Chupacabra | Monster / Creature | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Chupacabra

Small monstrosity, unaligned
Armor Class 13 (natural armor)
Hit Points 36 (8d6+80 8d6+8
Speed 30ft

STR
16 +3
DEX
15 +2
CON
12 +1
INT
3 -4
WIS
12 +1
CHA
6 -2

Skills Acrobatics +4, Perception +3, Stealth +4
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Challenge 1/2 (100 xp)


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. 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.

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.


 

Created by

opticalcite.

Statblock Type

Monster / Creature

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