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.
Treasure. Klarg has a treasure chest that contains 600 cp, 110 sp, and a jade statuette of a frog with tiny golden orbs for eyes (40 gp). The frog statuette is small enough to fit in a pocket or pouch. In addition, if Klarg has any remaining Potions of Healing of his two he had, the players can obtain that loot as well.
Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.
Ripper. Klarg can use his action to verbally command Ripper to take the Attack, Dash, Disengage, Dodge, or Help action.
Healing Potion. Klarg has two Potions of Healing, he may choose to use his action to Use an Item, restoring 5 (2d4 + 2) health points.
Ripper Dies. If Ripper is killed, Klarg attempts to climb down the chimney and flee. Make a DC 10 Strength (Athletics) check. If Klarg succeeds, he moves at half -speed down the shaft. On a check result of 6-9, Klarg gains no ground; on a result of 5 or less, Klarg falls and takes 1d6 bludgeoning damage per 10 feet fallen, landing prone at the base of the shaft. If Klarg is struck with a melee weapon attack he takes a -5 penalty to his Strength (Athletics) check. If Klarg is out of movement range to the chimney he will move his speed as a reaction towards the escape route. This will provoke an Opportunity Attack from his assailants who have a reaction on this round.
Description
Klarg is filled with delusions of grandeur and views himself as a might warlord just beginning his career of conquest. He is not entirely sane, referring to himself in the third person ("Who dares defy Klarg?" or "Klarg will build a throne from your bones, puny ones!").
Lair and Lair Actions
The leader of the goblinoids insists on keeping the bulk of the raiders' stolen goods in his den. The Cragmaws' plunder from the last month of raiding and ambushing caravans is here.
Fire Pit. The hot coals in the central fire pit deal 1 fire damage to any creature that enters the fire pit, or 1d6 fire damage to any creature that falls prone there. A creature can take each type of damage only once per round. As a Lair Action Klarg can once per round make a Shove Action to push a character into the fire pit. Make a contested Strength (Athletics) check against the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the skill to use). If Klarg wins the contest, you either knock the target prone or push it 5 feet away from you.
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