This fearsome creature stands about three feet tall and looks like a cross between a dog and a reptile. Its body is covered in a leathery greenish-gray hide, and a crest of spines runs down its back. A pair of bulging, glowing eyes stare intently as it opens its mouth, revealing a set of razor sharp fangs.

Chupacabras wander remote hills and plains at night, alone or in small packs, in search of their prey. They will sometimes attack lone humans, but they prefer to feed on the blood of sheep and other domestic animals. Goats are a particular favorite.

Stealthy Hunters. The chupacabra stalks its quarry before leaping out and sinking its teeth into the creature’s neck to drain its blood. When hunting in open ground, the chupacabra will use its terrible glowing eyes to paralyze its victim with fear before attacking. Creatures killed by chupacabra are found completely drained of blood with a triangular, almost bat-shaped, puncture wound in their necks. Superstitious farmers may blame vampires, but those brave enough, and who know of the chupacabra, may band together to hunt down the true culprit, using a caged goat as bait.

Servants of the Demon Bat. Chupacabras are sometimes bred underground by derro worshippers of Camazotz, the Demon Lord of Bats. The sudden appearance of the creatures in a locality may indicate the presence of Demon Bat cultists below ground. Worse, whispered rumors tell of chupacabras with bat-like wings created by the derro savants under direction from their dreaded mi-go allies.


Small monstrosity, unaligned
Armor Class 13 (natural armor)
Hit Points 36 (8d6 +8)
Speed 30 ft.
16 (+3) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

Skills Acrobatics +4, Perception +3, Stealth +4
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Challenge 1/2 (100 XP)

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

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


Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the chupacabra attaches to the target. While attached, the chupacabra doesn’t attack. Instead, at the start of each of the chupacabra’s turns, the target loses 6 (1d6 + 3) hp due to blood loss. The chupacabra can detach itself by spending 5 feet of its movement. It does so after the target is reduced to 0 hp. A creature, including the target, can use its action to detach the chupacabra.

Fearful Gaze. The chupacabra fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 11 Wisdom saving throw or be paralyzed for 1 minute. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the chupacabra’s Fearful Gaze for the next 24 hours.


Malodorous Stench. When the chupacabra is reduced to less than half of its maximum hp, it releases a foul, sulphurous stench. Each creature within 5 feet of the chupacabra must succeed on a DC 11 Constitution saving throw or be poisoned until the end of its next turn.

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