Avoidance. If Coyote is subjected to an effect that allows him to make a saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Innate Spellcasting. Coyote's innate spellcasting ability is Charisma (spell save DC 18). Coyote can innately cast the following spells, requiring no components:
At will: dancing lights, hypnotic pattern, invisibility, major image, minor illusion, sand cloak (new)
1/day each: commune with nature, hallucinatory terrain, locate object, mislead, silence
Keen Hearing and Smell. Coyote has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Magic Resistance. Coyote has advantage on saving throws against spells and other magical effects.
Magic Weapons. Coyote's weapon attacks are magical.
Mirror Images. Coyote is constantly is affected by a mirror image spell. When the last image is destroyed, three new images split immediately from Coyote. Coyote can also use an action to destroy the remaining images, creating three new images.
Sneak Attack (1/Turn). Coyote deals an extra 35 (10d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Coyote that isn't incapacitated and Coyote doesn't have disadvantage on the attack roll.
Undetectable in Sandstorms. While Coyote is heavily obscured by sand or dust, he is invisible and he can't be sensed by blindsight or tremorsense.
Multiattack. Coyote makes two bite attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Change Shape. Coyote magically polymorphs into a humanoid or beast that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (his choice). In a new form, Coyote retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, languages, traits, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Description
For a primal spirit, Coyote is easy to meet with, but notoriously difficult to make an agreement with. He much prefers trickery to proper exchanges, and often uses the facade of a friendly meeting to enact his schemes. If you weren't tricked or pranked in some apparent way after the first meeting, you can be almost certain that you are being led into an even more elaborate charade with an even greater humiliation at the end.
Despite this, Coyote can be convinced to let a mortal serve as its champion. He has certain needs as a primal spirit of the plains and deserts, and like any primal spirit he despises those who would despoil his lands. And he harbors ancient grudges against distant foes. If he were given the right means or chance, he would greatly relish making a fool out of them.
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