Wereshark

Level 4
Creature· beastLargeRemaster
AC 21
HP 75
Speed 0 ft.
Fort +12
Ref +11
Will +8
Perc +10
Size Large
Common
Weaknesses silver 5
Languages common
Senses scent 100 ft. (imprecise)
Skills athletics +12, stealth +9, survival +8
Recall Knowledge nature or society DC 19

Attacks

Melee Trident +14/+9/+4
Damage: 1d8+7 piercing
Effect: fish fork
Melee Trident +13/+8/+3(thrown 20 ft.)
Damage: 1d8+7 piercing

Abilities

Blood Scentinteraction

The wereshark can smell blood in the water from up to 1 mile away.

Shark Empathyinteraction(primal)

A wereshark can communicate with sharks.

Reactive Strikedefensive

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Change Shapeoffensive(concentrate, polymorph, primal)

Medium human with fist +14 for 1d4+7 bludgeoning, or Large shark with jaws +14 for 1d12+7 piercing, no land Speed, and swim Speed 40 feet. The wereshark doesn't have the amphibious trait in human or shark form and has the aquatic trait in shark form. The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Curse of the Weresharkoffensive(curse, primal)

This curse affects only humanoids. Saving Throw DC 18 fortitude On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of werecreature until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn.

Fish Forkoffensive

Requirements The wereshark critically hit with a trident Strike on their most recent action this turn

The wereshark digs their trident deep within their target, skewering it before taking a massive bite. The target of the Strike becomes Grabbed (Escape) and takes 1d4 bleed damage, and the wereshark attempts a jaws Strike against it. The wereshark can't use their trident while they have a creature grabbed with it, but they can pull the trident free with a single action that has the manipulate trait.

Moon Frenzyoffensive(polymorph, primal)

When a full moon appears in the night sky, the werecreature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws by 2. When the moon sets or the sun rises, the werecreature returns to humanoid form and is Fatigued for 2d4 hours. Effect: Moon Frenzy

Description

Werecreatures are humanoids who transform into animals and animal-humanoid hybrids under the light of the full moon. The fate of these shapechanging creatures derives from an ancient primal curse that they can, in turn, transmit through their own bites. The stat blocks in this section reflect werecreatures in their hybrid forms.


The curse of the wereshark in stills a crude and bloodthirsty attitude, along with an urge to travel the sea. They often become pirates or military sailors who quickly gain a reputation for capricious violence. The shark within makes weresharks born survivors. They will swiftly retreat if they're truly in danger and consider obeying a sense of honor utterly ridiculous.