Chupacabra (CR 3)
Small Monstrous Humanoid
Alignment: Usually neutral evil
Initiative: +5 (Dex); Senses: Spot +4
AC: 19 (+1 size, +5 Dex, +3 natural), touch 16, flat-footed 19
Hit Dice: 3d8+9 (22 hp)
Fort +4, Ref +8, Will +5
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +5
Attack: Claw +8 melee
Full Attack: 2 claws +8 melee and bite +3 melee
Damage: Claw 1d4+2, bite 1d4+1
Special Attacks/Actions: Blood drain, improved grab
Abilities: Str 14, Dex 20, Con 17, Int 9, Wis 15, Cha 8
Special Qualities: Camouflage, uncanny dodge
Feats: Improved Grapple; Weapon Finesse
Skills: Hide +19, Jump +16, Move Silently +7, and Spot +4
Advancement: 4-6 HD (Small), 7-9 HD (Medium)
Climate/Terrain: Warm plains
Organization: Solitary, pair, pack (3-6), or horde (10-20)
Blood Drain (Ex): A chupacabra drains blood for 1d4 points of Constitution damage each round it maintains a pin. A chupacabra can feed on 12 points of Constitution before it can feed no more, growing bloated and sluggish. Treat a gorged chupacabra as fatigued until it has a chance to rest.
Improved Grab (Ex): In order to use this ability, a chupacabra must hit a Medium or smaller opponent with a claw attack. It can then make a grapple check as a free action without provoking an attack of opportunity. If the chupacabra pins its opponent, it can drain blood.
Camouflage (Ex): Chupacabras can change their coloration to blend in with their surroundings, gaining a +20 bonus on all Hide checks. In addition, they can hide without cover or concealment.
Uncanny Dodge (Ex): A chupacabra retains its Dexterity bonus to Armor Class when flat-footed.
Skills: A chupacabra gains a +8 racial bonus on Jump checks.
Chupacabras prefer to attack from hiding, grappling their prey and draining blood as soon as possible. Once gorged on blood, they retreat to digest their meal. If out numbered, they readily flee, returning later with a larger pack to deal with their foes.