Keen Sight and Smell. The cocaine bear has advantage on Wisdom (Perception) checks that rely on sight or smell.
Cocaine Sense. The cocaine bear knows the location of any cocaine within a mile of it.
High Out of its Mind. The bear automatically succeeds all Wisdom saving throws, it cannot be charmed, and magic cannot detect or influence its thoughts.
Relentless Hunter. The cocaine bear knows the location of any creature it has seen within the last hour. Magic cannot prevent the bear from finding you.
Evasive. When subjected to a Dexterity saving throw to take half damage on a success, the cocaine bear instead takes no damage if it succeeds the save, and half damage if it fails.
Legendary Resistance (3/day). When the cocaine bear fails a saving throw, it can choose to succeed instead.
Multiattack. The cocaine bear makes four attacks: one with its bite and three with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 22 (3d10 + 6) piercing damage plus (4d6) poison damage.
Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) slashing damage.
Snort Cocaine (Recharge 5-6). Cocaine bear snorts cocaine powder, it has resistance to bludgeoning, slashing, and piercing damage, and it has advantage on all attack rolls and saving throws until the end of its next turn.
The cocaine bear can take 3 Legendary Actions per round.
Attack (Costs 1 action). The cocaine bear makes one bite or claw attack.
Charge (Costs 1 action). The cocaine bear moves up to its speed
Description
Bear on cocaine, what will it do.
Chaos, the answer is chaos.
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