All Creatures
Abilities | Monsters | NPCs
All | Families | Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z


Wereshark

The curse of the wereshark in stills a crude and bloodthirsty attitude, along with an urge to travel the sea. They often become pirates or military sailors who quickly gain a reputation for capricious violence. The shark within makes weresharks born survivors. They will swiftly retreat if they're truly in danger and consider obeying a sense of honor utterly ridiculous.

Recall Knowledge - Beast (Arcana, Nature): DC 19
Recall Knowledge - Humanoid (Society): DC 19
Unspecific Lore: DC 17
Specific Lore: DC 14

Elite | Normal | Weak
Proficiency without Level

WeresharkCreature 4

Large Amphibious Beast Human Humanoid Werecreature 
Source Howl of the Wild pg. 197 2.0
Perception +6; blood scent, scent (imprecise) 100 feet
Languages Common; shark empathy
Skills Athletics +8, Stealth +5 ((+7 in water)), Survival +4
Str +4, Dex +3, Con +4, Int -1, Wis +2, Cha -1
Blood Scent The wereshark can smell blood in the water from up to 1 mile away.
Shark Empathy (primal) A wereshark can communicate with sharks.
Items studded leather, trident
AC 17; Fort +8, Ref +7, Will +4
HP 75; Weaknesses silver 5
Reactive Strike [reaction]
Speed 25 feet, swim 25 feet
Melee [one-action] jaws +10 [+5/+0], Damage 1d12+7 piercing plus curse of the weresharkMelee [one-action] trident +10 [+5/+0], Damage 1d8+7 piercing plus fish forkRanged [one-action] trident +9 [+4/-1] (thrown 20 feet), Damage 1d8+7 piercingChange Shape [one-action] (concentrate, polymorph, primal) Medium human with fist +14 for 1d4+7 bludgeoning, or Large shark with jaws +14 for 1d12+7 piercing, no land Speed, and swim Speed 40 feet. The wereshark doesn't have the amphibious trait in human or shark form and has the aquatic trait in shark form.Curse of the Wereshark (curse, primal) Saving Throw DC 14 FortitudeFish Fork [one-action] Requirements The wereshark critically hit with a trident Strike on their most recent action this turn; Effect The wereshark digs their trident deep within their target, skewering it before taking a massive bite. The target of the Strike becomes grabbed (Escape DC 14) and takes 1d4 persistent bleed damage, and the wereshark attempts a jaws Strike against it. The wereshark can't use their trident while they have a creature grabbed with it, but they can pull the trident free with a single action that has the manipulate trait.Moon Frenzy (polymorph, primal)

All Monsters in "Werecreature"

NameLevel
Werebat2
Werebear4
Wereboar2
Werecrocodile2
Weremoose3
Wererat2
Wereshark4
Weretiger4
Werewolf3

Werecreature

Source Monster Core pg. 344
Werecreatures are humanoids doomed to transform into animals and animal- humanoid hybrids under the light of the full moon. These shapechanging creatures are the result of an ancient primal curse that they can, in turn, transmit through their own bites. Their ability to lurk unseen in the wilds as well as among people, combined with the contagiousness of their condition, makes werecreatures a perennial cause of panicked suspicion.

Creating Werecreatures

You can either create a werecreature using the creature-building rules from GM Core (similar to the creatures in this section), or you can turn an existing, living humanoid into a werecreature by completing the following steps. The latter is an excellent choice for a recurring NPC who becomes a werecreature during a campaign. These changes reflect a werecreature in its hybrid form.

Increase the creature's level by 1 and change its statistics as follows.
  • It gains the beast and werecreature traits.
  • Increase its size by one category if the animal is a larger size than the base humanoid.
  • Increase its AC, attack bonuses, DCs, saving throws, and skill modifiers by 1.
  • Increase its damage with Strikes and other offensive abilities by 1. If the werecreature is limited in how often it can use an ability (such as magical breath), increase the damage by 2 instead.
  • Increase its HP by the amount shown on the table. This HP increase is more than typical in order to compensate for the creature's weakness to silver.
  • The creature gains weakness to silver as shown on the table.
Starting Level HP Increase Weakness to Silver
4 or lower +25 5
5–7 +35 7
8–14 +50 10
15+ +75 15

Werecreature Abilities

All werecreatures gain the following abilities, some of which match an ability of the animal the werecreature transforms into. You might also need to adjust some abilities that conflict with the theme of the werecreature.

Senses The werecreature gains all the senses of the animal.
Animal Empathy The werecreature can ask questions of, receive answers from, and use the Diplomacy skill with animals of its general kind.
Claws The werecreature gains a claw Strike (an agile unarmed attack that deals slashing damage). If it had any agile attacks, the damage dealt by its claws should be roughly the same as the damage dealt by those attacks. If it had only non-agile attacks, its claws should deal three-quarters that damage.
Jaws The creature gains a jaws Strike (an unarmed attack that deals piercing damage) that inflicts its curse of the werecreature. If it had any non-agile attacks, the damage dealt by its jaws should be roughly the same as the damage dealt by those attacks. If it had only agile attacks, its jaws should deal one-third more damage.
Change Shape [one-action] (concentrate, polymorph, primal) The werecreature changes into its humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature's natural form is its hybrid shape. In humanoid shape, the werecreature uses its original humanoid size, loses its jaws and claws Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by its claw. In animal shape, its Speed and size change to that of the animal, it gains any special Strike effects of the animal that it didn't already have (such as Grab), and it loses its weapon Strikes.
Curse of the Werecreature (curse, primal) This curse affects only humanoids; Saving Throw Fortitude DC is the moderate spell DC for the werecreature's new level. On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of werecreature until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn.
Moon Frenzy (polymorph, primal) When a full moon appears in the night sky, the werecreature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws by 2. When the moon sets or the sun rises, the werecreature returns to humanoid form and is fatigued for 2d4 hours.