Keen Hearing and Smell. The Sentinel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Improved Pack Tactics. The Sentinel has advantage on an attack roll against a creature if at least one of the Sentinel's allies is within 5 feet of the creature and the ally isn't incapacitated. If there is more than one ally next to the creature it will choose another target.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be grappled.
Improved Coyena jump. As a bonus action the Coyena may make an acrobatics check to climb over a 5-25 foot ledge without spending any movement or provoking an attack of opportunity.
Description
The Elite. Due to their ability to breed like rabbits, the life expectancy of a Coyena is very low. Few live to reach maturity even fewer still make it to full maturity. These individuals are referred to as Sentinels. Sentinels are smarter than the average Coyena and have lived long enough to learn how to more effectively fight as a pack as well as boasting a tougher hide and faster speed. Although they are mostly sent out on hunting parties they can also be seen guarding the mostly defenseless Coyenies. Wherever there is a Coyenie a Sentinel is never too far.
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