High Noon at Midnight
Remnants of ancient populations reinvigorated by cursed magic, dire coyotes hunt lost and isolated creatures, regardless of whether the prey is alive or already dead. Dire coyotes are gaunt and sinewy, almost as large as a horse. Their hides are branded with arcane sigils that still glow and smoke with the sorcery that pulses through them.
Dire coyotes usually hunt in teams of two or three. However, their howls give the impression of a far larger number of individuals in the night.
Motive: Hungers for flesh, defense
Environment: Almost anywhere dark and isolated or near places ghosts haunt, individually and in teams of two or three
Health: 15
Damage Inflicted: Moderate wound (4 points)
Armor: 1
Movement: Short
Modifications: Perception as level 6; attacks and defense against ghosts, wraiths, and other spirits as level 6
Combat: A dire coyote bites each round.
A dire coyote also has one or more of the following traits.
Interaction: Dire coyotes have a secret language and society, but usually present to outsiders as just particularly dangerous coyotes. However, if they wish, dire coyotes can speak with the voice and memories of any ghost they have personally destroyed.
Use: A sheriff who posted a bounty on dire coyotes has gone missing, and their spouse needs someone to go find them.
GM Intrusion: The dire coyote takes on the likeness of a ghost of someone the character knew—the ghost is someone the dire coyote has recently destroyed