b'Lycanthrope, Wereshark \n'b'  Family:   Lycanthropes  \n'b'  Medium   humanoid  (human, shapechanger),  chaotic evil  \n'b'  Armor Class  12 in humanoid form, 13 (natural armor) in shark and hybrid form  Hit Points  150 (21d8 + 42)  Speed  30 ft., swim 40 ft.\n'b' STATS STR: 18 (+4) DEX:  13 (+2)  CON:  14 (+4)  INT:  7 (-2)  WIS:  12 (+1)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Athletics  +7,  Perception  +4,  Stealth  +5  Damage Immunities  bludgeoning, piercing, and slashing damage from nonmagical attacks that aren\xe2\x80\x99t silvered  Senses   blindsight  60 ft., passive  Perception  14  Languages  Common (can\xe2\x80\x99t speak in shark form)  Challenge  7 (2,900 XP) \n'b' Special Traits \n'b'   Shapechanger . The wereshark can use its action to  polymorph  into a Large shark-humanoid hybrid or into a Large shark, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'  Amphibious . The wereshark can breathe air and water while in  human  or hybrid form. While in shark form, the wereshark can only breathe while underwater. \n'b'  Blood Frenzy . The wereshark has advantage on  melee attack  rolls against any creature that doesn\xe2\x80\x99t have all its  hit points . \n'b'  Surprise Attack . If the wereshark surprises a creature and hits it with an  attack  during the first round of combat, the target takes an extra 14 (4d6) damage from the  attack . \n'b'  Actions \n'b'   Multiattack . In shark form, the wereshark makes two bite attacks. In humanoid form, it makes three scimitar attacks. In hybrid form, it can  attack  like a shark or a humanoid. \n'b'  Bite (Shark or Hybrid Form Only) .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 15 (2d10 + 4) piercing damage, and the target is  grappled  (escape DC 15). Until this grapple ends, the wereshark can bite only the  grappled  creature and has advantage on  attack  rolls to do so. If the target is a humanoid, it must succeed on a DC 14  Constitution  saving throw or be cursed with wereshark lycanthropy. \n'b'  Spear (Humanoid or Hybrid Form Only) .  Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 20/60 ft., one target.  Hit : 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a  melee attack . \n'b'  About \n'b' Weresharks are solitary hunters by nature, generally giving settlements above and below the waves a wide berth. Their search for solitude is not only for peace but a survival mechanism. Weresharks lose their sense of reason at times and can wreak carnage on entire communities before finally being overcome by sheer numbers. \n'b' Weresharks are always on the move and looking for food to hunt. \n'b' They prefer to use stealth when hunting, waiting for the right time to jump out from their hiding positions. The moment they spot their prey, weresharks trust in their abilities to strike quickly and annihilate their target with a single blow. If the prey survives, though, the scent of blood transforms the wereshark into a killing machine. \n'b' Player Characters as Weresharks \n'b' The character gains a  Strength  of 18 if their score isn\xe2\x80\x99t already higher, and a +1 bonus to AC while in shark or hybrid form (from natural armor). They also gain the Amphibious trait.  Attack  and  damage rolls  for the natural weapons are based on  Strength . For the Bite  attack , the DC is 8 + the character\xe2\x80\x99s proficiency bonus +  Strength  modifier.'