Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.
Charge. If the bear moves at least 20 feet straight toward a target and then hits it with a claw attack on the same turn, the target takes an extra 7 (2d6) damage on that initial attack. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Coked-up Rage. While high as a kite the bear has resistance to bludgeoning, piercing, and slashing damage. The bears ferocity and power increases and melee attacks do an additional 2 damage (already factored into attack damage).
Multiattack. The bear makes six attacks: two with its bite and four with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) piercing damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Snort a line (2/long rest). Twice per day the bear may snort a line of coke out of its fur. The bear heals (3d10 + 10) hit points.
Frantic excitement. As a reaction to being hit with an attack the bear may move up to half of its movement.
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