Homebrew Chupacabra Species Details
A Chupacabra is a savage creature almost akin to a primal vampire. Their 4 to 5-foot stature may not seem so frightening but their lust is the stuff of nightmares, and they lust for only one thing; blood. Chupacabras have an almost devilish appearance, with three toes, grey skin, large, leathery wings, long, large quills or spines along their backs, a long, forked tongue, giant, red, oval eyes, and a fearsome set of fangs, each as long as a human hand. The fangs are the beast's apparatus through which a creature's blood is siphoned.
Exactly how the Chupacabra came to be is unknown, however, there are multiple theories. One theory is they are descended from a species from the Underdark. Another is that they are from another plane of existence, here to reap the spoils of blood. The most popular theory is that they're the creation of a made wizard or vampire, and they could no longer be controlled by their creator not monitoring their breeding.
Chupacabra Traits
This monstrosity has many things it can do without weapons, making them deadly even when disarmed.Aggressive
As a bonus action, the Chupacabra can move up to its speed toward a hostile creature it can see or smell. This includes creatures behind walls as long as there is a path to them within 30ft. This also includes those in cover as long as you can smell them.
Proficiencies
Skills: Perception and Stealth
Languages: You understand common, but cannot speak
Advantage: You have advantage against saving throws against being frightened, wisdom (perception) checks, dexterity (stealth) checks made to hide in dark or dim lighting, and on melee attacks against anyone who doesn't have all their hit points.
Disadvantage: You have disadvantage against checks (ex. wisdom (perception)) that rely on eyesight in daylight, as well as attack rolls.
Dive Attack
If the chupacabra is flying and dives at least 30 feet straight toward a target and hits it with a melee weapon attack, the attack deals an extra 7 (2d6) damage and the target must make a DC 15 Strength saving throw or be knocked prone.
Stench
Any creature other than a chupacabra that starts its turn within 5 feet of the chupacabra must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all chupacabras for 1 hour.
Standing Leap
The chupacabra's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Nimple Escape
The chupacabra can take the Disengage or Hide action as a bonus action on each of its turns
Actions
You have two attacks
Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage and the chupacabra. If the target is a creature, it must succeed a DC 15 Constitution saving throw. On a failed save, the target loses 11 (2d6 + 4) hit points due to blood loss. On a success, it loses half as much hit points.
Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Instead of dealing damage, the chupacabra can grapple the target (escape DC 15).