Amphibious. The angler bear cub can breathe air and water.
Young Lure. When a creature begins it's turn within 40 ft of the angler bear cub, the cub may force it to make a Dc 13 Wisdom saving throw. On a failure, the creature must immediately use 10 ft of it's base movement to walk towards the angler bear cub, stopping if it moves within 5 ft of it. It uses the fastest route, but will not walk into obvious danger (such as a visible trap or an open pit). If it cannot find a clear route to the angler bear cub, it simply does not move. The creature can still use it's actions or bonus actions during it's turn, but cannot move away from the angler bear cub.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage.
Cry. As a reaction when the angler cub receives damage from an attack or spell, it can begin to cower and whine. Each angler bear within 50 ft of it that can hear have all of their movement speeds increased by 10 ft and deal an additional 1d4 slashing damage with all of their attacks. This lasts until the end of each of said angler bears' turns and cannot stack.
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