Wereshark (Human Form)

CR: 3 XP: 800


CE Medium humanoid (human, shapechanger)


Init: +1 Senses: low-light vision, 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


SQ: armor training 1, change shape (human, hybrid, and shark; polymorph), lycanthropic empathy (sharks and dire sharks) 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.


Languages: Common


Ecology

Environment: any oceans or coastlines


Organization: solitary, pair, or shiver (3–6)


Treasure: NPC gear (mwk trident, other treasure)


Description

Human natural wereshark fighter 3

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

Source: Pathfinder Roleplaying Game Bestiary 4