Chupacabra
Small Monstrosity, unaligned. CR 1/2, AC 13, 36 HP. Traits: Keen Hearing and Smell, Running Leap.
- Armor class
- 13
- Hit points
- 36
- Challenge
- 0.5
- Creature type
- Monstrosity
- Size
- Small
- Alignment
- unaligned
Stat block
- Cha
- 6
- Con
- 12
- Dex
- 15
- Int
- 3
- Str
- 16
- Wis
- 12
- Speed
- Walk: 30
- Senses
- darkvision 60 ft., passive Perception 13
- Skills
- Stealth: 4; Acrobatics: 4; Perception: 3
- Actions
- Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 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.
- Languages
- -
- 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.
- Special abilities
- 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.
- Condition immunities
- poisoned
Source and licence
From Creature Codex.
Licence: Open Game Content (OGL 1.0a).