Chasupa (creature)

From Legends of Hyrule
Jump to navigationJump to search
Navigation
Warning: Legends of Hyrule is still very unfinished and its content may radically change. In particular, there are plans to radically revision classes.
Please download an offline copy of any page you may need. "Alt+Shift+P" can be used to make a printable PDF of any page. See also archives.

Player's Guide

Character Creation
the next level
Classes
champ, opportunist, researcher, sage, scion
Species
gerudo, goron, hylian, rito, zora
anouki, deku, korok, twili, zonai
Equipment
armor, weapons, gear, tools, goods, services

System Reference

Hyrulean Guidelines
Using Ability Scores
str, dex, con, int, wis, cha
Time & Movement
Environment
Rest
Combat
Conditions
Downtime
Dungeon Mastering
encounters, progression, treasure, variant rules

Compendium

Languages
Feats
Fighting Styles
Techniques
Spellcasting
spell list, spell gallery
Creature Overview
monsters, NPCs, other creatures
Magic Item Overview
item list, item gallery
3cuTCbz.png

←  #168: Keaton
Bestiary
 Keese 
#170: Kholdstare  →
Chasupa
Small fiend (keese), neutral evil
Divider.png
Armor Class 14 (natural armor)
Heart Points 40 (9d6 + 9)
Speed 10 ft., fly 40 ft.
Divider.png
STR
8 (-1)
DEX
16 (+3)
CON
12 (+1)
INT
6 (-2)
WIS
12 (+1)
CHA
8 (-1)
Divider.png
Saving Throws Wis +3, Cha +1
Skills Stealth +5
Senses darkvision 120 ft., passive Perception 11
Languages
Challenge 2 (450 XP) Proficiency Bonus +2    
Challenge Alternatives 0, 1/8, 1/4, 1/2, 1, 2
Divider.png
Ambusher. The chasupa has advantage on attack rolls targeting any creature that has yet to have a turn in this combat.

Flyby. While it is flying, the chasupa's movement doesn't provoke reactions.

Sunlight Sensitivity. While in sunlight, the chasupa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.

Eye Beam. Ranged Spell Attack: +3 to hit, range 60 ft., one target. Hit: 9 (2d8) force damage.

Chasupa Flash. The chasupa opens its eye and emits a hypnotic flare at a creature within 5 feet of it, which must make a DC 15 Charisma saving throw. On a failed save, the the target takes 16 (3d10) psychic damage and is jinxed until the start of the chasupa's next turn. A creature that has yet to act in this combat has disadvantage on this save. Any creature that is blind or can't be charmed is unaffected.

“One-eyed bats that primarily live in areas without sunlight in both the Dark World and Lorule.”
Encyclopedia

A keese that has been transformed and empowered by the mysterious influence of the Dark World. While only some keese feature a monolithic eye, all chasupa do—hence the occasionally-used term "eyeball monster." This eye has gained an eerie power that can blast foes with beams of force and mind-shattering stares. Fitting to its fiendish nature, a chasupa will aggressively attack without any apparent reason or benefit. It's unknown what vile force keeps these demons alive.
     Environment: Ruins, Urban

Related pages

  • Although keese (CR 18) are by far the most common variety, stronger forms include the well-nurished bad bat (CR 12) and the Dark World's chasupa (CR 2)
  • Patra, a swarm of chasupa that seems to be more powerful than the sum of its parts
  • Ache and acheman, bat-like monsters that appear similar to keese but are much more intelligent and wield clever magic


The material on this page is based primarily on content found in A Link to the Past, A Link Between Worlds, Tri-Force Heroes, and Phantom Hourglass, which are all copyright Nintendo Co., Ltd.