Medium Humanoid (Ambusher, Bugbear), Neutral Evil
Armor Class 19 (plate armor)
Hit Points 78 (10d8 + 20)
Speed 40 ft.
STR
20 (+5)
DEX
20 (+5)
CON
20 (+5)
INT
16 (+3)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws STR +15, DEX +15, CON +15, INT +13, WIS +12, CHA +13
Skills Perception +6, Stealth +7, Survival +4
Damage Resistances Lightning, Necrotic
Damage Immunities Cold
Condition Immunities Blinded
Senses Darkvision 60 ft., Passive Perception 18
Languages Common, Goblin
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Temporal Body. When Rambo is subjected to a slow spell, haste spell, or similar effect, it automatically succeeds on any saving throws required by the spell or effect and regains 24 3d8 hp.

Dirty Fighting. When Rambo hits a creature with a melee weapon attack and has advantage on the attack roll, the target must succeed on a DC 12 Constitution saving throw or be blinded until the end of their next turn.

Hellish Weapons. Bugbear Rambo’s weapon attacks are magical. When Rambo hits with any weapon, the weapon deals an extra 4d6 fire damage (included in the attack).

Actions

Multiattack. Rambo makes two attacks. If both attacks hit the same target, Rambo has advantage on their next attack roll made against the target before the end of the Rambo’s next turn.

John Rambo's Mace. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 24 (4d6 + 6) bludgeoning damage. Must make a DC 12 Constitution saving throw, taking 12 (3d6) lightning damage on a failed save, or half as much damage on a successful one.

Curved Dagger. Melee or Ranged Weapon Attack: +15 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 18 (5d4 + 3) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Rifle. Ranged Weapon Attack: +15 to hit, range 150/600 ft., one target. Hit: 36 (3d12 + 6) piercing damage.

Go for the Eyes (1/Day). Each ally within 30 feet of Rambo who can hear and understand them gains the Rambo’s Dirty Fighting trait until the start of the Rambo’s next turn.

Bonus Actions

Guerilla Training. Rambo takes the Dash or Hide action.

Displace (Recharge 3–6). Rambo sends one creature it can see within 30 feet of it outside of the flow of time, shunting the creature to a tiny demiplane. The target must succeed on a DC 16 Wisdom saving throw or be stunned and magically shunted outside of time for 1 minute. The creature disappears for the duration, returning to the space it previously occupied, or the nearest unoccupied space, when the effect ends. At the end of each of its turns, the target can repeat the saving throw, ending the effect on itself on a success.

Entangle. Rambo can cast the entangle spell (spell save DC 18). On an enemy within 10 feet. 

Reactions

Fallen Glory (Recharge 3–6). Each creature the chained angel can see within 50 feet of it must make a DC 15 Strength saving throw. On a failure, a creature takes 19 (3d12) radiant damage and is knocked prone. On a success, a creature takes half the damage and isn’t knocked prone.

 

Description

The oldest and largest of the goblinoids, bugbears combine remarkable silence with unusual strength. Most adventurers don’t sense an approaching bugbear until a heavy weapon connects with the adventurer’s skull. These fur-covered goblinoids thrive in almost any environment, inhabiting frigid tundra and sun-soaked plain alike—but good luck finding a bugbear tribe that doesn’t want to be found.

 

Previous Versions

Name Date Modified Views Adds Version Actions
4/5/2025 3:11:50 AM
2
1
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Coming Soon

Monster Tags: ambusher

Habitat: Forest

NinetySixProof

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