WeresharkMedium humanoid (human shapechanger)
- 4 (1,100 XP)
Amphibious (Hybrid form only). The wereshark can breathe air and water.
Keen Smell. The wereshark has advantage on Perception checks that rely on smell.
Maneuvers. The wereshark uses maneuvers (maneuver save DC 13). It has 11 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest and regains half its total stamina dice (rounded up) when it finishes a short rest, and knows the following maneuvers:
1 stamina die: ambush, blood in the water (Shark or Hybrid form only), distant shot, fearsome beast (Shark or Hybrid form only), fountain of blood (Shark or Hybrid form only), spring attack, sprint, tear flesh (Shark or Hybrid form only)
Water Breathing (Shark form only). The wereshark can breathe only underwater.
Bite (Shark or Hybrid form only; 1/turn). Melee Weapon Attack: +7 to hit, reach 1.5 m. Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Fortitude saving throw or be cursed with were shark lycanthropy.
Net. Ranged Weapon Attack: +5 to hit, range 1.5/4.5 m., one Large or smaller creature. Hit: The target is restrained. A creature can use an action to make a DC 10 Brawn check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (10 Defense) frees the target without harming it and destroys the net.
Trident (Humanoid or Hybrid form only). Melee or Ranged Weapon Attack: +5 to hit, reach 1.5 m. or range 9/36 m. Hit: 7 (1d8 + 3) piercing damage, or 8 (1d10 + 3) piercing damage if used with two hands to make a melee attack.
Change Shape (1/turn). The wereshark can polymorph into a Large shark-humanoid hybrid or into a Large shark, or back into its true form, which is humanoid. Its statistics, other than its size and Defense, 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.