Shapechanger. The coyowere can use its action to polymorph into a coyote-halfling hybrid or into a coyote, or back into its true halfling form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it is killed.
Keen Hearing and Smell. The coyowere has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The coyowere has advantage on attack rolls if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack (Humanoid or Hybrid Form Only). The coyowere makes two attacks, only one of which can be a bite.
Bite (Coyote or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Shortbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Description
The coyoweres are an extended clan of halflings who centuries ago became tainted by a dark demonic power. They have since (for the most part) ceased worshiping the vile fiend, but their bloodline is cursed by the sins committed by their ancestors. Unlike most lycanthropes, their condition is hereditary and is not infectious. On rare occasions, halflings from outside marry into the clan but without exception, their children become coyoweres, as the cursed gene is dominant.
Coyoweres are generally able to temper their more violent instincts and are mostly content to live and let live. They are skilled hunters, however, fighting as a pack and employing ambush tactics.
Most coyoweres live in the forested foothills of the western mountains where they build simple thatched cottages of wattle and daub. They typically wear little more than buckskin breeches and body paint.
Coyowere society is very close-knit and community minded. They will trade with neighboring villages but are suspicious of strangers. Each pack is led by a chieftain, who is their wisest and most sagacious hunter. There will typically also be a shaman with the abilities of a second level druid.