The True20 Freeport Companion has converted all creatures from Creatures of Freeport to True20 except for the wereshark (CoF, pp. 32-38), so this page provides the missing conversion (devised by Tim Emrick). See the True20 Bestiary about the Lycanthrope template (pp. 175-178); see the True20 Freeport Companion about the Born Marine and Diver feats (pp. 21, 22).
Update: True20 Freeport: The Lost Island provides a less powerful wereshark, with only 3 animal levels (pp. 54-55).
LYCANTHROPE
WERESHARK, FULLY ADVANCED (ANIMAL 7/WARRIOR 1)
Type: 8th Level Humanoid (Augmented, Human, Shapechanger)
Size: Medium
Speed: 30 ft.
Abilities: Str +1, Dex +1, Con +0, Int -1, Wis +0, Cha -1
Skills: Acrobatics 3 (+4), Climb 2 (+3), Knowledge (nature) 4 (+3), Notice 2 (+5), Profession (sailor) 4 (+5), Survival 4 (+4), Swim 4 (+16)
Feats: Born Marine, Diver, Great Fortitude, Improved Initiative, Iron Will[B], Night Vision[B], Skill Focus (Notice), Tough, Weapon Training
Traits: Alternate Form, Human Background Traits, Lycanthropic Empathy, Scent
Combat: Attack +7 (+6 base, +1 Dex), Damage +3 (cutlass, 18-20/+3), Defense Dodge/Parry +7/+7 (+6 base, +1 Dex/+1 Str), Initiative +5
Saving Throws: Toughness +2 (+0 Con, +1 natural, +1 Tough), Fortitude +7 (+5 base, +0 Con, +2 Great Fortitude), Reflex +4 (+3 base, +1 Dex), Will +4 (+2 base, +0 Wis, +2 Iron Will)
Alternate Form: A wereshark can assume the form of a Large shark or a shark-human hybrid. In these alternate forms, the wereshark becomes Large and its physical abilities become Str +4, Dex +3, Con +1. Furthermore the wereshark gains a natural bite attack, it gains a swim speed of 60 ft., and its skills improve to Acrobatics +6, Climb +6, Swim +19. The hybrid form only has a swim speed of 30 ft., but is fully amphibious, equally capable of operating on land or sea; it also gains claws as a secondary natural weapon. The "Feats", "Traits", "Combat" and "Saving Throws" lines of the wereshark's stat block now read like this:
Feats: Born Marine, Diver, Great Fortitude, Improved Initiative, Iron Will[B], Night Vision[B], Skill Focus (Notice), Tough, Tough[B], Weapon Training
Traits: Alternate Form, Blindsense, Curse of Lycanthropy, Damage Reduction 2/silver, Human Background Traits, Keen Scent, Lycanthropic Empathy, Scent
Combat: Attack +8 (-1 size, +6 base, +3 Dex), Damage +7 (bite) or +6 (claw) or +6 (cutlass, 18-20/+3) (it cannot use its cutlass in animal form), Defense Dodge/Parry +8/+9 (it cannot parry in animal form) (-1 size, +6 base, +3 Dex/+4 Str), Initiative +7
Saving Throws: Toughness +6 (+2 size, +1 Con, +1 natural, +2 Tough), Fortitude +8 (+5 base, +1 Con, +2 Great Fortitude), Reflex +6 (+3 base, +3 Dex), Will +4 (+2 base, +0 Wis, +2 Iron Will)
Blindsense: While submerged in hybrid or shark form, a wereshark can locate creatures underwater within a 30-foot radius.
Keen Scent: While submerged, a wereshark in hybrid or shark form can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.
Shark Empathy: Communicate with sharks and dire sharks, and a +4 racial bonus on Charisma-based checks against sharks and dire sharks.
Skills: A wereshark receives a +8 bonus to Swim checks. While in hybrid or shark forms, it may use the run action while swimming and can always take 10 on a Swim check, even if distracted or endangered.
As much as sailors fear mundane sharks, the wereshark is sheer nightmare come to life--a ravenous, indomitable predator. A wereshark in human form tends to be sleek and muscular, with little or no body hair. They usually shave their heads or keep their hair short. Their mouths are wide and their smiles reveal a multitude of teeth. While in the water, a wereshark often remains in shark form, concealing its true nature and abilities from the sailors it hunts for as long as possible. On land, they rarely carry weapons, preferring their hybrid form's teeth and claws when they fight.