![]() ![]() They’re bloodthirsty and are very easy to anger. 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. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. Trident (Humanoid or Hyrbid Form Only).If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with wereshark lycanthropy. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. ![]() In hybrid form, it can substitute a bite for one Melee Weapon Attack. In humanoid form, the wereshark makes two trident attacks. Any equipment it is wearing or carrying isn’t transformed. Its statistics, other than its AC, and its size, are the same in each form. The wereshark can use its action to polymorph into a shark-humanoid hybrid or into a hunter shark, or back into its true form, which is humanoid. The wereshark has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Languages Common (can’t speak in shark form) (shark or hybrid form only) passive Perception 17 (in shark form only) STRĭamage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Medium humanoid (human, shapechanger), chaotic evilĪrmor Class 11 in humanoid form, 13 (natural armor) in shark or hybrid form ![]()
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