Chupacabra are both rare and incredibly stealthy, creating a situation where even in a world of magic and monsters many don’t believe in their existence. Their tendency to target lone travellers and farm animals (particularly goats, who seem to be a favorite) and leave behind blood drained husks will sometimes lead to rumors of a vampire where one hunts, as the legendary undead are more well known than these simple monsters.
They look like a roughly bipedal lizard, averaging about four feet in height with a hunched stance. They can live for centuries, mating rarely during that time and producing a single egg. Over that time they continue to grow, some reaching up to 5 or even 6 feet in height. Rarely, a chupacabra is born with a set of wings, a mutation that seems to carry through their bloodlines even if it’s not often expressed.
The cockroach entry in the Bestiary 2 provided me some conflict. I generally make conversion stat blocks for most creatures even if they’re not super unique, as there’s usually something interesting to be drawn from each one. But while I could find some distinctions between the giant cockroach and the giant ant (a different spread of defenses and HP, as well as the scurry and flight abilities), I really just didn’t have any ideas to separate the cockroach swarm from the swarm of bats. So in the end, I just left it there. If you want a swarm of cockroaches, just use some bats (available in the bestiary or the online SRD) and reflavor it a little.
Inspired by the Pathfinder 1e Bestiary 2.
Chupacabra
Double-strength 2nd level spoiler [beast]
Initiative: +7
Claws and Bite +7 vs. AC (2 attacks) – 5 damage.
Dual Hit: If both attacks hit the same enemy during the same turn, the chupacabra can grab the target. When the chupacabra starts its turn grabbing an enemy, it can make a chupar attack against that target as a standard action that turn.
[Special Trigger] Chupar +7 vs. PD – 8 damage and the target is weakened (save ends). The chupacabra gains a +2 bonus to attack rolls, a +4 bonus to damage, and a +5 bonus to disengage checks until the end of the battle.
AC 19 PD 16 MD 13 HP 62
Nastier Specials
Flight.
Giant Cockroach
0 level mook [beast]
Initiative: +4
Bite +5 vs. AC– 3 damage.
Clumsy Flight:The giant cockroach can fly, but it must end its movement on a surface. If it ends its turn flying, it falls to the ground and takes a -1 penalty to all defenses until the start of its next turn.
Scurry:When a giant cockroach is targeted by a melee attack, after the attack is resolved it and 1d4 nearby giant cockroach mooks can pop free from any enemies they’re engaged with and move to a nearby location as a free action.
Wall Climber.
AC15 PD14 MD9 HP7 (mook)
Mook:Kill 1 giant cockroach mook for every 7 damage you deal to the mob.
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