Chupacabra (5e Creature)

Chupacabra

Small monstrosity, chaotic evil


Armor Class 15 (natural armor)
Hit Points 63 (6d6 + 42)
Speed 30 ft., fly 60 ft.


STR DEX CON INT WIS CHA
19 (+4) 24 (+7) 25 (+7) 3 (-4) 25 (+7) 5 (-3)

Skills Perception + 7, Stealth + 5
Condition Immunities charmed
Senses darkvision 120 ft., passive Perception 17
Languages understands Common, but cannot speak.
Challenge 5 (1,800 XP)


Aggressive. As a bonus action, the chupacabra can move up to its speed toward a hostile creature it can see.

Blood Frenzy. The chupacabra has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Brave. The chupacabra has advantage on saving throws against being frightened.

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.

Flyby. The chupacabra doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Smell. The chupacabra has advantage on Wisdom (Perception) checks that rely on smell.

Nimble Escape. The chupacabra can take the Disengage or Hide action as a bonus action on each of its turns.

Shadow Camouflage. The chupacabra has advantage on Dexterity (Stealth) checks made to hide in dark or dim light area, or at night.

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.

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.

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

ACTIONS

Multiattack. The chupacabra makes two attacks, only one of which can be a bite attack.

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).


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.


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