Description[edit | edit source]
Weresharks could take three different forms: human form, shark form, and hybrid form.[note 1] However, they could only take such forms in darkness. Although looking very different, the individual forms shared similar traits and abilities. Each form had access to blindsense up to 30 ft (9.1 m) and the ability to communicate with shark-like beings, such as dire sharks. Likewise, they were very alert, could fight in conditions where their enemy was hard to perceive, and were very robust.
However, there were distinct differences between the three forms. In shark and hybrid form, the lycanthropes' senses dramatically heightened, resulting in keen scent, being able to smell up to 180 ft (54.9 m) away. They also became far stronger in these forms, and masters at swimming. Even in their human form could they breathe underwater for up to an hour.
In human form, weresharks seemed to be maimed in some sort of way, such as severe scarring, but this was not visible after shapechanging.
Behavior[edit | edit source]
Weresharks could pass on their lycanthropic curse by biting their foes in either their shark or hybrid form. They were said to be cruel and arrogant in their human form. As diverse as any other human, weresharks could have anywhere between low and exceptional intelligence. They would often destroy large caches of fish, as well as attacking fishermen, and were a bane to any aquatic lifeforms, from tritons to mermen.
These lycanthropes were very territorial, and would often claim treasure-filled sunken ships, willing to defend them to the deaths.
Combat[edit | edit source]
In human and hybrid form, weresharks preferred to fight in close-quarters combat, either with a weapon, their hands, or sharp claws. Even in just their human form, they could rip an arm off opponents. However, in shark form, they preferred to bite their foes, tearing them apart with their deadly jaws. All forms were adept at grappling opponents, particularly the shark and hybrid forms.
When combat got out of control, weresharks often shapechanged into the shark form, swimming away at high speeds, or savagely biting at their opponents' legs. They may even have devoured their foes fully intact.
Society[edit | edit source]
Weresharks were not bound to a specific society, but would pack together if it suited them. Many weresharks lived a solitary life, as a pair, or a school of up to five. These lycanthropes would usually reside by the sea, and take up professions such as being a sailor.
Homelands[edit | edit source]
Relationships[edit | edit source]
History[edit | edit source]
Weresharks may have originated as vengeful humans transformed into lycanthropes by Umberlee or Talos during the Time of Troubles. Some believed they originated from these gods choosing to grant them power, while others believed that humans that survived shark attacks somehow gained the ability to shapechange into one of the creatures.
Notable weresharks[edit | edit source]
- Angelar, a sorcerer and the namesake of Angelar's skin.
- Draga Salt-Biter, a notorious pirate that became trapped in the Domains of Dread.
- Iakhovas, an ancient wereshark megalodon that was known for his highly destructive attacks on several coastal cities, including Waterdeep.
Appendix[edit | edit source]
Notes[edit | edit source]
Appearances[edit | edit source]
- Polyhedron #87, "Eye of the Leviathan"
References[edit | edit source]
- James Wyatt and Rob Heinsoo (February 2001). Monster Compendium: Monsters of Faerûn. (Wizards of the Coast), p. 93. ISBN 0-7869-1832-2.
- Richard Baker, Ed Bonny, Travis Stout (February 2005). Lost Empires of Faerûn. (Wizards of the Coast), pp. 182–183. ISBN 0-7869-3654-1.
- Monstrous Compendium included in Ed Greenwood, Steven E. Schend (July 1994). City of Splendors. (TSR, Inc.). ISBN 0-5607-6868-1.
- Jon Pickens ed. (1995). Monstrous Compendium Annual Volume Two. (TSR, Inc.), p. 82. ISBN 0-7869-0199-3.
- Gary Gygax (August 1983). Monster Manual II 1st edition. (TSR, Inc), p. 82. ISBN 0-88038-031-4.
- Eric L. Boyd (June 2005). City of Splendors: Waterdeep. (Wizards of the Coast), p. 50. ISBN 0-7869-3693-2.
- Eric L. Boyd (June 2005). City of Splendors: Waterdeep. (Wizards of the Coast), p. 108. ISBN 0-7869-3693-2.
- Richard Baker, Matt Forbeck, Sean K. Reynolds (May 2003). Unapproachable East. (Wizards of the Coast), p. 89. ISBN 0-7869-2881-6.
- Thay Encounters Charts included in Anthony Pryor (June 1995). Spellbound. Edited by Michele Carter, Doug Stewart. (TSR, Inc.). ISBN 978-0786901395.
- Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), p. 153. ISBN 0-7869-3134-5.
- Rand Sharpsword (November 2001). More Lake of Steam and Dragon Coast! (HTML). Rand's Travelogue. Wizards of the Coast. Archived from the original on 2015-09-20. Retrieved on 2010-10-31.
- Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. (TSR, Inc), p. 36. ISBN 0-7869-0446-1.
- Eric L. Boyd (June 2005). City of Splendors: Waterdeep. (Wizards of the Coast), p. 12. ISBN 0-7869-3693-2.
Connections[edit | edit source]
Aranea • Coyotlwere • Hengeyokai • Jackalwere • Selkie • Shifter • Wolfwere