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 1d15+10
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.
Bear resistance. Sir Bearington regenerates 15HP per turn if he still has at least 1HP.
Multiattack. The bear makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d10+6 piercing damage if enemy is size is medium of lower it is Grappled. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d8+6 slashing damage.
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.
Sir Bearington does not possess a lair per se however as the high-class bear he is he do possess a splendid villa near Unite were he spends is time when not at gatherings.
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, 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.
Even if one were to anger him as a High-standing bear person if an apologize were to be made by bowing and profusely apologizing he may forgive them.
Noble house, city, protected by high-influence nobles.