Aggressive. As a bonus action, the bear can move up to its speed toward a hostile creature that it can see.
Frightening appearence. Any creature that can see the bear must make a DC14 Wisdom saving throw or be frightened by the bear.
adorable snuggler. Any creature grappled by or grappling the bear must make a DC 15 Wisdom saving throw or regard the bear as its best friend and follow its basic instructions.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1psychic damage.
Eye Rays. The bear shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it:
1. Dazing Ray. The targeted creature must succeed on a DC 15 Wisdom saving throw or be charmed until the start of the bear's next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls.
2. Fear Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be frightened until the start of the bear’s next turn.
3. Sleep ray. The targeted creature must succeed on a DC 19 Wisdom saving throw or take 1d6+5 psychic damage and fall asleep.
4. Telekinetic Ray. If the target is a creature that is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be moved up to 30 feet directly away from the bear.
If the target is an object weighing 10 pounds or less that isn’t being worn or carried, the bear moves it up to 30 feet in any direction. The bear can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.