Wereshark (Hybrid Form) (CR 4)
Large Humanoid (Human and Shapechanger)
Alignment: Always neutral evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: blindsense 30 ft., keen scent, low-light vision, Listen +6, and Spot +7
AC: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Hit Dice: 1d8+1 plus 7d8+14 (50 hp); DR: 10/silver
Fort +9, Ref +6, Will +2
Speed: Swim 60 ft.
Space: 10 ft./10 ft.
Base Attack +6; Grapple +14
Attack: Claw +9 melee
Full Attack: 2 claws +9 melee and bite +4 melee
Damage: Claw 1d6+4, Bite 1d8+2
Special Attacks/Actions: Curse of lycanthropy
Abilities: Str 19, Dex 15, Con 14, Int 10, Wis 11, Cha 8
Special Qualities: Alternate form, shark empathy
Feats: Alertness; Blind-fight; Great Fortitude; Improved Initiative
Skills: Listen +6, Profession (sailor) +6, Spot +7, and Swim +17
Advancement: By character class
Climate/Terrain: Warm aquatic
Organization: Solitary, pair, school (3-5), or pack (2-5 plus 3-6 large sharks)
Lost Empires of Faerûn
In humanoid or giant form, a wereshark loves to fight hand-to-hand, and it particularly enjoys grappling its foes. It uses its shark form to escape when a combat gets out of control. Underwater, a wereshark usually attacks from below, savagely biting at its prey's legs.
Curse of Lycanthropy (Su): Any humanoid or giant hit by the bite attack of a wereshark in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Alternate Form (Su): A wereshark can assume the form of a large shark or a shark-human hybrid.
Blindsense (Ex): While underwater, a wereshark can locate other underwater creatures within a 30-foot radius.
Keen Scent (Ex): A wereshark notices creatures by scent in a 180-foot radius and detects blood in the water at ranges of up to 1 mile.
Shark Empathy (Ex): A wereshark can communicate with sharks and dire sharks. It gains a +4 racial bonus on Charisma-
based checks against such creatures.
Skills: A wereshark in animal or hybrid form has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shape shifting, and not every creature that can change shapes has the shapechanger subtype.
Traits: A shapechanger possesses the following traits (unless otherwise noted in a creature's entry).
- Proficient with its natural weapons, with simple weapons, and with any weapons mentioned in the creature's description.
- Proficient with any armor mentioned in the creature's description, as well as all lighter forms. If no form of armor is mentioned, the shapechanger is not proficient with armor. A shapechanger is proficient with shields if it is proficient with any type of armor.