{"name":"Sir Bearington","cr":"???","types":"Bear, Rogue, Bluffer.","size":"Large","languages":"Bear","alignment":"Chaotic Neutral","description":"Sir Bearington is what you would call an anomaly: Everyone knows him as a famous adventurer having acquired a standing equal to nobles while he does not speak a word of @[Common](language:123cdce3-06ba-41ad-b5b0-4f7e80f066de), However what most people ignore is that the hero everyone know is in fact a bear made sentient by a long dead druid and said bear has been disguising and bluffing his way through society as a legendary Rogue and as only mean of communication a butler that speak Bear as Sir Bearington cannot speak common even if he is plenty able to understand it. He seems to always be carrying a very large sized jar on his back.\r\n[br]\r\nEven if one were to anger him as a High-standing [s]bear[\/s] person if an apologize were to be made by bowing and profusely apologizing he may forgive them.","suggestedenvironment":"Noble house, city, protected by high-influence nobles.","ac":"20 (Natural Armor + Disguise Armor+Rogue dexterity)","hitpoints":"300","strength":"24","dexterity":"25","constitution":"19","intelligence":"12","wisdom":"12","charisma":"30","movement":"45","fly":"","hover":"","burrow":"","swim":"","climb":"40","senses":"passive Perception 13","skills":"Perception +3","savingthrows":"Charisma, Dexterity","damagevulnerabilities":"Fire","damageresistances":"Bludgeoning","damageimmunities":"","conditionimmunities":"","spellcasting":"","atwill":"","onceperday":"","twiceperday":"","thriceperday":"","specialabilities":"Disappear and Sneak attack. Sir Bearington become invisible and if player fail their perception check (DC 20), Sir Bearington reappear behind one of them and inflicts [roll:1d15+10]\r\n[br]Bearing. As a bonus action Sir Bearington can look at a character and the character must make a wisdom saving throw (DC 15) on a success nothing happens and Sir Bearington is disappointed, on a fail the characters must profusely apologize to Sir bearington effectively paralysing them for a turn.\r\n[br]Bear resistance. Sir Bearington regenerates 15HP per turn if he still has at least 1HP.","actions":"Multiattack. The bear makes two attacks: one with its bite and one with its claws.\r\nBite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: [roll:1d10+6] piercing damage if enemy is size is medium of lower it is Grappled.\r\nClaws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: [roll:2d8+6] slashing damage.","reactions":"","legendaryactions":"[ul]\r\nSir Bearington can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\u2019s turn. Sir Bearington regains spent legendary actions at the start of his turn.\r\n[br][\/ul]\r\n[ul]\r\n[li]Bear nobility: Sir Bearington summon [roll:1d4] bears to help him in his predicament.\r\n[br][\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Honey Toss. Sir Bearington reaches into the jar he carries at his side and hurls a glob of honey at a target within 30 feet as a ranged weapon attack (+9 to hit). If the attack hits, the creature is restrained (escape DC 17)\r\n[br][\/li]\r\n[\/ul]\r\n[ul]\r\n[li]Melee Attack. Sir Bearington makes a claw or bite attack.[\/li]\r\n[\/ul]\r\n","lairdescription":"Sir Bearington does not possess a [i]lair [\/i]per se however as the high-class bear he is he do possess a splendid villa near @[Unite](settlement:6609d6f2-3f08-4e7c-8d71-4dd9a8fafe30) were he spends is time when not at gatherings.","lairactions":"On initiative count 20 (losing initiative ties), Sir bearington can take a lair action to cause one of the following magical effects; Sir bearington can't use the same effect two rounds in a row.\r\n\r\n[ul]\r\n[li]In its lair sir Bearington may summon [roll:1d2] bear\r\n[br][\/li]\r\n[\/ul]\r\n[ul]\r\n[li]Sir Bearington may pull a hidden lever near him that will have one of the following effect chosen by [roll:1d6]:\r\n[br][\/li]\r\n[\/ul]\r\n[ol]\r\n[li]A poisonous cloud appears dealing [roll:1d4] damage on entry or at the start of at turn.[\/li]\r\n[li]A bolt is sent flying through the room dealing [roll:1d8] damage.[\/li]\r\n[li]A fish is sent to Sir Bearington he must make a dexterity check to catch it, on as success he eats it and heal [roll:4d6] HP on a fail he is smacked by the fish and has disadvantage on his roll during his turn.[\/li]\r\n[li]A trapdoor on the floor will open sending Sir Bearington in another room.[\/li]\r\n[li]A trapdoor on the ceiling will open dropping a guard in the room to help Sir Bearington.[\/li]\r\n[li]The lever jams and does not produce any effects.[\/li]\r\n[\/ol]\r\n","regionaleffects":"","image":"","tabledata":"","tags":"","isShared":"on","templateId":"21","blockId":"324705"}