Lycanthrope, Wereshark

Family: Lycanthropes

Medium humanoid (human, shapechanger), chaotic evil

Armor Class 11 in humanoid form, 13 (natural armor) in shark or hybrid form
Hit Points 90 (12d8+36)
Speed 30 ft., swim 40 ft. (in shark form only)

18 (+4) 13 (+1) 17 (+3) 10 (+0) 13 (+1) 10 (+0)

Skills Perception +7, Stealth +7
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Senses blindsense 30 ft. (shark or hybrid form only); passive Perception 17
Languages Common (can’t speak in shark form)
Challenge 6 (2,300 XP)

Special Traits

  • Amphibious. The wereshark can breathe air or water.
  • Blood Frenzy. The wereshark has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
  • Shapechanger. The wereshark can use its action to polymorph into a shark-humanoid hybrid or into a hunter shark, or back into its true form, which is humanoid. Its statistics, other than its AC, and its size, 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.


  • Multiattack (hybrid form only). In humanoid form, the wereshark makes two trident attacks. In hybrid form, it can substitute a bite for one Melee Weapon Attack.
  • Bite (Shark or Hybrid Form only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with wereshark lycanthropy.
  • Trident (Humanoid or Hyrbid Form Only). Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.


In either humanoid or hybrid form, a wereshark is generally burly, has a mouth full of unusually large teeth, and typically has a personality that is both crude and bullying. They’re bloodthirsty and are very easy to anger. They will jump into fights they have no stake in just to snap bones and draw blood.

Weresharks prefer life at sea or in port settlements commonly frequented by seagoing merchants and pirates.

They can be found leading pirate gangs or loitering at seaside taverns accompanied by crowds of toadies. Since they get into fights so often, they try to stick close to the sea so they can escape into the water if they bite off more than they can chew.

The other members of a wereshark’s crew learn quickly that the boss is bound to skip out without much notice once a bigger fish comes along.

Section 15: Copyright Notice

Sea Monsters (5E) © 2021, Legendary Games; Authors Michael Ritter, Michael “solomani” Mifsud, Robert J. Grady, Mark Hart, Jeff Ibach, Alex Riggs, Scott D. Young, Jeff Lee, Matt Kimmel, and Jason Nelson.

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