Spellcasting. The Coyotane is a 8-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The Coyotane has the following spells prepared:
At will: Poison Spray, Resistance, Sacred Flame (Necrotic instead of Radiant), Mage Armor, Shocking Grasp, Magic Missile
5/day: Chromatic Orb, Eldritch Blast (1d4 beams), Acid Arrow
4/day: Cloud of Daggers, Heat Metal, Thunderbolt, Shatter, Darkvision, Protection from Poison
3/day: Acid Flood, Glyph of Warding, Lightning Arrow, Fly, Sleet Storm
2/day: Ice Storm, Fire Shield, Stoneskin, Death Ward
1/day: Cloudkill, Destructive Wave
*Before battle, the Coyotane casts Death Ward, Stoneskin, Mage Armor, Fire Shield, Protection from Poison, Darkvision, Fly, and Resistance on itself.
Actions
Bite (Coyote or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 feet, 1 target. Hit: 14 (2d8 + 5) [piercing] damage. If the target is a small or tiny Humanoid/Fey/Undead, they take an additional 9 (2d8) Necrotic Damage.
Claw (Hybrid or Coyote Form Only). Melee Weapon Attack: +4 to hit, reach 5 feet, 1 target. Hit: 12 (2d6 + 5) [Slashing] damage. The target must then succeed on a DC 19 Dexterity saving throw or be affected by the Coyote Curse.
Warhammer (Hybrid or Humanoid Form Only). Melee Weapon Attack: +4 to hit, reach 5 feet, 1 target. Hit: 18 (3d8 + 5) [Bludgeoning] damage.
Transform. The Coyotane transforms into a coyote or a Medium Humanoid.
Power Drain. The Coyotane targets one person affected by the Coyote Curse. The target takes 22 (5d8) Psychic damage and does half the damage to all targets for 1 minute.
Sling Electro (Hybrid or Humanoid Form Only). Ranged Weapon Attack: +4 to hit, range 50/200 feet, 1 target. Hit: 5 (2d4) [Bludgeoning] damage. The target also must succeed on a DC 15 Dexterity saving throw, taking another 25 (10d4) lightning damage on a fail, or half the damage on a success.
Reaction Name. Enter the description for your action.
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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Description
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Lair and Lair Actions
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Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
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Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
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If the [monster name] dies, these effects fade over the course of #d# days.
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