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WeresharkCreature 4


LargeBeastHumanHumanoidWerecreature
Source Pathfinder Howl of the Wild
Perception +10 (scent (imprecise) 100 feet, blood scent)
Languages Common, Shark Empathy
Skills Athletics +12, Stealth +9, Survival +8
Str +4, Dex +3, Con +4, Int -1, Wis +2, Cha -1

AC 21; Fort +12; Reflex +11; Will +8;
HP 75
Speed 0 feet
Weaknesses Silver 5

Trident One Action +14 (+9, +4) to hit 1d8+7 Piercing
Trident One Action +13 (+8, +3) to hit (thrown 20) 1d8+7 Piercing

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.

Reactive Strike Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Change 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.


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Curse of the Wereshark (curse, primal)

This curse affects only humanoids.


Saving Throw DC 18 fortitude

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.

Fish 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 ([/act escape dc=18]) and takes 1d4 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)

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.

Effect: Moon Frenzy


Werecreatures are humanoids who transform into animals and animal-humanoid hybrids under the light of the full moon. The fate of these shapechanging creatures derives from an ancient primal curse that they can, in turn, transmit through their own bites. The stat blocks in this section reflect werecreatures in their hybrid forms.


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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Beast

A creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Werecreature

These shapechanging creatures can shift between animal, humanoid, and hybrid forms.