Chupacabra (5e Creature)
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Small monstrosity, chaotic evil
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 an opportunity attack when it flies out of an enemy's reach.
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 its next turn. On a successful saving throw, the creature is immune to the stench of all chupacabras for 1 hour.
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. If the target is a creature, it must make a DC 15 Constitution saving throw, losing 11 (2d6 + 4) hit points due to blood loss on a failed save or half as much on a success.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a creature, the chupacabra can choose to grapple the target (escape DC 15) instead of dealing damage.
Aggressive. The chupacabra moves up to its speed toward a hostile creature that it can see.
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, leathery wings, large quills or spines along their backs, a long forked tongue, 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.