Small fey, chaotic neutral

Armor Class 12
Hit Points 21 (6d4 + 6)
Speed 20 ft.

15 (+2) 16 (+3) 18 (+4) 13 (+1) 15 (+2) 9 (-1)

Skills Perception +4, Stealth +5, Survival +4
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 14
Languages Sylvan
Challenge 2 (450 XP)


  • Backwards Gait. The curupira has backwards feet but can walk normally. This grants advantage on ability checks related to avoid being tracked in the wilderness. It also grants disadvantage on creatures making rolls related to tracking or investigating the curupira’s whereabouts.
  • Peccary Pet. Curupira often have a peccary companion (use boarSRD statistics) that is loyal only to the curupira. This creature is considered a fey creature rather than a beast and is immune to the charmed condition. When the curupira casts pass without trace or tree stride, its peccary shares the effect of the spell as long as the curupira is riding it.
  • Innate Spellcasting. The curupira’s innate spellcasting ability is Wisdom (spell save DC 12). The curupira can innately cast the following spells, requiring no components:


  • Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 3) piercing damage and 10 (3d6) psychic damage.
  • Whistle (1/Day). The curupira makes a deafening whistle. Non-fey creatures within 30 feet of the curupira must make a DC 12 Constitution saving throw. On a failure, the target rolls a 1d6, and gains an affliction based on the result, as follows (creatures can make a saving throw at the end of each of their turns to end the condition):
    1. Deafened
    2. Restrained
    3. Charmed
    4. Frightened
    5. Stunned
    6. Sleep


The curupira is an enigmatic creature of the forest that enjoys tricking others and protecting animals from hunters. Though they are nominally humanoid, their backwards feet mark them as something other than natural. Many curupira use these unusual feet to confound those who would follow or track them through the forest.

Though they are not typically violent in their ways, they can be pushed to extremes when they must expel invaders or if they have to deal with stubborn poachers. Though the curupira are capable combatants, they far prefer to confuse outsiders, potentially leading them out of their territory in the best case or causing them to become hopelessly lost in the worst cases. Many stories of hunting parties getting lost and starving can be attributed to angry curupira who weren’t content letting invaders leave with their lives.

Section 15: Copyright Notice

Latin American Monsters (5E) © 2021, Legendary Games; Authors Miguel Colon, Ismael Alvarez, Robert J. Grady, Jason Nelson.

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