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Coyotl (Werecoyote)

Medium humanoid (human, shapechanger), neutral evil

Armor Class 11 in humanoid form, 12 (natural armor) in coyote or hybrid form
Hit Points 117 (18d8 + 36)
Speed 30 ft. (40 ft. in coyote form)

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 10 (+0) 11 (+0) 12 (+1)

Skills Perception +3, Stealth +4
Damage Immunities bludgeoning piercing, and slashing damage from nonmagical attacks that are not silvered
Senses passive Perception 13
Languages Aztli, Common
Challenge 5 (1,800 XP)

SPECIAL TRAITS

  • 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 and speed, are the same in each form. Any equipment it is wearing or carries does not transform. 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.
  • Pack Tactics. The werecoyote has advantage on attack rolls against a creature if at least one of the werecoyote’s allies is within five feet of the creature and the ally isn’t incapacitated.
  • Sneak Attack (1/turn). The werecoyote deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within five feet of any ally of the werecoyote that isn’t incapacitated, and the werecoyote doesn’t have disadvantage on the attack roll.
  • Spellcasting. A werecoyote is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can cast the following spells.
  • Equipment: Coyotl has a potion of speed and a pouch containing eight pearls (worth 100 gp each).

ACTIONS

  • Multiattack (humanoid or hybrid form only). The werecoyote makes one Bite attack and one with other melee attack.
  • Bite (coyote or hybrid form only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) 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: +5 to hit, reach 5 ft. on creature. Hit: 7 (2d4 + 2) slashing damage.
  • Club (humanoid form only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage or 6 (1d8 + 2) bludgeoning damage if used with two hands to make a melee attack.
Section 15: Copyright Notice
Adventures in Tehuatl, © 2020, Frog God Games; Authors Tom Knauss, Tim Hitchcock, and Rob Manning