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Abúhukü “The Bloodsucker of the Shadows”

Abuhuku 2
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The Abúhukü is a grotesque and malevolent creature from South American folklore, particularly in the Amazonian region. Standing about six feet tall, it has a humanoid form but is covered in fine, sticky hairs that allow it to scale walls and ceilings like an insect. Its most disturbing feature is its head—or lack of one—replaced by an immense, retractable proboscis, used for draining blood from its victims. The creature’s body is lean and rangy, with strong, muscular limbs designed for climbing and grappling.

They are nocturnal and cowardly, typically hunting in darkness to avoid confrontation. They are known to attack sleeping humans, draining their blood, and leaving behind withered husks. Despite their ferocity, they are not particularly intelligent and can be easily tricked by those who are brave enough to face them. Their attack is not limited to adults; they are particularly interested in abducting young children, raising them as their own, and turning them into violent, insane individuals. This practice has led to a myth where children raised by Abúhuküs become dangerous and capable of violent acts themselves​.

In terms of habitat, Abúhuküs prefer dense, isolated jungle environments, particularly caves, hollow trees, and cliffs where they can nest. Their lairs are foul-smelling and filled with trinkets and remnants of past victims, left as trophies. The creatures are often linked to death, disease, and darkness in the folklore of the Cubeo people, and they are believed to embody evil spirits​.

Their modus operandi revolves around stealth and surprise, preying on the weak or unsuspecting, particularly during lunar eclipses when they are vulnerable. Their bite is dangerous, carrying a disease that causes debilitating symptoms. However, they are particularly susceptible to smoke, especially from chili peppers, which can drive them away​.

Motivated by a mix of hunger for blood and a twisted need to raise children as their own, the Abúhukü’s actions are driven by an innate desire to spread fear and chaos. The creature’s grotesque nature and penchant for abduction make it both a terror and a subject of mockery, as local children play games mimicking its terrifying appearance​.


  • Abúhukü 5e
  • Abúhukü Pathfinder
Abúhukü
Create

Medium monstrosity, chaotic evil


Armor Class: 16 (natural armor)
Hit Points: 105 (14d8 + 42)
Speed: 40 ft., climb 40 ft.

AbilitySTRDEXCONINTWISCHA
Score16 (+3)17 (+3)16 (+3)6 (-2)14 (+2)10 (+0)

Saving Throws: Dex +7, Wis +6
Skills: Stealth +9, Perception +6
Damage Resistances: Necrotic, Poison
Senses: Darkvision 60 ft., passive Perception 16
Languages: Understands Sylvan and Common, but cannot speak
Challenge: 6 (2,300 XP)


TRAITS

  • Innate Camouflage: It has advantage on Dexterity (Stealth) checks to hide in natural environments, particularly jungles and forests. Its sticky, insect-like hairs allow it to blend seamlessly into foliage and shadows.
  • Regeneration: It regains 10 hit points at the start of its turn if it has at least 1 hit point. Fire or radiant damage prevents this regeneration until the start of its next turn.
  • Spider Climb: The Abúhukü can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Insectoid Reflexes: It can take one reaction per turn. It can use this reaction to make a quick claw swipe or to make a Dexterity saving throw with advantage to evade visible threats, such as targeted spells.

ACTIONS

  • Multiattack: It makes two attacks: one with its Proboscis and one with its Claws.
  • Proboscis: Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
    Hit: 14 (2d8 + 4) piercing damage. The target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is incapacitated and cannot take reactions.
  • Blood Drain (1/Day): The Abúhukü can choose an incapacitated or grappled creature within reach. The target takes 18 (4d8) necrotic damage as the Abúhukü drains its blood, regaining hit points equal to the necrotic damage dealt.
  • Claw Attack: Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
    Hit: 11 (2d6 + 4) slashing damage.
  • Mimicry (Recharge 5–6): It can imitate humanoid speech or animal sounds within 30 feet. A creature hearing this mimicry can make a DC 13 Wisdom (Insight) check to discern its true nature.

REACTIONS

  • Dodge (Recharge 4–6): If in cover or dense jungle, the Abúhukü can impose disadvantage on an incoming attack roll against it.
  • Retaliation Swipe: When struck by a melee attack, the Abúhukü can immediately respond with a claw attack.

LEGENDARY ACTIONS

The Abúhukü can take 3 legendary actions, one at a time, at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.

  • Claw Swipe: The Abúhukü makes a claw attack.
  • Terrifying Leap (Costs 2 Actions): The Abúhukü leaps 20 feet, landing in an unoccupied space and making a claw attack. Each creature within 10 feet of its landing must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute.
  • Noxious Mist (Costs 3 Actions): The Abúhukü emits a poisonous cloud in a 10-foot radius. Each creature in the area must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage and becoming poisoned for 1 minute.

SPELL-LIKE ABILITIES (Innate)

  • Chill of the Dark (Recharge 5–6): The Abúhukü emits an aura of despair within 30 feet. Each creature must make a DC 15 Wisdom saving throw or be frightened and take 9 (2d8) cold damage. A successful save halves the damage and prevents the frightened effect.
  • Ensnaring Tendrils (Recharge 5–6): The Abúhukü extends tendrils to ensnare a creature within 20 feet. The target must make a DC 16 Strength save or become restrained for 1 minute. While restrained, the creature can reattempt the save at the end of its turns. If the creature breaks free, the Abúhukü regains 10 hit points.

TACTICS

The Abúhukü prefers ambush tactics, lurking in dense foliage to lure prey with Mimicry before attacking with its Proboscis to incapacitate its target. Once the target is weakened, it will use Blood Drain to replenish its health and Chill of the Dark or Noxious Mist to keep attackers at bay. It avoids prolonged melee, relying on stealth and vertical movement, retreating into the jungle if outmatched.

Abúhukü
Create

Scuttling across the ceiling with surprising speed is a creature that appears as a reddish humanoid with an immense proboscis where its head ought to be.

Image © A Book of Creatures.  Accessed at A Book of Creatures here

Taken from the creature codex

Bogeys of the deep jungle, the insect-like monsters known as abúhuküs steal into villages and towns in search of blood. They are inherently cowardly, and much prefer to attack sleeping and unsuspecting prey rather than engage in a fair fight. Those fortunate enough to survive an abúhukü attack may still wither and die, wracked with intense fever and painful rashes. Oddly, abúhuküs do not prey on infants and very young children.

Rather, they seek to abduct them and raise them as their own. In territory where abúhuküs dwell, the violently insane or murders are said to have been “raised by abúhuküs”. Despite their ferocious demeanor and bloodthirsty nature, abúhuküs are quite stupid. An abúhukü can easily tricked by those with keen enough senses to spot the abúhuküs before they strike and the bravery to engage them in conversation.

An abúhukü stands about six feet tall, but weighs little over 130 pounds. They are rangy and lean, with strong muscles. The sticky hairs coating their bodies allow them to scale sheer surfaces and hang upside down like a fly, as well as hang fast to their victims.

Those slain by an abúhukü are typically left behind to advertise their assaults, drained to a shriveled husk and left in public spaces. This allows the abúhuküs to enjoy the terror left in their wake. Abúhuküs lair inside of caves, cliffs and in the hollows of massive trees. These lairs stink of the abúhukü’s secretions and waste, but contain trinkets and treasures collected by the abúhukü as reminders of their depredations. 

Abúhukü             CR 4
XP 1,200

NE Medium monstrous humanoid
Init 
+6; Senses blindsight 10 ft., darkvision 60 ft., Perception +7
Aura 
stench (10 ft., DC 14)

Defense
AC 
16, touch 13, flat-footed 13(+2 Dex, +1 dodge, +3 natural)
hp 
37 (5d10+10)
Fort 
+3, Ref +6, Will +3
Weakness 
vulnerable to smoke

Offense
Speed 30 ft., climb 30 ft.
Melee 
2 claws +8 (1d4+3 plus grab), bite +8 (1d6+3 plus disease)
Special Attacks 
blood drain (1d4 Con)

Statistics
Str 
17, Dex 14, Con 14, Int 8, Wis9, Cha 11
Base Atk 
+5; CMB +8 (+16 grappling); CMD 21 (25 vs. grapple)
Feats Dodge, Improved Initiative, Stealthy
Skills 
Climb +19, Escape Artist +9, Perception +7, Stealth +12; Racial Modifiers +16 Climb
Languages 
Common, Sylvan
SQ 
sticky hairs

Ecology
Environment 
warm forests
Organization solitary, pair or pack (3-6)
Treasure 
standard

Special Abilities

  • Disease (Ex) Red ache: Bite—injury; save Fort DC 14; onset 1d3 days; frequency 1/day; effect 1d6 Str damage; cure 2 consecutive saves. The save DC is Constitution based.
  • Sticky Hairs (Ex) An abúhukü is covered from head to toe in fine, sticky hairs. This doubles its racial bonus to Climb checks to +16, and it can climb on ceilings or vertical surfaces without penalty. This also grants it a +4 bonus to its Combat Maneuver checks made to grapple and Combat Maneuver Defense against opponents trying to escape its grapple.
  • Vulnerable to Smoke (Ex) Smoke from particularly smoky fires or effects (such as that created by a pyrotechnics spell) causes an abúhukü to become nauseated if it fails a DC 15 Fortitude save. This condition persists as long as the abúhukü remains in the smoke, plus 1d4 rounds. Particularly pungent smelling smoke, such as that from chili peppers, imposes a -2 penalty on this save.
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