14 (natural armor)
45 (6d8+18)
walk 30 ft.
Perception +3, Stealth +4
bludgeoning, piercing, slashing from nonmagical weapons
darkvision 120 ft.
3
While in sunlight, the chupacabra has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature that is prone, incapacitated, or restrained. 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken, and the chupacabra regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
13 (natural armor)
36 (8d6+8)
walk 30 ft.
Acrobatics +4, Perception +3, Stealth +4
poisoned
darkvision 60 ft.
1/2
The chupacabra has advantage on Wisdom (Perception) checks that rely on hearing or smell.
With a 10-foot running start, the chupacabra can long jump up to 25 feet.
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 6 (1d6 + 3) piercing damage, and the chupacabra attaches to the target. While attached, the chupacabra doesn't attack.
The chupacabra fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 11 Wisdom saving throw or be paralyzed for 1 minute. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the chupacabra's Fearful Gaze for the next 24 hours.