Classic Monsters Revisited did for the rest of the humanoids what the Rise of the Runelords Adventure Path had already done for goblins: making too familiar, almost passé
monsters exciting and vital again.
Bugbears opened the book, and they were one of the most radical
revisions in it. By returning to
the bugbear’s bugaboo roots, Paizo made them creatures that fed on fear—a far
cry from the furry thugs they’d been in most incarnations of the world’s oldest
role-playing game. Their more mythical
reincarnation may feel alien to veteran players, but the revamp definitely
turned an also-ran goblin subrace into a truly exciting threat.
A young noblewoman
complains of being stalked in her new estate, which her parents have rented
for the city’s fashionable season.
Investigation reveals not only that she has been a target of a bugbear,
but also that the house is riddled with secret passages, including some to
caverns below the city.
A superstitious ranger
fears for his young charges and his sanity, as members of his scouting patrol
begin vanishing one by one, and the culprit defies his attempts at tracking it.
A hobgoblin general’s
bugbear strike team has gone rogue, looting at random and pursuing
fear-addled prey (including other goblinoids) rather than military
targets. After surrounding and
surprising an adventuring company that stumbled too close to his encampment,
the general offers them a choice: whether to remove his bugbear problem or be
dinner.
—Classic Monsters
Revisited 4–9 & Pathfinder
Bestiary 38
I’ve stuck to the core bugbears for this post, but check out
Classic Monsters Revisited for a host
of bugbear subraces displaying a variety of intriguing powers and habits. It’s a must-read if you like new monster
variants.
No comments:
Post a Comment