Terrifying Gaze. When a creature that can see the Chupacabra's eyes starts it's turn within 30 feet of the Chupacabra, the Chupacabra can force it to make a DC 16 wisdom saving throw if the Chupacabra isn't incapacitated and can see the creature. If the creature fails the saving throw, they are frightened for 1 minute. While frightened in this way, they are also paralyzed. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Standing Leap. The Chupacabra's long jump is up to 25 feet and it's high jump is up to 10 feet, with or without a running start.
Sunlight Sensitivity. While in sunlight, The Chupacabra has disadvantage on attack rolls, as well as on wisdom (perception) checks that rely on sight.
Surprise attack. If the Chupacabra surprises a creature and hits it with an attack During the first round of combat, the target takes an extra 12 (2d12) damage from the attack.
Multiattack. The chupacabra makes two attacks, one with it's bite, one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 17 (2d10 + 7) peircing damage and 3 (1d6) poison damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 10 (1d10 + 5) slashing damage.
Fleeting instincts. When a creature fails an attack roll against the Chupacabra, the Chupacabra can move up to half its speed.
Previous Versions
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4/9/2020 1:53:48 AM
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Coming Soon
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