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Chupacabra

This lizard-like creature stalks forward upon two muscular legs, a mane of spikes running down its scaly back.

Chupacabra CR 3

XP 800
N Small magical beast
Init +7; Senses darkvision 60 ft., low-light vision; Perception +6

DEFENSE

AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size)
hp 30 (4d10+8)
Fort +6, Ref +7, Will +3

OFFENSE

Speed 30 ft.
Melee bite +6 (1d4+1 plus grab), 2 claws +6 (1d3+1)
Special Attacks chupar, pounce

STATISTICS

Str 13, Dex 16, Con 14, Int 3, Wis 15, Cha 6
Base Atk +4; CMB +4 (+8 grapple); CMD 17
Feats Combat Reflexes, Improved Initiative
Skills Acrobatics +7 (+11 jumping), Perception +6, Stealth +16; Racial Modifiers +4 Acrobatics when jumping, +4 Stealth (+8 in undergrowth or rocky areas)
Languages Aklo (cannot speak)

SPECIAL ABILITIES

Chupar (Ex)

A chupacabra that pins an opponent or maintains a pin can suck blood from that opponent as a free action once per round, dealing 1 point of Constitution damage. Upon successfully draining blood, the chupacabra is invigorated, gaining a significant boost in speed for 10 rounds similar to the haste spell. The invigorated chupacabra can still drain blood - and in so doing increase the length of its invigoration - but it gains no additional effects.