b'Bear King \n'b'  Family:   Fey Lords  \n'b'  Medium   fey  (shapechanger),  lawful neutral  \n'b'  Armor Class  18 (natural armor)  Hit Points  133 (14d8 + 70)  Speed  40 ft.\n'b' STATS STR: 21 (+5) DEX:  10 (+0)  CON:  20 (+5)  INT:  12 (+1)  WIS:  18 (+4)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Str  +9,  Dex  +4,  Wis  +8  Skills   Athletics  +9,  Intimidation  +7,  Perception  +8  Damage Resistances  cold  Damage Immunities  poison; bludgeoning, slashing, and piercing from nonmagical attacks not made with cold iron weapons  Condition Immunities   poisoned   Senses   darkvision  120 ft., truesight 10 ft., passive  Perception  18  Languages  Common, Elvish, Giant, Sylvan  Challenge  12 (8,400 XP  Proficiency Bonus  +4 \n'b' SPECIAL TRAITS \n'b'\n'b'  Honeyed Weapons . Radiant, magical honey drips from the Bear King\xe2\x80\x99s paws and coats his weapons, making his weapon attacks magical. When the Bear King hits with any weapon, the weapon deals an extra 3d8 radiant damage (included in the  attack ). \n'b'  Keen Smell . The Bear King has advantage on  Perception  ( Wisdom ) checks that rely on smell. \n'b'  Legendary Resistance (3/Day) . If the Bear King fails a saving throw, he can choose to succeed instead. \n'b'  Regeneration (Bear or Hybrid Form only). The Bear King regains 10  hp  at the start of his turn if he has at least 1  hp .  \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The Bear King makes one Bite  attack  and two Claw attacks, or he makes three Maul or Honey Bolt attacks. If two Maul attacks hit one Large or smaller creature, the target must succeed on a DC 17  Strength  saving throw or be forced  prone . \n'b'  Bite (Bear or Hybrid Form Only) .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 10 (1d10 + 5) piercing damage plus 13 (3d8) radiant damage. The target must succeed on a DC 17  Dexterity  saving throw or take 9 (2d8) radiant damage at the start of each of its turns, as radiant honey sticks to the wound. Any creature can take an action to remove the honey from the wound with a successful DC 14  Wisdom  ( Medicine ) check. The honey dissolves if the target receives magical  healing . \n'b'  Claw (Bear or Hybrid Form Only) .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 12 (2d6 + 5) slashing damage plus 13 (3d8) radiant damage. \n'b'  Maul (Fey or Hybrid Form Only) .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 12 (2d6 + 5) bludgeoning damage plus 13 (3d8) radiant damage. \n'b'  Honey Bolt .  Ranged Spell Attack : +8 to hit, range 120 ft., one target.  Hit : 22 (4d8 + 4) radiant damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Change Shape . The Bear King transforms into a Large brown  bear , or a Large  bear -Humanoid hybrid, or back into his true form, which is Fey. His statistics other than his  size , are the same in each form. Any equipment he is wearing or carrying isn\xe2\x80\x99t transformed. The Bear King reverts to his true form if he dies. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Bear King 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\xe2\x80\x99s turn. The Bear King regains spent legendary actions at the start of his turn. \n'b'\n'b'  Move . The Bear King moves up to his speed without provoking opportunity attacks. \n'b'  Honey Toss . The Bear King throws a jar of magical honey at a creature he can see within 120 feet of him. The target must succeed on a DC 17  Dexterity  saving throw or be  restrained  by sticky honey until the end of its next turn. \n'b'  Frightful Roar (Costs 2 Actions) . The Bear King lets out a bloodcurdling roar. Each hostile creature within 60 feet of the Bear King and that can hear the roar must succeed on a DC 17  Wisdom  saving throw or be  frightened  until the end of its next turn. \n'b'\n'b' LAIR \n'b' The Bear King\xe2\x80\x99s fortress thrusts up from the foothills of a mountain range like a  petrified  wave. The lair is riddled with caves and tunnels and contains the court of the Bear King. \n'b' On initiative count 20 (losing initiative ties), the Bear King takes a lair action to cause one of the following effects; the Bear King can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b'  Quake . A minor quake starts on a point the Bear King can see within 120 feet of him. Each creature within 20 feet of that point must succeed on a DC 17  Strength  saving throw or take 7 (2d6) bludgeoning damage and fall  prone . \n'b'  Summon Bees . The lair\xe2\x80\x99s denizens rise up to defend their king, causing 2d4 giant bees (see Tome of Beasts 2 or use the statistics of a giant wasp) to appear in unoccupied spaces of the Bear King\xe2\x80\x99s choice within 60 feet of him. The bees act on initiative count 20, are allies of the Bear King, and obey his spoken commands. The bees remain until the Bear King dies or until he dismisses them as a bonus action. The Bear King can have no more than eight giant bees under his control at one time. \n'b'  Ursine Transformation . One creature the Bear King can see within 30 feet of him must succeed on a DC 17  Constitution  saving throw or transform into a brown  bear  as if the creature had failed a saving throw against the  polymorph  spell. While transformed, the creature must move to and  attack  a target chosen by the Bear King on each of its turns. The transformation lasts until the Bear King dies or until he uses this lair action again. The transformed creature can repeat the saving throw at the end of each of its turns, ending the transformation on itself on a success. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region surrounding the Bear King\xe2\x80\x99s lair is warped by his magic, which creates one or more of the following effects: \n'b'\n'b'  Angry Bees . Bees within 10 miles of the Bear King\xe2\x80\x99s lair are easily agitated and quick to  attack  Humanoids that aren\xe2\x80\x99t  bearfolk  or werebears. \n'b'  Call of the Bear King . Within 5 miles of the Bear King\xe2\x80\x99s lair, creatures have disadvantage on saving throws made to avoid contracting lycanthropy from a werebear. \n'b'  Heightened Passions . Emotions within 10 miles of the Bear King\xe2\x80\x99s lair run high. Arguments quickly descend into physical scuffles and enjoyable get-togethers are likely to become raucous carousing. If the Bear King dies, these effects fade over the course of 1d10 days. \n'b'\n'b' ABOUT \n'b' Fey are capricious, mischievous, and often dangerous beings. However, despite their chaotic reputations, they do follow a certain set of rules. These rules\xe2\x80\x94widely misunderstood by outsiders\xe2\x80\x94are codified and enforced by a cadre of lofty fey nobility. Befitting any courtly structure, the fey bow to lords and ladies: eldritch creatures of immense power who rule the courts. \n'b'  Heads of State . The fey lords and ladies are beings of high station and prodigious personal power. Each rules over at least a great city if not an entire nation. No matter the scope of a fey noble\xe2\x80\x99s domain, in his or her eyes, a fey ruler\xe2\x80\x99s word is law.\xc2\xa0Outsiders might not understand the edicts and interdicts of a fey noble, but that\xe2\x80\x99s no protection against the harsh penalties that await any who break them, knowingly or otherwise. \n'b'  Vacant Thrones . When a lord or lady of the fey dies, the court does not remain leaderless for long. Ambitious beings among the fey always hunger for more power and covet the stations of their superiors. After a traditional month or year of mourning, vicious power struggles winnow the weak and pave the way for the most cunning or the strongest to take the court\xe2\x80\x99s vacant throne. Dressed in hunting leathers with a thick bearskin cloak around his shoulders, the bearded king sits upon a throne carved from a whole tree trunk. A crown of holly leaves wreathes his head, and a blackened maul rests near his hand. An ornate clay pot filled with honey hangs at his hip.\xc2\xa0Mesikammen the Bear King, called \xe2\x80\x9cOld Honey Paws,\xe2\x80\x9d rules the northern Kingdom of the Bear. Its forests are thick with bears, and bearfolk and werebears are common among its people. \n'b'  Abuzz with Bees . The country\xe2\x80\x99s chief product and export, thanks to the Bear King\xe2\x80\x99s insatiable appetite for sweets, is honey. \n'b' The Bear King\xe2\x80\x99s hive-keepers harvest rich, blossom-sweet honey from the hives of giant bees they tend. The land\xe2\x80\x99s brewers use the honey to create the finest mead, and the most potent brews are infused with fey glamour. \n'b'  Boisterous Revels . The Bear King and his court of bear jarls, witches, and oracles spend most of their time hunting in the hills, feasting, brawling, and drinking mead. Old Honey Paws maintains his rulership over this court by besting all rivals in a yearly series of challenges. The challenges are open to anyone, but the Bear King has defeated all comers since he rose to the throne.'