Акула-оборотеньWereshark Существо 4
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Description
The curse of the wereshark in stills a crude and bloodthirsty attitude, along with an urge to travel the sea. They often become pirates или military sailors who quickly gain a reputation for capricious violence. The shark within makes weresharks born survivors. They will swiftly retreat if they're truly in danger and consider obeying a sense of honor utterly ridiculous.
Вспомнить информацию - Beast ( Мистицизм, Природа): СЛ 19
Вспомнить информацию - Humanoid ( Общество): СЛ 19
Неспециализированное знание: СЛ 17
Специализированное знание: СЛ 14
Вспомнить информацию - Beast ( Мистицизм, Природа): СЛ 19
Вспомнить информацию - Humanoid ( Общество): СЛ 19
Неспециализированное знание: СЛ 17
Специализированное знание: СЛ 14
Source Howl of the Wild
Perception +10; blood scent, scent (imprecise) 100 feet
Languages Common; shark empathy
Skills Athletics +12, Stealth +9 ((+11 in water)), Survival +8
Str +4, Dex +3, Con +4, Int -1, Wis +2, Cha -1
Blood Scent The wereshark can smell blood in the water from up to 1 mile away.
Shark Empathy ( primal) A wereshark can communicate with sharks.
Items studded leather, trident
AC 21; Fort +12, Ref +11, Will +8
HP 75; Weaknesses silver 5
Reactive Strike
Speed 25 feet, swim 25 feet
Melee jaws +14 [+9/+4], Damage 1d12+7 piercing plus curse of the weresharkMelee trident +14 [+9/+4], Damage 1d8+7 piercing plus fish forkRanged thrown 20 feet), Damage 1d8+7 piercing trident +13 [+8/+3] ( Change Shape concentrate, polymorph, primal) Medium human with fist +14 for 1d4+7 bludgeoning, or Large shark with jaws +14 for 1d12+7 piercing, no land Speed, and swim Speed 40 feet. The wereshark doesn't have the amphibious trait in human or shark form and has the aquatic trait in shark form. ( Curse of the Wereshark ( curse, primal) Saving Throw DC 18 FortitudeFish Fork grabbed ( Escape DC 18) and takes 1d4 persistent bleed damage, and the wereshark attempts a jaws Strike against it. The wereshark can't use their trident while they have a creature grabbed with it, but they can pull the trident free with a single action that has the manipulate trait. Requirements The wereshark critically hit with a trident Strike on their most recent action this turn; Effect The wereshark digs their trident deep within their target, skewering it before taking a massive bite. The target of the Strike becomes Moon Frenzy ( polymorph, primal)
Perception +10; blood scent, scent (imprecise) 100 feet
Languages Common; shark empathy
Skills Athletics +12, Stealth +9 ((+11 in water)), Survival +8
Str +4, Dex +3, Con +4, Int -1, Wis +2, Cha -1
Blood Scent The wereshark can smell blood in the water from up to 1 mile away.
Shark Empathy ( primal) A wereshark can communicate with sharks.
Items studded leather, trident
AC 21; Fort +12, Ref +11, Will +8
HP 75; Weaknesses silver 5
Reactive Strike
Speed 25 feet, swim 25 feet
Melee jaws +14 [+9/+4], Damage 1d12+7 piercing plus curse of the weresharkMelee trident +14 [+9/+4], Damage 1d8+7 piercing plus fish forkRanged thrown 20 feet), Damage 1d8+7 piercing trident +13 [+8/+3] ( Change Shape concentrate, polymorph, primal) Medium human with fist +14 for 1d4+7 bludgeoning, or Large shark with jaws +14 for 1d12+7 piercing, no land Speed, and swim Speed 40 feet. The wereshark doesn't have the amphibious trait in human or shark form and has the aquatic trait in shark form. ( Curse of the Wereshark ( curse, primal) Saving Throw DC 18 FortitudeFish Fork grabbed ( Escape DC 18) and takes 1d4 persistent bleed damage, and the wereshark attempts a jaws Strike against it. The wereshark can't use their trident while they have a creature grabbed with it, but they can pull the trident free with a single action that has the manipulate trait. Requirements The wereshark critically hit with a trident Strike on their most recent action this turn; Effect The wereshark digs their trident deep within their target, skewering it before taking a massive bite. The target of the Strike becomes Moon Frenzy ( polymorph, primal)