Chupacabra
| Statistic | Value |
|---|---|
| Size/Type | Small Magical Beast |
| Hit Dice | 2d10+2 (13 hp) |
| Initiative | +2 |
| Speed | 40 ft. (8 squares) |
| Armor Class | 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 14 |
| Base Attack/Grapple | +2/-1 |
| Attack | Bite +4 melee (1d4+1 plus calming saliva) |
| Full Attack | Bite +4 melee (1d4+1 plus calming saliva) |
| Space/Reach | 5 ft./5 ft. |
| Special Attacks | Calming saliva |
| Special Qualities | Darkvision 60 ft., low-light vision, scent |
| Saves | Fort +4, Ref +5, Will +1 |
| Abilities | Str 12, Dex 15, Con 13, Int 2, Wis 12, Cha 6 |
| Skills | Jump +9, Listen +4, Move Silently +11, Spot +4 |
| Feats | Alertness |
| Environment | Warm plains |
| Organization | Solitary |
| Challenge Rating | 1 |
| Treasure | None |
| Alignment | Always neutral |
| Advancement | 3–6 HD (Small) |
| Level Adjustment | ― |
Description
This brown-furred creature has a kangaroo-like body and the head of a giant bat. It has bulging red eyes, a fang-lined jaw, and short, pointed ears.
This creature has a body that resembles a kangaroo with the head of a giant bat. It has powerful rear legs, allowing it to leap considerable distances. The mouth is lined with fangs and its odd red eyes bulge from its sockets. The ears are short and pointed. The short fur of the chupacabra is dark brown in hue.
The chupacabra preys on herd animals and livestock, tearing strips from the flesh and drinking the blood. It rarely kills its prey, preferring instead to drink just enough blood to still leave the creature alive.
Combat
Chupacabra are very stealthy creatures, relying on their darkvision and the ability to move silently to sneak up on its prey at night. It strikes quickly with its sharp fangs, then waits until its saliva works to calm its prey and neutralize the pain. Once the prey is quiet, the chupacabra consumes blood from the wound.
Calming Saliva (Ex): Those bit by the chupacabra must succeed at a DC 13 Fortitude save or be relaxed as by a calm animals spell (caster level 2nd). Once the saliva takes effect, the creature will remain calm and allow the chupacabra to drink blood from the wound. The creature will be dealt 1 point of damage per round as long as the chupacabra continues drinking blood. The save DC is Constitution-based and includes a +2 racial modifier.
Skills: Chupacabra have a +8 racial bonus on Jump and Move Silently checks.
Advanced Benefits
In addition to the standard changes due to Hit Dice advancement, chupacabra also gain the following special benefits.
- The save DC of the calming saliva is equal to 13 + ½ HD + Constitution modifier. The caster level of the calm animals effect equals the Hit Dice.
- 3+ HD ― It requires a successful Wisdom check (DC 10 + ½ HD + Constitution modifier) to detect a chupacabra by scent.
- 4+ HD ― The chupacabra is able to drink blood at a faster rate from a calmed animal, dealing 2 points of damage per round.
- 5+ HD ― The natural armor bonus improves to +4.
- 6 HD ― The bite of the chupacabra deals a base 1d6 points of damage.