Bugbear (CR 2)
AC: 17 (+1 Dex, +3 natural, +2 leather, +1 small shield), touch 11, flat-footed 15
Hit Dice: 3d8+3 (16 hp)
Fort +2, Ref +4, Will +1
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +4
Attack: Morningstar +5 melee; or javelin +3 ranged
Full Attack: Morningstar +5 melee; or javelin +3 ranged
Damage: Morningstar 1d8+2; or javelin 1d6+2
Special Attacks/Actions: -
Abilities: Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9
Feats: Alertness; Weapon Focus (morningstar)
Skills: Climb +3, Hide +4, Listen +4, Move Silently +6, and Spot +4
Advancement: By character class
Climate/Terrain: Temperate Mountains
Organization: Solitary, gang (2-4), or band (11-20 plus 150% noncombatants plus 2 2nd-level sergeants and 1 leader of 2nd-5th level)
Bugbears prefer to ambush opponents whenever possible. When hunting, they normally send scouts ahead of the main group who, if they spy prey, return to report and bring up reinforcements. Bugbear attacks are coordinated, and their tactics are sound if not brilliant.
Skills: Bugbears receive a +4 racial bonus to Move Silently checks.
Goblinoids are stealthy humanoids who live by hunting and raiding and who all speak Goblin.