Wereshark (Human Form)

Medium Humanoid (Human, Shapechanger) — CR 4

Realmshelps (RH)3.5
Hit Dice
1d8+1 plus 7d8+14 (50 hp)
Initiative
+4
Speed
30 ft, 30 ft.
Armor Class
16, touch 10, flat-footed 16
Base Attack / Grapple
+6/+7
Attack
Scimitar +7 melee or light crossbow +3 ranged Full Attack: Scimitar +7 melee or light crossbow +3 ranged
STR
13
DEX
11
CON
12
INT
10
WIS
11
CHA
8
Fort / Ref / Will
+9 / +4 / +2
Challenge Rating
4
Alignment
Always neutral evil
Level Adjustment
+3

Special Abilities

None

Feats

Wereshark (Human Form) (CR 4)

Medium Humanoid (Human and Shapechanger)
Alignment: Always neutral evil
Initiative: +4 (Improved Initiative); Senses: blindsense 30 ft., low-light vision, scent, Listen +6, and Spot +7

AC: 16 (+2 natural, +3 studded leather, +1 light wooden shield), touch 10, flat-footed 16
Hit Dice: 1d8+1 plus 7d8+14 (50 hp)
Fort +9, Ref +4, Will +2 Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +6; Grapple +7
Attack: Scimitar +7 melee or light crossbow +3 ranged
Full Attack: Scimitar +7 melee or light crossbow +3 ranged
Damage: Scimitar 1d6+1/18-20, light crossbow 1d8/19-20
Special Attacks/Actions: None Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8
Special Qualities: Alternate form, blindsense 30 ft., shark empathy
Feats: Alertness; Blind-fight; Great Fortitude; Improved Initiative
Skills: Listen +6, Profession (sailor) +6, Spot +7, and Swim +2
Advancement: By character class
Level Adjustment: +3 Climate/Terrain: Warm aquatic
Organization: Solitary, pair, school (3-5), or pack (2-5 plus 3-6 large sharks)
Treasure/Possessions: Standard

Description

Wereshark (Human Form) (CR 4)

Medium Humanoid (Human and Shapechanger)
Alignment: Always neutral evil
Initiative: +4 (Improved Initiative); Senses: blindsense 30 ft., low-light vision, scent, Listen +6, and Spot +7

AC: 16 (+2 natural, +3 studded leather, +1 light wooden shield), touch 10, flat-footed 16
Hit Dice: 1d8+1 plus 7d8+14 (50 hp)
Fort +9, Ref +4, Will +2 Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +6; Grapple +7
Attack: Scimitar +7 melee or light crossbow +3 ranged
Full Attack: Scimitar +7 melee or light crossbow +3 ranged
Damage: Scimitar 1d6+1/18-20, light crossbow 1d8/19-20
Special Attacks/Actions: None Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8
Special Qualities: Alternate form, blindsense 30 ft., shark empathy
Feats: Alertness; Blind-fight; Great Fortitude; Improved Initiative
Skills: Listen +6, Profession (sailor) +6, Spot +7, and Swim +2
Advancement: By character class
Level Adjustment: +3 Climate/Terrain: Warm aquatic
Organization: Solitary, pair, school (3-5), or pack (2-5 plus 3-6 large sharks)
Treasure/Possessions: Standard

Combat

Wereshark (Human Form) (CR 4)

Medium Humanoid (Human and Shapechanger)
Alignment: Always neutral evil
Initiative: +4 (Improved Initiative); Senses: blindsense 30 ft., low-light vision, scent, Listen +6, and Spot +7

AC: 16 (+2 natural, +3 studded leather, +1 light wooden shield), touch 10, flat-footed 16
Hit Dice: 1d8+1 plus 7d8+14 (50 hp)
Fort +9, Ref +4, Will +2 Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +6; Grapple +7
Attack: Scimitar +7 melee or light crossbow +3 ranged
Full Attack: Scimitar +7 melee or light crossbow +3 ranged
Damage: Scimitar 1d6+1/18-20, light crossbow 1d8/19-20
Special Attacks/Actions: None Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8
Special Qualities: Alternate form, blindsense 30 ft., shark empathy
Feats: Alertness; Blind-fight; Great Fortitude; Improved Initiative
Skills: Listen +6, Profession (sailor) +6, Spot +7, and Swim +2
Advancement: By character class
Level Adjustment: +3 Climate/Terrain: Warm aquatic
Organization: Solitary, pair, school (3-5), or pack (2-5 plus 3-6 large sharks)
Treasure/Possessions: Standard