Lycanthrope, Wereshark

Family: Lycanthropes

Medium humanoid (human, shapechanger), chaotic evil

Armor Class 12 in humanoid form, 13 (natural armor) in shark and hybrid form
Hit Points 150 (21d8 + 42)
Speed 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+2) 14 (+4) 7 (-2) 12 (+1) 8 (-1)

Skills Athletics +7, Perception +4, Stealth +5
Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered
Senses blindsight 60 ft., passive Perception 14
Languages Common (can’t speak in shark form)
Challenge 7 (2,900 XP)

Special Traits

  • Shapechanger. The wereshark can use its action to polymorph into a Large shark-humanoid hybrid or into a Large shark, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
  • Amphibious. The wereshark can breathe air and water while in human or hybrid form. While in shark form, the wereshark can only breathe while underwater.
  • Blood Frenzy. The wereshark has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
  • Surprise Attack. If the wereshark surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 14 (4d6) damage from the attack.

Actions

  • Multiattack. In shark form, the wereshark makes two bite attacks. In humanoid form, it makes three scimitar attacks. In hybrid form, it can attack like a shark or a humanoid.
  • Bite (Shark or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the wereshark can bite only the grappled creature and has advantage on attack rolls to do so. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with wereshark lycanthropy.
  • Spear (Humanoid or Hybrid Form Only). Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.

About

Weresharks are solitary hunters by nature, generally giving settlements above and below the waves a wide berth. Their search for solitude is not only for peace but a survival mechanism. Weresharks lose their sense of reason at times and can wreak carnage on entire communities before finally being overcome by sheer numbers.

Weresharks are always on the move and looking for food to hunt.

They prefer to use stealth when hunting, waiting for the right time to jump out from their hiding positions. The moment they spot their prey, weresharks trust in their abilities to strike quickly and annihilate their target with a single blow. If the prey survives, though, the scent of blood transforms the wereshark into a killing machine.

Player Characters as Weresharks

The character gains a Strength of 18 if their score isn’t already higher, and a +1 bonus to AC while in shark or hybrid form (from natural armor). They also gain the Amphibious trait. Attack and damage rolls for the natural weapons are based on Strength. For the Bite attack, the DC is 8 + the character’s proficiency bonus + Strength modifier.

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