Chupacabra

Creature Codex (3pp)

Size
Small
Type
monstrosity
Alignment
unaligned
AC
13 (natural armor)
Hit Points
36 (8d6+8)
Speed
walk 30 ft.
Skills
Acrobatics +4, Perception +3, Stealth +4
Condition Immunities
poisoned
Senses
darkvision 60 ft.
Passive Perception
13
Challenge
1/2
Environment
grassland
STR
16
+3
DEX
15
+2
CON
12
+1
INT
3
−4
WIS
12
+1
CHA
6
−2

Traits

Keen Hearing And Smell

The chupacabra has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Running Leap

With a 10-foot running start, the chupacabra can long jump up to 25 feet.

Actions

Bite

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 6 (1d6 + 3) piercing damage, and the chupacabra attaches to the target.

While attached, the chupacabra doesn't attack.

Instead, at the start of each of the chupacabra's turns, the target loses 6 (1d6 + 3) hp due to blood loss. The chupacabra can detach itself by spending 5 feet of its movement. It does so after the target is reduced to 0 hp. A creature, including the target, can use its action to detach the chupacabra.

Fearful Gaze

The chupacabra fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 11 Wisdom saving throw or be paralyzed for 1 minute. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the chupacabra's Fearful Gaze for the next 24 hours.

Reactions

Malodorous Stench

When the chupacabra is reduced to less than half of its maximum hp, it releases a foul, sulphurous stench. Each creature within 5 feet of the chupacabra must succeed on a DC 11 Constitution saving throw or be poisoned until the end of its next turn.

Other data

description