Wereshark, Hybrid Form

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

Wereshark, Hybrid Form (CR 3)

Medium Humanoid (Human, Shapechanger)
Alignment: Chaotic Evil
Initiative: +1
Senses: Blindsense 30 feet, Low-Light Vision, Keen Scent; Perception +2
  Speed: 30 feet
Space: 5 feet
 

Defense

Armor Class: 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
Hit Points: 36 (3d10+15)
Saving Throws: Fort +6, Ref +2, Will +3 (+1 vs. fear)
bravery +1
Damage Reduction: 10/silver
 

Offense

Melee: mwk trident +9 (1d8+4), bite +2 (1d8+2 plus curse of lycanthropy)
Reach: 5 feet
 

Statistics

StrDexConIntWisCha
19 (+4) 12 (+1) 16 (+3) 8 (-1) 15 (+2) 8 (-1)
Base Attack Bonus: +3
CMB +7
CMD 18
  Feats: Cleave, Great Cleave, Toughness, Weapon Focus (Trident)
  Skills: Survival +8, Swim +11
  Languages: Common
  Special Qualities: armor training 1, Change Shape (human, hybrid, and shark; polymorph), Lycanthropic Empathy (sharks and dire sharks)

 

Special Abilities

NONE
 

Ecology

Environment: Any Oceans or Coastlines
Organization: solitary, pair, or shiver (3-6)
Treasure: NPC gear (mwk 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.

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