Coyotes
Coyote.png

Coyote Pup

Small beast


Armour Class 13
Hit Points 13 (3d6 + 3)
Speed 30 ft.


STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 12 (+1) 3 (-4) 12 (+1) 7 (-2)

Skills Perception +3
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses passive Perception 13
Languages none
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: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Coyote

Medium beast


Armour Class 12
Hit Points 32 (5d8 + 10)
Speed 40 ft.


STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 3 (-4) 14 (+2) 7 (-2)

Skills Perception +5
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses passive Perception 15
Languages none
Challenge 1/4 (50 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: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Coyote Den Mother

Medium beast


Armour Class 12
Hit Points 65 (10d8 + 20)
Speed 40 ft.


STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 3 (-4) 14 (+2) 7 (-2)

Skills Perception +6
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses passive Perception 16
Languages none
Challenge 2 (450 XP)


Keen Hearing and Smell. The coyote has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Maternal Instinct. While there are any coyote pups left for the den mother to protect, and until it fails its Constitution saving throw after all coyote pups have been killed, it has the following benefits:

  • Advantage on Strength checks and Strength saving throws.
  • Advantage on saving throws against becoming Frightened.
  • +2 to the damage of all attacks.
  • Resistance to bludgeoning, piercing, and slashing damage.

If the den mother takes damage after all coyote pups have been killed, it makes a Constitution saving throw. The DC equals 10 or half the damage to the den mother, whichever number is higher. On a failed save the den mother loses the benefits of Maternal Instinct and uses its turns to attempt to flee, only attacking if it is cornered.

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: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 8 (1d8 +4) piercing damage while under the effects of maternal instinct. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Alpha Coyote

Medium beast


Armour Class 13
Hit Points 130 (16d8 + 48)
Speed 40 ft.


STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 16 (+3) 3 (-4) 16 (+3) 9 (-1)

Skills Perception +8
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses passive Perception 18
Languages none
Challenge 3 (700 XP)


Alpha. The coyote has advantage on saving throws against becoming Frightened.

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: +8 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Pack Leader's Howl. All members of the alpha's pack within 60 feet that can hear it lose the Frightened condition if they have it and can move half their speed. Opportunity attacks made against them during this movement are made with disadvantage. The Pack Leader cannot use this action if it is itself Frightened.

Reactions

Hunter's Howl. When a hostile creature moves, Dashes, or Disengages, the alpha may use its Pack Leader's Howl as long as it hasn't been used since the beginning of their most recent turn. Any member of the pack that moves must move toward the triggering creature.

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