Pack Tactics. The chupacabra has advantage on an attack roll against a creature if at least one of the chupacabra's allies is within 5 feet of the creature and the ally isn't incapacitated.
Spine Regrowth. The chupacabra has forty-eight tail spikes. Used spikes regrow when the chupacabra finishes a long rest.
Blood Frenzy. The chupacabra has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Regeneration. The chupacabra regains 10 hit points at the start of its turn if it has at least 1 hit point.
Keen Hearing and Smell. The chupacabra has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Barbed Hide. At the start of each of its turns, the chupacabra deals 5 (1d10) piercing damage to any creature grappling it.
Magic Resistance. The chupacabra has advantage on saving throws against spells and other magical effects.
Multiattack. The chupacabra makes one bite attack and three spine attacks.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) piercing damage.
Spine. Ranged Weapon Attack: +10 to hit, range 100/200 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
Description
Chupacabras are fearsome spined predators that can outrace and outlast a horse in the open.
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