Wereshark
Weresharks are cursed with an almost untamable thirst for blood. Always longing for deeper waters, these solitary predators haunt coastal areas and cities. Most of them give in to their blood frenzy, pursuing and dismembering their preys with a cruelty unseen in even the most ruthless of wild beasts. In return for the sweet taste of death, their curse grants them a high of adrenaline and ecstasy, which rapidly becomes an addiction. Only a small number of them try to fit in society, struggling in secrecy against their dark nature, only to end up relapsing on nights of full moon. A wereshark that hasn't killed for a time becomes frantic and deranged – if it continues to abstain for long enough, it is assailed by a peculiar form of depression.
Their visceral need to reunite with the ocean results in many weresharks leaving for the waters in their animal forms and never coming back to land. The humanity of these individuals slowly degrade, to the point that they could be indistinguishable from common sharks, except for their extraordinary ruthlessness. Other weresharks find their calling in piracy, a life soaked in water and blood. They are often responsible for brutal mutinies and abominable acts of savagery. In pirate lingo, a particularly vicious captain is called "a wereshark"; the most devious of them actually chase after shark bites, in hope of catching this legendary curse.
Weresharks always go for the kill. Their curse is only passed down to those that are lucky or strong enough to survive.
Wereshark
Medium humanoid (shapechanger), typically chaotic evil
- Armor Class 11 in humanoid form, 12 (natural armor) in shark or hybrid form
- Hit Points 117 (18d8+36)
- Speed 30 ft. (swim 40 ft. in shark or hybrid form)
STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 15 (+2) 11 (+0) 14 (+2) 9 (-1)
- Skills Perception +5
- Senses passive Perception 15
- Languages Common (can't speak in shark form)
- Challenge 5 (1,800 XP) Proficiency Bonus +3
Shapechanger. The wereshark can use its action to 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 AC, 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. While in humanoid form, the wereshark doesn't suffer disadvantage for making melee attacks underwater.
Blood Frenzy. The wereshark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. In hybrid form, the wereshark can breathe both air and water. In shark form, it can breathe only underwater.
Regeneration. The wereshark regains 10 hit points at the start of its turn. If the wereshark takes damage from a silvered weapon or a spell, this trait doesn't function at the start of the wereshark's next turn. The wereshark dies only if it starts its turn with 0 hit points and doesn't regenerate.
Actions
Multiattack (Human or Hybrid Form Only). The wereshark makes two weapon attacks, only one of which can be with its hook.
Bite (Shark or Hybrid Form Only). Melee Weapon Attack: +7 to hit, Reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wereshark lycanthropy.
Hook (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, Reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.