Shapechanger. The werecoyote can use its action to polymorph into a coyote-humanoid hybrid or into a coyote, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Hearing and Smell. The werecoyote has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Opportune Bite. If the coyote has advantage on attack rolls against a creature, they deal 1 additional damage.
Pack Tactics. The coyote has advantage on attack rolls against a creature if at least one of the coyote's allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. (Humanoid or Hybrid Form Only). The werecoyote makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).
Bite (coyote or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 6) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werecoyote lycanthropy.
Claws. (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
Shortsword (Humanoid Form Only). Melee Attack: +4 to hit, reach 5ft, one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Description
Much like their werewolf counterparts, werecoyotes can shift into a canine-like creature with human characteristics and are just as savage. They have fangs and claws of similar size and design.
Lair and Lair Actions
Werecoyotes live in dens.
Previous Versions
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11/6/2022 1:38:07 AM
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Coming Soon
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