Shapechanger. Coyote can use a bonus action to polymorph into a Medium or Small humanoid, a normal coyote, or back into his true form. His statistics remain the same in each form.
Trickster’s Luck (Recharge 5–6). When Coyote fails an attack roll, saving throw, or ability check, he can reroll it and must use the new result.
Silver Tongue of the Wanderer. Coyote has advantage on all Charisma checks. Creatures have disadvantage on saving throws against Coyote’s illusion or enchantment effects.
Elusive Spirit. Opportunity attacks against Coyote are made with disadvantage. Coyote also has advantage on saving throws against spells and other magical effects, and if Coyote is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage on a success and half damage on a failure.
Tides of Chaos (1/day). The Coyote can gain advantage on one attack roll, ability check, or saving throw. After it uses this feature, the DM can roll on the Wild Magic Surge table after he casts a spell of 1st level or higher.
Arcane Mastery (Recharge 5-6). When Coyote casts a spell, he can chose to cast it without any somatic or verbal components.
Spellcasting. Coyote is a 6th-level spellcaster (Charisma is its spellcasting ability, spell save DC 15, +7 to hit with spell attacks).
- Cantrips (at will): Mage Hand , Prestidigitation, Minor Illusion ,Shocking Grasp
- 1st level (4 slots): Chaos Bolt, Disguise Self, Silvery Barbs
- 2nd level (3 slots): Blur, Mirror Image
- 3rd level (3 slots): Blink Haste
WILD MAGIC SURGE. When Coyote casts a spell of 1st level or higher, roll on the Wild Magic Surge table (DM’s discretion). Effects often manifest as sudden illusions, explosions, color changes, or chaotic transformations.
Multiattack. Coyote makes three attacks: two with Claw or Bite and one Reality Twist or cantrip.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 10 (3d6) psychic damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage, and the target must succeed on a DC 18 Wisdom saving throw or have disadvantage on its next attack roll.
Reality Twist. Coyote warps perception. One creature within 60 feet must make a DC 18 Wisdom saving throw. On a failure, the creature is confused (as the confusion spell) until the end of its next turn. On a success, the creature has disadvantage on its next saving throw.
Sneak Attack (1/Turn). Coyote deals an extra 7 (2d6) damage when it hits a target with a finesse weapon or unarmed strike and has advantage on the attack roll, or when another enemy of the target is within 5 feet of it.
Flurry of Blows (Recharge 5–6). Immediately after taking the Attack action, Coyote makes two additional Claw or Bite as a bonus action. Whenever he completes this action, he gains the benefits of the Disengage action and hi walking speed increases by 10 feet until the end of the turn.
Quickened Spell (Recharge 5-6). When Coyote casts a spell that has a casting time of 1 action, he can change the casting time to 1 bonus action.
Cunning Action. Coyote takes the Dash, Disengage, or Hide action.
Fast Hands. Coyote can use a bonus action to:
- Use thieves’ tools
- Apply poison
- Throw caltrops, ball bearings, or alchemist’s fire
- Sleight of Hand to steal or manipulate an object
Bend Luck (1/day). When another creature Coyote can see makes an attack roll, ability check, or saving throw, he can use his reaction to roll a 1d4 and apply the result as a bonus or penalty to the roll.
Just Kidding! When a creature misses Coyote with an attack, he can force that creature to make a DC 18 Dexterity saving throw or fall prone as the ground subtly shifts beneath them.
Redirect Attack. When a creature misses the Coyote with a melee attack, he can cause that attack to target another creature within 5 feet of it, using the original attack roll.
Silvery Barbs (1st-level spell). Coyote magically distracts a creature he can see within sixty feet that succeeds an attack roll, an ability check, or a saving throw. The creature must reroll the d20 and use the lower roll. He can then choose a different creature.He can see within range (including himself). That creature has advantage on its next attack roll, ability check, or saving through within one minute.
Coyote can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn.
Move. Coyote moves up to his speed without provoking opportunity attacks.
Mocking Whisper. One creature Coyote can see within 60 ft. must succeed on a DC 18 Wisdom saving throw or have disadvantage on all rolls until the end of its next turn.
Channel Wild Magic. Coyote channels wild arcane energy into one creature he can see within sixty feet. This creature must make a DC 18 Chatisma saving throw or fall victim to an effect from the Wild Magic Surge table.
False Ending (Costs 2 Actions). Coyote appears to drop to 0 hit points, falling prone and motionless. Until the start of his next turn, he is indistinguishable from dead. When the effect ends, he regains 30 hit points and may immediately move up to his speed.
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