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 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.
Amphibious. The wereshark can breathe air and water.
Blood Frenzy. The wereshark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Multiattack. In shark form, the wereshark makes two bite attacks. In humanoid form, it makes three pike attacks. In hybrid form, it makes one bite attack and two attacks with its pike or claws.
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 13 Constitution saving throw or be cursed with wereshark lycanthropy.
Claw (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Pike (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Description
Weresharks are ferocious predators who stalk the seas and the coastlines near populated areas, eager to hunt other humanoids and devour them alive. They are often missing one or two limbs as a result of their encounter with the wereshark that first cursed them. They usually live alone as fishers or whalers when humanoid prey is sparse or when they need to throw off suspicion.
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