Chupacabra CR 7

XP 3,200
N Medium magical beast
Init +7; Senses darkvision 60 ft., low-light vision; Perception +9


AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
hp 77 (9d10+27)
Fort +11, Ref +11, Will +6


Speed 30 ft.
Melee bite +11 (1d8+3 plus grab, and poison), 2 claws +9 (1d4+2), spines +11 (1d10 +4)
Special Attacks chupa drain, flailing spines, grab, poison, pounce


Str 14, Dex 16, Con 16, Int 5, Wis 15, Cha 6
Base Atk 9; CMB +14 (+15 grapple); CMD 24
Feats Combat Reflexes, Improved Initiative, Improved Natural Armor, Improved Natural Attack (Bite), Multiattack
Skills Acrobatics +9 (+13 jumping), Perception +9, Stealth +13; Racial Modifiers +4 Acrobatics (when jumping), +4 Stealth (+8 in undergrowth or rocky areas)
Languages Common (cannot speak)


Chupa Drain (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 1d3 points 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.

Fear (Su)

Once every 1d4 rounds, a chupacabra can howl as a standard action, causing fear. All creatures within a 100-foot radius must make a DC 18 Will save or cower in fear for 1d4 rounds. This is a mind-affecting fear effect.

The save DC is Constitution-based. A cowering creature is considered both prone and flat-footed.

Flailing Spines (Ex)

As a standard action, while grappling, the chupacabra may choose to flail wildly (whilst not losing hold of the grappled opponent), causing its spines to endanger adjacent enemies.

Grab (Ex)

If a chupacabra hits with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.

Each successful grapple check it makes during successive rounds automatically deals the damage indicated for the bite attack.

Poison (Ex)

Chupacabra Venom injury; save Fort DC 17, frequency 1/round for 6 rounds, effect -1d3 Dex, cure 2 consecutive saves.

Pounce (Ex)

When a creature with this special attack makes a charge, it can make a full attack.


Environment warm hills or plains
Organization solitary, pair, or pack (3-7)
Treasure none

Light green in color with darker spots and large black eyes, the chupacabra is a reptile the size of a small bear with a row of spines from the neck down to the base of the tail.

Chupacabra are found throughout the Americas, although they prefer the warmer climates of Central America and the southwestern United States. The wild chupacabra population was devastated during the Magma Wars and they are only beginning to rebound. Chupacabra ranches have proven to be highly successful and currently supply the Avernus prison with all of its chupacabra guards. These highly aggressive animals are intelligent enough to solve problems, follow commands, and even mimic the human voice.

While currently classified as semi-sentient, there is a growing move to change their classification to parasentient even though there is little evidence they have a sense of self or ability to act in other than an instinctive manner.


The teeth or eyes of an adult Chupacabra when mixed into a poison increases the DC of the saving throw by +2.

If the venom sack is used as an optional material component when casting Antimagic Field, it automatically Widens the radius of the spell without increasing the spell’s level or casting time.

Section 15: Copyright Notice

Magimundi Bestiary © 2016 Inexorable Media, LLC; Authors: Mike Young, Maury Brown and Ben Morrow.

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