schedules, and might well be away from their home port for months or even years at a time. In such cases ships probably try to establish set times and locations for receiving messages and orders: “We’ll plan to be back at Kline by Holiday, and will berth there for 45 days.” The annual engineering overhaul would be a perfect occasion to establish such a rendezvous point.

Messages bound for someone on board a “ship at space” should probably be addressed to a specific express station rather than a world. In this way the message is never transferred from the Scout Service to the local planetary postal system. The xboat station probably has the ability to store such messages and a long-term data retention policy, say at least 36 months and maybe 5 years or longer. A ship that has recently jumped into the system might query the xboat station to see if it is holding any messages for passengers or crew.

It seems like there ought to be an option to send a wide-cast message for starships in transit. Rather than being delivered to a specific express station, copies of the message could be distributed to every xboat station on the network within a certain astrographic region—a subsector, say—and delivered to the ship once it reaches port.

Iriaa could simply address her message to “Captain Ir Uushli, on board the far trader Cydonia, Kline subsector.” The message then propagates across the entire xboat network in Kline, where copies are stored at each of the seven express stations. As soon as the Cydonia arrives at any system with a copy, the message is transmitted to Captain Uushli. The cost for such a message is probably a flat rate per subsector, say Cr1000 for text/voice or Cr2000 for video/holo. Such messages would also be retained for a set amount of time before being purged from the data banks.

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Wednesday, October 11, 2023

Bugbears of the Great Dungeon

As I was writing my previous post about Warhammer, I dug out a couple of old Citadel bugbear miniatures, which had been cast as part of Citadel’s brief but much loved AD&D line. These figures had been stuck in a display case for almost 40 years, and pulling them out I was struck by how well they held up. The sculptor, Jes Goodwin, was able to capture many fine little details, including the minute stitching around the pointed leather cap on one bugbear.

I was also reminded that these bugbears were probably the last miniatures I had worked on during my initial burst of painting—and that they were never quite finished. I vaguely remember that at the time my paints had started to run out or go dry, and my brushes were all trashed, making working on all the small bugbeary details extremely frustrating. I’m pretty sure I got them to a “close enough” stage and then set my painting aside for what ended up being a very long hiatus.

As I looked more closely at these old miniatures, I began to think they could finished off without too much trouble. I also began to wonder what some modern paints and tone washes would be able to do for them. Rather than strip these miniatures down to the metal, I just started painting on top of my old work. Like Rip Van Winkle, these great little miniatures slowly began to come back to life. I can’t explain why it feels so satisfying to complete these long-neglected figures, but it does.

Bugbears of the Great Dungeon

BUGBEARS are giant shaggy goblins hailing from the ancient Boundary Mountains. Unlike their goblin and hobgoblin kin, the bugbears were never subjugated by the elves of old Norumbega. Today they live in small, fiercely independent bands scattered across the North. In the Great Dungeon, one particularly ornery clan forms a notable faction on the middle levels.

I use a standard stat block to describe different factions in the Great Dungeon, like so:

Bugbears of the Boundary Mountains CE

A clan of treacherous bugbears ready to exploit allies and ambush enemies.

Allies Dungmarket goblins

Enemies Orcs of the Shattered Bone, The Reapers

Locations Grumlug’s Lair (6th), The Back Landing (4th, outpost), The Whispering Halls (5th, lair), The Bleak Rotunda (5th, outpost)

Names

Names Barggut, Bedrut, Bruztig, Garyag, Hruguyed, Khotgub, Meraog, Rudgul, Rudlub, Rudorb, Sudurb, Sudya

Roster

Leader Chief Grumlug (CE male bugbear rogue 5/fighter 2)

Population 37 bugbears plus 15 noncombatant adults and 18 young

Roster List

9th (7,200 xp)—Chief Grumlug (U)

7th (3,600 xp)—bugbear leader

5th (1,800 xp)—bugbear scout, bugbear shaman

3rd (900 xp)—bugbear sergeant

2nd (600 xp)—bugbear

Below are 3.5e and 5e stat blocks for members of the Bugbears of the Boundary Mountains faction. The following text is Open Game Content.

3.5e

The following table can be used to generate random bugbear encounters:

Bugbear Encounters
d% Encounter Average EL
01–33 1d3+1 bugbears 5
34–41 1d2 bugbear leaders 8
42–58 1d3 bugbear scouts 7
59–83 1d3+1 bugbear sergeants 6
84–00 1d2 bugbear shamans 6

Individual statblocks follow. These use an abbreviated format: feats that are already incorporated into the statblock such as Toughness are not enumerated in the Feats line. Likewise skills that appear elsewhere, such as Listen and Spot, are not repeated in the Skill line.

Bugbear CR 2

CE Medium humanoid (goblinoid)

Init +1; Senses darkvision 60 ft., scent; Listen +4, Spot +4

Languages Goblin, Common

Defense

AC 17, touch 11, flat-footed 16

hp 16 (3 HD)

Fort +2, Ref +4, Will +1

Offense

Spd 30 ft.; Climb +3

Melee morningstar +5 (1d8+2)

Ranged javelin +3 (1d6+2)

Statistics

Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9

Base Atk +2; Grp +4

Skills Hide +4, Move Silently +6

Gear leather armor, light wooden shield, morningstar, 2 javelins

Bugbear Chief CR 9

Male bugbear fighter 2/rogue 5

CE Medium humanoid (goblinoid)

Init +4; Senses darkvision 60 ft., scent; Listen +8, Spot +8

Languages Goblin, Common

Defense

AC 24, touch 14, flat-footed 20

hp 85 (10 HD)

Fort +10, Ref +12, Will +4

Defensive Abilities evasion, uncanny dodge, trap sense +1

Offense

Spd 30 ft.; Balance +11, Climb +10, Jump +6, Tumble +9

Melee +1 longsword +13/+8 (1d8+5/19–20)

Ranged +1 throwing axe +12 (1d6+5)

Special Attacks sneak attack +3d6

Statistics

Str 18, Dex 19, Con 18, Int 10, Wis 12, Cha 8

Base Atk +7; Grp +11

Feats Combat Reflexes, Deadly Precision*, Dodge, Mobility

Skills Hide +14, Move Silently +23, Search +8, Survival +1 (+3 following tracks)

SQ trapfinding

Combat Gear potion of haste; Gear +1 studded leather armor, +1 light wooden shield, +1 longsword, +1 throwing axe, amulet of natural armor +1, boots of elvenkind, cloak of resistance +1

Abilities

Deadly Precision: With this feat the bugbear chief can reroll any result of 1 on his sneak attack’s extra damage dice. The chief must keep the result of the reroll, even if it is another 1.

Bugbear Leader CR 7

CE Medium humanoid (goblinoid)

Init +4; Senses darkvision 60 ft., scent; Listen +4, Spot +4

Languages Goblin, Common

Defense

AC 17, touch 10, flat-footed 17

hp 76 (8 HD)

Fort +9, Ref +4, Will +4

Offense

Spd 30 ft.; Climb +10

Melee +1 morningstar +13/+8 (1d8+7)

Ranged mwk javelin +8 (1d6+4)

Statistics

Str 18, Dex 10, Con 18, Int 10, Wis 14, Cha 10

Base Atk +7; Grp +11

Feats Blind-Fight, Improved Shield Bash

Skills Hide +6, Intimidate +6, Move Silently +8

Combat Gear potions of cure moderate wounds and heroism; Gear leather armor, +1 light wooden shield, +1 morningstar, 2 masterwork javelins

Bugbear Scout CR 5

CE Medium humanoid (goblinoid)

Init +7; Senses darkvision 60 ft., scent; Listen +8, Spot +8

Languages Goblin, Common

Defense

AC 21, touch 13, flat-footed 17

hp 45 (6 HD)

Fort +5, Ref +9, Will +3

Defensive Abilities evasion

Offense

Spd 30 ft.; Balance +7, Climb +8, Tumble +7

Melee morningstar +9 (1d8+4)

Ranged javelin +7 (1d6+4)

Special Attacks sneak attack +2d6

Statistics

Str 18, Dex 17, Con 16, Int 10, Wis 12, Cha 6

Base Atk +4; Grp +8

Skills Hide +9, Move Silently +11

SQ trapfinding, trap sense +1

Combat Gear javelin of lightning, potion of heroism; Gear +1 leather armor, light shield, morningstar, 2 javelins

Bugbear Sergeant CR 3

CE Medium humanoid (goblinoid)

Init +2; Senses darkvision 60 ft., scent; Listen +3, Spot +3

Languages Goblin, Common

Defense

AC 18, touch 12, flat-footed 16

hp 32 (5 HD)

Fort +6, Ref +5, Will +0

Offense

Spd 30 ft.; Climb +3

Melee longsword +8 (1d8+3/19–20)

Ranged throwing axe +6 (1d6+3)

Statistics

Str 17, Dex 14, Con 14, Int 10, Wis 9, Cha 6

Base Atk +4; Grp +7

Skills Hide +5, Intimidate +2, Move Silently +7

Gear leather armor, light wooden shield, longsword, 2 throwing axes

Bugbear Shaman CR 5

CE Medium humanoid (goblinoid)

Init +3; Senses darkvision 60 ft., scent; Listen +7, Spot +7

Languages Goblin, Common

Defense

AC 21, touch 13, flat-footed 18

hp 58 (8 HD)

Fort +5, Ref +7, Will +8

Offense

Spd 30 ft.; Climb +2

Melee mwk shortspear +6 (1d6+1)

Ranged dart +5 (1d4+1)

Typical Adept Spells Prepared (CL 5th, Concentration +8)

2nd—darkness, web (DC 15)

1st—cause fear (DC 14), cure light wounds, protection from good

0—detect magic, ghost sound (DC 13), touch of fatigue (+5 melee touch, DC 13)

Statistics

Str 12, Dex 16, Con 16, Int 10, Wis 16, Cha 10

Base Atk +4; Grp +5

Skills Hide +8, Move Silently +10, Spellcraft +7, Survival +7

SQ summon familiar

Combat Gear javelin of lightning, wand of burning hands; Gear +1 studded leather armor, light wooden shield, masterwork shortspear, 2 darts

Noncombatant Bugbear CR 2

CE Medium humanoid (goblinoid)

Init +1; Senses darkvision 60 ft., scent; Listen +5, Spot +5

Languages Goblin, Common

Defense

AC 14, touch 11, flat-footed 13

hp 19 (3 HD)

Fort +3, Ref +4, Will +2

Offense

Spd 30 ft.; Climb +3,

Melee dagger +3 (1d4+1/19–20)

Statistics

Str 12, Dex 12, Con 15, Int 11, Wis 12, Cha 7

Base Atk +2; Grp +3

Skills Hide +7, Move Silently +9

Gear dagger

5e

The roster of the bugbear faction:

  • Challenge 7 (2,900 XP)—bugbear chief (Unique)
  • Challenge 5 (1,800 XP)—bugbear leader
  • Challenge 4 (1,100 XP)—bugbear scout, bugbear shaman
  • Challenge 2 (450 XP)—bugbear sergeant
  • Challenge 1 (200 XP)—bugbear

Bugbear encounters can be generated using the following table:

Bugbear Encounters
d%EncounterAverage
Challenge
01–331d3+1 bugbears4
34–411d2 bugbear leaders8
42–581d3 bugbear scouts7
59–831d3+1 bugbear sergeants6
84–001d2 bugbear shamans6

Statblocks for individuals follow.

Bugbear
Medium humanoid (goblinoid), chaotic evil
Armor Class 16 (hide armor, shield)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
StrDexConIntWisCha
15 (+2)14 (+2)13 (+1)8 (-1)11 (+0)9 (-1)
Skills Stealth +6, Survival +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 1 (200 XP)
Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).
Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Actions
Javelin (Melee). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.
Javelin (Ranged). Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.
Bugbear Chief
Medium humanoid (goblinoid), chaotic evil
Armor Class 18 (+1 studded leather armor)
Hit Points 127 (15d8 + 60)
Speed 30 ft.
StrDexConIntWisCha
18 (+4)20 (+5)18 (+4)8 (-1)12 (+1)8 (-1)
Saving Throws Dex +8, Will +4
Skills Acrobatics +8, Perception +4, Stealth +11, Survival +4
Senses darkvision 60 ft., passive Perception 14
Languages Goblin, Common
Challenge 7 (2,900 XP)
Brute. A melee weapon deals one extra die of its damage when the bugbear chief hits with it (included in the attack).
Evasion. If the bugbear chief is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, the chief instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Sneak Attack (1/Turn). The bugbear chief deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the chief that isn’t incapacitated and the chief doesn’t have disadvantage on the attack roll.
Actions
Multiattack. The bugbear chief makes two melee attacks. Alternatively, he can make two ranged attacks with his handaxes.
Handaxe (Melee). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Handaxe (Ranged). Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 4) slashing damage .
+1 Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Bugbear Leader
Medium humanoid (goblinoid), chaotic evil
Armor Class 17 (breastplate, shield)
Hit Points 90 (12d8 + 48)
Speed 30 ft.
StrDexConIntWisCha
18 (+4)12 (+1)18 (+4)8 (-1)14 (+2)10 (+0)
Skills Stealth +7, Survival +5
Senses darkvision 60 ft., passive Perception 12
Languages Goblin, Common
Challenge 5 (1,800 XP)
Brute. A melee weapon deals one extra die of its damage when the bugbear leader hits with it (included in the attack).
Surprise Attack. If the bugbear leader surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Actions
Javelin (Melee). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Javelin (Ranged). Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Bugbear Scout
Medium humanoid (goblinoid), chaotic evil
Armor Class 16 (studded leather armor)
Hit Points 60 (8d8 + 24)
Speed 30 ft.
StrDexConIntWisCha
18 (+4)19 (+4)16 (+3)8 (-1)12 (+1)6 (-2)
Skills Stealth +8, Survival +3
Saving Throws Dex +6, Int +1
Senses darkvision 60 ft., passive Perception 11
Languages Goblin, Common
Challenge 4 (1,100 XP)
Brute. A melee weapon deals one extra die of its damage when the bugbear scout hits with it (included in the attack).
Sneak Attack (1/Turn). The bugbear scout deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the scout that isn’t incapacitated and the scout doesn’t have disadvantage on the attack roll.
Actions
Javelin (Melee). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Javelin (Ranged). Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Bugbear Sergeant
Medium humanoid (goblinoid), chaotic evil
Armor Class 16 (leather armor, shield)
Hit Points 39 (6d8 + 12)
Speed 30 ft.
StrDexConIntWisCha
17 (+3)16 (+3)14 (+2)8 (-1)9 (-1)6 (-2)
Skills Stealth +7, Survival +1
Senses darkvision 60 ft., passive Perception 9
Languages Goblin, Common
Challenge 2 (450 XP)
Brute. A melee weapon deals one extra die of its damage when the bugbear sergeant hits with it (included in the attack).
Surprise Attack. If the bugbear sergeant surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Actions
Handaxe (Melee). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Handaxe (Ranged). Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
Bugbear Shaman
Medium humanoid (goblinoid), chaotic evil
Armor Class 16 (studded leather)
Hit Points 75 (10d8 + 30)
Speed 30 ft.
StrDexConIntWisCha
12 (+1)18 (+4)16 (+3)10 (+0)16 (+3)10 (+0)
Saving Throws Con +5, Wis +5
Skills Stealth +8, Survival +5
Senses darkvision 60 ft., passive Perception 13
Languages Goblin, Common
Challenge 4 (1,100 XP)
Brute. A melee weapon deals one extra die of its damage when the shaman hits with it (included in the attack).
Surprise Attack. If the shaman surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Spellcasting. The bugbear shaman is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +5 to hit with spell attacks). The shaman has the following cleric spells prepared:
Cantrips (at will)—guidance, sacred flame, thaumaturgy
1st level (4 slots)—bane, healing word, shield of faith
2nd level (3 slots)—hold person, silence
3rd level (2 slots)—bestow curse, mass healing word
Actions
Javelin (Melee). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) piercing damage.
Javelin (Ranged). Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Noncombatant Bugbear
Medium humanoid (goblinoid), chaotic evil
Armor Class 12
Hit Points 26 (4d8 + 8)
Speed 30 ft.
StrDexConIntWisCha
12 (+1)12 (+2)15 (+2)9 (-1)12 (+1)12 (+1)
Skills Stealth +6, Survival +3
Senses darkvision 60 ft., passive Perception 10
Languages Goblin, Common
Challenge 1/2 (100 XP)
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

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