Lycanthrope, Wereshark

This muscular creature has a human body, but the head of a ravenous shark, complete with jet-black eyes and razor-like teeth.

Wereshark (Human Form) CR 3

XP 800
Human natural wereshark fighter 3
CE Medium humanoid (human, shapechanger)
Init +1; Senses low-light vision, scent; Perception +2

DEFENSE

AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 33 (3d10+12)
Fort +5, Ref +2, Will +3 (+1 vs. fear)
Defensive Abilities bravery +1

OFFENSE

Speed 30 ft.
Melee mwk trident +9 (1d8+3)

STATISTICS

Str 17, Dex 12, Con 14, Int 8, Wis 15, Cha 8
Base Atk +3; CMB +6; CMD 17
Feats Cleave, Great Cleave, Power Attack, Toughness, Weapon Focus (trident)
Skills Survival +8, Swim +10
Languages Common
SQ armor training 1, change shape (human, hybrid, and shark; polymorph), lycanthropic empathy (sharks and dire sharks)

Wereshark (Hybrid Form) CR 3

CE Medium humanoid (human, shapechanger)
Init +1; Senses blindsense 30 ft., low-light vision, keen scent; Perception +2

DEFENSE

AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural
hp 36 (3d10+15)
Fort +6, Ref +2, Will +3 (+1 vs. fear)
Defensive Abilities bravery +1; DR 10/silver

OFFENSE

Speed 30 ft.
Melee mwk trident +9 (1d8+4), bite +2 (1d8+2 plus curse of lycanthropy)

STATISTICS

Str 19, Dex 12, Con 16, Int 8, Wis 15, Cha 8
Base Atk +3; CMB +7; CMD 18
Feats Cleave, Great Cleave, Power Attack, Toughness, Weapon Focus (trident)
Skills Survival +8, Swim +11
Languages Common
SQ armor training 1, change shape (human, hybrid, and shark; polymorph), lycanthropic empathy (sharks and dire sharks)

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.

Source Pathfinder Player Companion: Blood of the Moon

ECOLOGY

Environment any oceans or coastlines
Organization solitary, pair, or shiver (3–6)
Treasure NPC gear (masterwork trident, other treasure)

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.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.

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