Adrenaline Build-up. At the start of each of its turns after rolling initiative and until combat ends, the cocaine bear gets a +2 cumulating bonus to its attack rolls and damage rolls. If its bonus reaches +10, the cocaine bear dies from a heart attack. If combat ends before this bonus reaches +10, the bonus resets to 0.
Blocked Nostrils. The cocaine bear automatically fails all Wisdom (Perception) checks that rely on smell.
Multiattack. The cocaine bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 2) piercing damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6 + 2) slashing damage.
Cocaine Breath (Recharge 5-6). The cocaine bear exhales a blast of cocaine powder in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 22 (5d8) psychic damage on a failed save, or half as much damage on a successful one.
Last Stand. If damage reduces the cocaine bear to 0 hit points, the cocaine coursing through its organism delays falling unconscious and it immediately takes an extra turn. When the extra turn ends, the cocaine bear dies.
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