Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.
Multicast. The bear can cast two spells per action.
Detect Language. Chosen target within 60 feet must succeed a DC 17 Charisma saving throw. On a failed save: The bear learns your languages, can read your mind, and speak with you telepathically. Target can not save after first fail. Bear must be incapacitated to break the spell.
Mind Spike. Chosen target within 60 feet must succeed a DC 14 Wisdom saving throw. Target takes 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.
Dissonant Whispers. Each humanoid in a 20-foot-radius must succeed a DC 16 Charisma saving throw. On a failed save, it takes 2d4 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
Calm Emotions. Each humanoid in a 20-foot-radius must succeed a DC 16 Charisma saving throw or be Frightened or Charmed. At the end of each of its turns, the target can make another Charisma saving throw. On a success, the spell ends on the target.
Enthrall. Chosen target within 60 feet must succeed a DC 14 Wisdom saving throw or be Charmed. At the end of each of its turns, the target can make another Charisma saving throw. On a success, the spell ends on the target. If target fails three saves, it can no longer save till the bear is incapacitated.
Hold Person. Choose a humanoid that you can see within range. The target must succeed a DC 14 Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
Should be an aberration really