Description

A lean, hunched predator with gray-green hide and eyes that gleam like wet coins in the moonlight. Its body is sinewy and low to the ground, built for ambush. The Chupacabra’s claws can shred a goat’s throat in a heartbeat, and its fanged snout is made for one thing,  draining blood. Rural folk swear they hear its raspy hiss at the edge of their torchlight, or find their livestock limp and dry come morning.

Few realize the creature is older than the farms it haunts, perhaps a remnant of some demonic experiment or a beast warped by ancient curses. Whatever its origin, it is clever enough to stalk the same herd for days, testing defenses and learning routines before striking.

Ferocity: 2   Size: Small

Movement: 12* (Ground)   Armor: 2 (Natural)   HP: 12
*The Chupacabra is very adept at leaping and climbing with the natural Acrobatics skill of 16. It bypasses most obstacles and climbs trees easily.
Chupacabra have the effective Sneaking Skill of 16, making it easy to avoid detection while lurking near prey at night.

MONSTER ATTACKS

  1. Pounce and Tear : The Chupacabra leaps onto a target within 6 meters, raking with claws for 1d8  slashing damage and is knocked prone.
  2. Blood Drain: The Chupacabra sinks its fangs deep, dealing 1d6 Piercing damage and healing itself for the same amount. This attack is nullified completely if parried or the target is wearing plate armor or better.
  3. Hissing Feint: It lets out a rasping, almost human hiss. All enemies within 6 meters must succeed on a WIL check or roll on the Fear table.
  4. Taloned Swipe: A lightning-fast horizontal slash at the legs of one target, dealing 1d6 slashing damage. If the target is damaged, their movement is halved until medical treatment or magic healing is applied or a Shift rest can be completed.
  5. Whirling Ball of Fury: All targets within 2 meters take 1d6 slashing damage from a blur of claws and teeth from the creature.
  6. Demoralizing Bite: The Chupacabra nips at one target within 2 meters for 1d6 piercing damage before rolling 4 meters away from the target. The unfortunate victim must also roll WIL or become Disheartened. (Or choose another condition if Disheartened.)

GM Notes

Behavior: The Chupacabra usually avoids groups and firelight. It studies patterns and prefers lone targets or stragglers. It might circle a camp several nights in a row before acting. It will attack pack animals, horses, or other large bovine over bipedal mammals.

Setting Placement: Works well in rural hexes or around isolated farms, mountain passes, or forgotten villages. May serve as the ‘real’ cause of livestock disappearances blamed on wolves.

Hooks:
– A shepherd begs the heroes to stop the ‘goat devil’ bleeding his flock.
– Hunters found one of their own drained, yet there are no tracks in the mud.
– Local children whisper that they’ve seen a crouched shape licking the church’s bloodied altar stone.

Treasure: Little more than bones and half-digested mementos in its lair. Rarely, a Chupacabra nest may hide jewelry or a former victim’s enchanted knife.

There are rumors that the fangs of a Chupacabra can be used to create a magic Dagger that does 1d6 damage and heals the wielder for the same. Some potions of healing or regeneration can be created from the creature’s blood in small quantities, but drinking such may cause vampirism and/or physical deformation, making them look like a Chupacabra.

This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License.