Wereshark (Human Form); CR: 3; XP: 800; Human fighter 3 Align: CE; Medium humanoid (human, shapechanger)
Init: +1; Senses: low-light vision, scent; Perception +2
DEFENSE: AC: 11; TAC: 11; FFAC: 10; HD: 3d10+12; HP: 33; Saves: For: +5, Ref: +2, Will: +3 (+1 vs. fear); Defensive Abilities: bravery +1;
OFFENSE: Speed: 30 ft.; Melee: masterwork trident +9 (1d8+3); Ranged: ; Space: ; Reach: ; Special Attacks: A lycanthrope retains all the special attacks, qualities, and abilities of the base creature. In hybrid or animal form it gains the special attacks, qualities, and abilities of the base animal. A lycanthrope also gains low-light vision, scent; Spell-Like Abilities: (CL );
Statistics: Str: 17; Dex: 12; Con: 14; Int: 8; Wis: 15; Cha: 8; BAB: +3; CMB: +6; CMD: 17
Feats: Cleave, Great Cleave, Power Attack, Toughness, Weapon Focus (trident)
Skills: Humanoid: (2+Int/HD)/Fighter (2+Int): Climb (S)(c), Craft ( ) (I)(c), Handle Animal (Ch*)(c), Heal (W)(c), Intimidate (Ch)(c), Knowledge (Dungeoneering) (I*)(c), Knowledge (Engineering) (I*)(c), Perception (W), Profession ( ) (W*)(c), Ride (D)(c), Survival (W)(c) +8, Swim (S)(c) +10
Special Abilities:
Change Shape (Su): All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead.
Curse of Lycanthropy (Su): A natural lycanthrope’s bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim’s size is not within one size category of the lycanthrope, this ability has no effect.
Lycanthropic Empathy (Ex): In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal’s attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.
Languages: Common
Special Qualities: armor training 1, change shape (human, hybrid, and shark; polymorph), lycanthropic empathy (sharks and dire sharks)
Environment:
Organization:
Treasure:
"This muscular creature has a human body, but the head of a ravenous shark, complete with jet-black eyes and razor-like teeth."
Wereshark (Hybrid Form); CR: 3; XP: 800; Human fighter 3 Align: CE; Medium humanoid (human, shapechanger)
Init: +1; Senses: blindsense 30 ft., low-light vision, keen scent; Perception +2
DEFENSE: AC: 17; TAC: 11; FFAC: 16; HD: 3d10+15; HP: 36; Saves: For: +6, Ref: +2, Will: +3 (+1 vs. fear); Defensive Abilities: bravery +1; DR 10/silver
OFFENSE: Speed: 30 ft.; Melee: masterwork trident +10 (1d8+5) and bite +2 (1d8+2 plus curse of lycanthropy); Ranged: ; Space: ; Reach: ; Special Attacks: A lycanthrope retains all the special attacks, qualities, and abilities of the base creature. In hybrid or animal form it gains the special attacks, qualities, and abilities of the base animal. A lycanthrope also gains low-light vision, scent,; Spell-Like Abilities: (CL );
Statistics: Str: 19; Dex: 12; Con: 16; Int: 8; Wis: 15; Cha: 8; BAB: +3; CMB: +7; CMD: 18
Feats: Cleave, Great Cleave, Power Attack, Toughness, Weapon Focus (trident)
Skills: Humanoid: (2+Int/HD)/Fighter (2+Int): Climb (S)(c), Craft ( ) (I)(c), Handle Animal (Ch*)(c), Heal (W)(c), Intimidate (Ch)(c), Knowledge (Dungeoneering) (I*)(c), Knowledge (Engineering) (I*)(c), Perception (W), Profession ( ) (W*)(c), Ride (D)(c), Survival (W)(c) +8, Swim (S)(c) +11
Special Abilities:
Change Shape (Su): All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead.
Curse of Lycanthropy (Su): A natural lycanthrope’s bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim’s size is not within one size category of the lycanthrope, this ability has no effect.
Lycanthropic Empathy (Ex): In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal’s attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.
Languages: Common
Special Qualities: armor training 1, change shape (human, hybrid, and shark; polymorph), lycanthropic empathy (sharks and dire sharks)
Environment: any oceans or coastlines
Organization: solitary, pair, or shiver (3–6)
Treasure: NPC gear (masterwork trident, other treasure), 800 gp
"This muscular creature has a human body, but the head of a ravenous shark, complete with jet-black eyes and razor-like teeth."
Wereshark, Shark (Animal Form); CR: 2; XP: 600; Align: N; Large animal
Init: +5; Senses: blindsense 30 ft., low-light vision, scent; Perception +8
DEFENSE: AC: 17; TAC: 11; FFAC: 16; HD: 3d10+15; HP: 36; Saves: For: +6, Ref: +2, Will: +3 (+1 vs. fear); Defensive Abilities: bravery +1; DR 10/silver
OFFENSE: Speed: swim 60 ft.; Melee: bite +7 (1d8+4); Space: 10 ft.; Reach: 5 ft.; Special Attacks: A lycanthrope retains all the special attacks, qualities, and abilities of the base creature. In hybrid or animal form it gains the special attacks, qualities, and abilities of the base animal. A lycanthrope also gains low-light vision, scent,; Spell-Like Abilities: (CL );
Statistics: Str: 19; Dex: 12; Con: 16; Int: 8; Wis: 15; Cha: 8; BAB: +3; CMB: +7; CMD: 18
Feats: Great Fortitude, Improved Initiative
Skills: Animal: (2+Int/HD) Acrobatics (D)(c), Climb (S)(c), Fly (D)(c), Perception (W)(c), Stealth (D)(c), Swim (S)(c); Racial Modifiers:
Special Abilities:
Change Shape (Su): All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead.
Curse of Lycanthropy (Su): A natural lycanthrope’s bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim’s size is not within one size category of the lycanthrope, this ability has no effect.
Lycanthropic Empathy (Ex): In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal’s attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.
Languages:
Special Qualities:
Environment:
Organization: solitary, pair, school (3-6), or pack (7-13)
Treasure: none
"This blue shark’s fins slice through the water, its black eyes rolling and its gaping jaws showing countless teeth."
The shark is a relentless eating machine, a creature evolved over the course of eons to do one job perfectly—hunting. Sharks have achieved a special place in the lore of most seafaring races, who view them as devils, monsters, and the wrath of the gods.
The shark presented here is a 10-foot-long, 300-pound blue shark. Smaller sharks exist, although these are not dangerous. The same cannot be said of larger sharks, such as the following (you can create stats for these sharks by applying the indicated simple templates).
ECOLOGY
More About Weresharks
Weresharks are often idolized by tribal chieftains and shamans. These lycanthropes often recruit true sharks to enforce their dominance over a specific span of ocean, and a few are imposing leaders of island settlements. Some are bloody tyrants, reveling in the fear they sow among their human prey and servants, but others are fair, if distant, lords. Weresharks do not come into conflict often, preferring to give each other space, but when they do fight, the fearsome battle for dominance usually leaves each either scarred or dead.
Weresharks covet powerful magic items, especially weapons such as the trident of fish command, which they believe they deserve because of the natural right of sharks to rule over other sea creatures.
In either humanoid or hybrid form, a wereshark is generally burly, has a mouth full of unusually large teeth, and typically has a personality that is both crude and bullying. They’re bloodthirsty and are very easy to anger. They will jump into fights they have no stake in just to snap bones and draw blood.
Weresharks prefer life at sea or in port settlements commonly frequented by seagoing merchants and pirates. They can be found leading pirate gangs or loitering at seaside taverns accompanied by crowds of toadies. Since they get into fights so often, they try to stick close to the sea so they can escape into the water if they bite off more than they can chew. The other members of a wereshark’s crew learn quickly that the boss is bound to skip out without much notice once a bigger fish comes along.