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Wereshark

Large humanoid (human, shapechanger), neutral evil
Armor Class 17 (natural armor)
Hit Points 145 ( 12d10+24 )
Speed 30ft Swim: 50ft

STR
18 +4
DEX
10 0
CON
15 +2
INT
10 0
WIS
11 0
CHA
8 -1

Skills Perception +2
Damage Immunities +2* or silvered weapons
Senses passive Perception 12
Languages Common (can't speak in boar form)
Challenge 5 (1,800 XP)


  • Charge (Shark or Hybrid Form Only). If the wereshark moves at least 15 feet straight toward a target and then hit it with its bite on the same turn, the target takes an extra 7 ( 2d6 ) slashing damage. If the target is a creature, it must succeed on a STR saving throw or be knocked prone.
  • Relentless (Recharges after a Short or Long Rest). If the wereshark takes 15 damage or less, that would reduce it to 0 hit points; it is reduced to 1 hit point instead.
  • Shapechanger. The wereshark can use its action to polymorph into a shark-humanoid hybrid, into a shark, or back into its true form, which is humanoid. Its statistics 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.
  • Immunity. The wereshark is immune to all damage that does not come from a +2 weapon and/or silvered weapons. Even vs +3 or greater weapons, it has resistance to bludgeoning, piercing and slashing. Silver bypasses all these immunities and resistance.
  • Regeneration. The wereshark regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the wereshark takes damage from a silvered weapon, its regeneration does not function on its next turn.
  • Bloodied Resilience. While bloodied, the wereshark gains a +2 bonus to AC and all saving throws.
  • Death Stroke. When the wereshark drops to 0 hit points, the wereshark uses bite or battleaxe.
  • Blood Frenzy. The wereshark has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
  • Water Breathing. The wereshark can breathe only underwater.
  • Spell Resistance. Spellcasters must beat a DC 17 Spell Check for spells to work on the wereshark.


Actions

Multiattack (Humanoid or Hybrid Form Only). In shark form, the wereshark makes two bite attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a shark or a humanoid.
Greataxe (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 ( 1d20+7 ) to hit, reach 5 ft., one target. Hit: 1d12+4 bludgeoning damage.
Bite (Shark or Hybrid Form Only). Melee Weapon Attack: +7 ( 1d20+7 ) to hit, reach 5 ft., one target. Hit: 2d10+4 slashing damage, and ongoing 5 necrotic damage (CON save ends) or ongoing 10 damage (CON save ends) if the wereshark is bloodied. At the end of the encounter, if the target is a humanoid, it makes a CON saving throw or be cursed with wereshark lycanthropy.


 

Legendary Actions

The wereshark gets one legendary action per 4 characters it is fighting.


Old salts tell of the subtle signs of the human-formed wereshark: a slight greyness of skin, a deadened, hard cast to the eye, a hint of razor among the teeth, a tendency to take positionsin the banking guilds.

Aquatic


Created by

solomani.

Statblock Type

Monster / Creature

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