Monsters
Notes from the Nails: the ‘wily coyote’ was one of my favourite parts of Weird West, since it brings together perfectly the western and weird, supernatural themes and combines them with my proclivity for light-hearted pop culture references.
Wily Coyote and Friends
The wild and dusty hills of the untamed frontier are home to all manner of beasts, some familiar, some less so and some that are truly bizarre. Coyotes, small canids somewhat similar to wolves, are not uncommon; frontiersmen generally regard them as a nuisance rather than a danger. Their giant counterparts, however, are far from benign, being as big as grizzly bears and a good deal tougher.
Rumours tell of stranger things to be found deeper into the wilderness. Lycanthropes that turn into monstrous half-coyote hybrids under the full moon, wise spirit-coyotes that sometimes come to the aid of lost travellers and, most incredible of all, natural coyotes that have somehow been blessed with superhuman intelligence and a kobold-like fascination with traps and machinery.
Coyote
Small beast, unaligned
Armor Class 13 (natural armor)
Hit Points 7 (2d6)
Speed 40 ft.
STR 10 (+0) DEX 15 (+2) CON 11 (+0)
INT 3 (-4) WIS 12 (+1) CHA 6 (-2)
Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages –
Challenge 1/8 (25 XP)
Keen Hearing and Smell. The coyote has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The coyote has advantage on attack rolls against a creature if at least one of the coyote’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.
Coyote, Spirit
Medium celestial, chaotic good
Armor Class 15
Hit Points 36 (8d8)
Speed 40 ft., fly 40 ft. (hover)
STR 8 (-1) DEX 20 (+5) CON 10 (+0)
INT 14 (+2) WIS 22 (+6) CHA 17 (+3)
Saving Throws Int +4, Cha +5
Skills Animal Handling +8, Deception +7, Insight +10, Perception +10, Survival +8
Damage Resistances fire, radiant, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, prone, restrained
Senses darkvision 120 ft., passive Perception 20
Languages Celestial, Common, telepathy 120 ft.
Challenge 4 (1,100 XP)
Celestial Fangs. The coyote’s weapon attacks are magical. When the coyote hits with its bite, the weapon deals an extra 2d8 radiant damage (included in the attack).
Incorporeal Movement. The coyote can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Keen Senses. The coyote has advantage on Wisdom (Perception) checks that involve any sense.
Labyrinthine Recall. The coyote can perfectly recall any path it has traveled.
Innate Spellcasting. The coyote’s spellcasting ability is Wisdom (spell save DC 16). The coyote can innately cast the following spells, requiring only verbal components:
At will: animal messenger, create bonfire, invisibility, minor illusion, misty step, silent image, vicious mockery
1/day each: divination, dream, sending
Actions
Multiattack. The coyote casts a spell and then makes two melee weapon attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 9 (2d8) radiant damage.
Coyote, Ugly
Medium monstrosity, unaligned
Armor Class 18 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 35 ft.
STR 17 (+3) DEX 13 (+1) CON 16 (+3)
INT 4 (-3) WIS 12 (+1) CHA 2 (-4)
Skills Intimidation +2, Perception +4
Senses passive Perception 14
Languages –
Challenge 5 (1,800 XP)
Horrifying Visage. Each creature within 60 feet of the coyote that can see it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the coyote is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the coyote’s Horrifying Visage for the next 24 hours.
Pack Tactics. The coyote has advantage on attack rolls against a creature if at least one of the coyote’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Stench. Any creature that starts its turn within 10 feet of the coyote must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the coyote’s stench for 24 hours.
Actions
Multiattack. The coyote makes one bite attack and one claw attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 10 (3d6) poison damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a Medium or smaller creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Coyote, Wily
Medium beast, neutral
Armor Class 13 (natural armor)
Hit Points 9 (2d8)
Speed 40 ft.
STR 10 (+0) DEX 15 (+2) CON 11 (+0)
INT 12 (+1) WIS 12 (+1) CHA 6 (-2)
Skills Arcana +3, Investigation +3, Perception +3, Sleight of Hand +4, Stealth +4
Senses passive Perception 13
Languages understands Common and Sylvan but can only communicate by writing and displaying signs
Challenge 1/8 (24 XP)
Keen Hearing and Smell. The coyote has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The coyote has advantage on attack rolls against a creature if at least one of the coyote’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Slow Fall. The coyote is immune to falling damage.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.
Set Hunting Trap. The coyote sets a hunting trap.
Giant Coyote
Large beast, neutral
Armor Class 15 (natural armor)
Hit Points 43 (6d10 + 10)
Speed 40 ft.
STR 15 (+2) DEX 16 (+3) CON 14 (+2)
INT 4 (-3) WIS 12 (+1) CHA 8 (-1)
Skills Perception +3, Stealth +5
Senses passive Perception 13
Languages –
Challenge 2 (450 XP)
Keen Hearing and Smell. The coyote has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The coyote has advantage on attack rolls against a creature if at least one of the coyote’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Multiattack. The coyote makes three bite attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a Huge or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Werecoyote
Medium humanoid (human, shapechanger), chaotic neutral
Armor Class 12 in humanoid form, 13 (natural armor) in coyote or hybrid form
Hit Points 52 (8d8 + 16)
Speed 30 ft. (40 ft. in coyote or hybrid form)
STR 15 (+2) DEX 15 (+2) CON 14 (+2)
INT 10 (+0) WIS 12 (+1) CHA 10 (+0)
Skills Perception +3, Stealth +4
Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered
Senses passive Perception 13
Languages Common (can’t speak in coyote form)
Challenge 2 (450 XP)
Keen Hearing and Smell. The werecoyote has advantage on Wisdom (Perception) checks that rely on hearing or smell.
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 a humanoid. Its statistics, other than AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Actions
Multiattack. The werecoyote makes two melee weapon attacks, only one of which can be a bite attack.
Bite (Coyote or Hybrid Form Only). Melee Weapon Attack: +4 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: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
Glaive (Humanoid Form Only). Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage.
Tomahawk (Humanoid Form Only). Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 6 (1d8 + 2) slashing damage.