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Sir Bearington

Large bear, rogue, bluffer., chaotic neutral
Armor Class 20 (Natural Armor + Disguise Armor+Rogue dexterity)
Hit Points 300
Speed 45ft Climb: 40ft

STR
24 +7
DEX
25 +7
CON
19 +4
INT
12 +1
WIS
12 +1
CHA
30 +10

Saving Throws Charisma, Dexterity
Skills Perception +3
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning
Senses passive Perception 13
Languages Bear
Challenge ???


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.


Actions

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.


 

Legendary Actions

    Sir 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’s turn. Sir Bearington regains spent legendary actions at the start of his turn.
  • Bear nobility: Sir Bearington summon 1d4 bears to help him in his predicament.
 
  • 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)
  • Melee Attack. Sir Bearington makes a claw or bite attack.

Lair Actions

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.  

  • In its lair sir Bearington may summon 1d2 bear
  • Sir Bearington may pull a hidden lever near him that will have one of the following effect chosen by 1d6 :
  1. A poisonous cloud appears dealing 1d4 damage on entry or at the start of at turn.
  2. A bolt is sent flying through the room dealing 1d8 damage.
  3. A fish is sent to Sir Bearington he must make a dexterity check to catch it, on as success he eats it and heal 4d6 HP on a fail he is smacked by the fish and has disadvantage on his roll during his turn.
  4. A trapdoor on the floor will open sending Sir Bearington in another room.
  5. A trapdoor on the ceiling will open dropping a guard in the room to help Sir Bearington.
  6. The lever jams and does not produce any effects.

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.


Created by

Rimur.

Statblock Type

Monster / Creature

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