Medium Monstrosity, Unaligned
Armor Class 15 Natural
Hit Points 71 (11d8 + 22)
Speed 50 ft., Climb 50 ft.
STR
14 (+2)
DEX
17 (+3)
CON
14 (+2)
INT
4 (-3)
WIS
15 (+2)
CHA
7 (-2)
Skills Perception +4, Stealth +5
Senses Darkvision 120 ft., Passive Perception 14
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Pounce. If the chupacabra moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the chupacabra can make one Bite attack against it as a bonus action.

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

Sunlight Sensitivity. While in sunlight, the chupacabra has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage plus 14 (4d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the chupacabra regains hit points equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

Description

A grizzly scene greets a wary farm hand as she makes her way out to the fields just as dawn breaks. Three of her finest cows lay dead in the grass, barely recognizable as the hearty beasts she knew the day before. Now, the poor creatures are nothing but taught, dry skin over bones, slumped on the ground where they died. Ominous puncture marks upon their necks are the only sign that any harm befell them.

Bloodthirsty Predators. Chupacabras are ravenous creatures that survive on fresh blood, not unlike a vampire. With a head crossed between a mange-riddled dog and a grotesque bat, they crawl about on four limbs, skulking in the dark looking for prey. Chupacabras are an especially dangerous predator due to their stealth and agility, as they are able to leap long distances without warning and rend victims to shreds before bolting away with great speed.

Night Stalkers. Chupacabras hunt at night, seeking out weak, isolated, or otherwise vulnerable prey. Once a chupacabra has found a suitable target, it will stalk it incessantly, skulk up to its prey while it sleeps, and bury its horrid fangs into its neck, gulping down an unnatural amount of blood in mere moments. The victim, if it survives to fight back, can temporarily drive the chupacabra away with brute force. Until it is slain, however, the chupacabra is sure to return.

After using its fangs to puncture its prey's artery, the chupacabra forcefully siphons the victim's blood from the wound.

The immense strength of the chupacabra's legs allow it to jump extreme distances with bone-shattering force.

Adventure Hooks

  • Maniac's Research. An unstable wizard with an unhealthy fascination with vampires, bloodsucking, and the like tasks the party with capturing a chupacabra alive and delivering it to his remote research tower.
  • Party Stalker. A chupacabra is stalking the party, waiting until they are asleep to bite the weakest amongst them before fleeing into the night. Even if chased off, it will not stop unless it is seriously hurt or finds easier prey.
  • Threatened Livestock. A chupacabra has been attacking local livestock and completely draining them of blood. Local families are terrified, but authorities insist it is just wolves, coyotes, or other mundane animals and that farmers are responsible for protecting their animals.
FragranceMan

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