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Lycanthrope: Wereshark

by Sheldon Morris

Medium humanoid (human, shapechanger), chaotic neutral
Armour Class 11 in humanoid form, 12 (natural armor) in shark or hybrid form
Hit Points 60 (8d8 + 24)
Speed 10 ft., swim 40 ft.
17 (+3)|12 (+1)|16 (+3)|9 (-1)|12 (+1)|8 (-1)
Skills Stealth +3, Perception +3
Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Senses blindsight 30 ft. (shark form only) , passive Perception 13
Languages Common, Aquan, (can't speak in shark form)
Challenge 3 (700 XP)

Shapechanger. The wereshark can use its action to polymorph into a shark-humanoid hybrid or into a Large hunter 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.

Blood Frenzy. (Shark Form Only) The wereshark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Amphibious. (Humanoid or Hybrid Form Only) The wereshark can breath air and water.

Water Breathing. (Shark Form Only) The wereshark can breath only underwater.

Multiattack. (Humanoid or Hybrid Form Only). The wereshark makes two attacks, only one of which can be a bite.

Trident (Humanoid of Hybrid Form Only). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.

Bite (Shark or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 12 (2d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wereshark lycanthropy.