Weremako Working Draft
Wereshark, Mako (Weremako)
Weremako, Merfolk Form
Medium Humanoid (Aquatic, Shapechanger)
Hit Dice: 1d8+2 plus 4d8+12 (36 hp)
Initiative: +1
Speed: 5 ft. (1 squares), swim 50 ft.
Armor Class: 15 (+1 Dex, +2 natural, +2 leather), touch 11, flat-footed 14
Base Attack/Grapple: +4/+5
Attack: Trident +5 melee (1d8+1); or trident +5 ranged (1d8+1); or heavy crossbow +5 ranged (1d10/19-20)
Full Attack: Trident +5 melee (1d8+1); or trident +5 ranged (1d8+1); or heavy crossbow +5 ranged (1d10/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Alternate form, amphibious, blindsense, keen scent, low-light vision, shark empathy
Saves: Fort +8, Ref +5, Will +3
Abilities: Str 13, Dex 13, Con 14, Int 10, Wis 11, Cha 10
Skills: Listen +8, Spot +8, Swim +9
Feats: Iron Will ᴮ, Alertness, Weapon Focus (bite)
Weremako, Shark Form
Medium Humanoid (Aquatic, Shapechanger)
Hit Dice: 1d8+2 plus 4d8+12 (36 hp)
Initiative: +4
Speed: Swim 70 ft. (14 squares)
Armor Class: 19 (+4 Dex, +5 natural), touch 14, flat-footed 15
Base Attack/Grapple: +4/+7
Attack: Bite +8 melee (1d8+4)
Full Attack: Bite +8 melee (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy
Special Qualities: Alternate form, amphibious, blindsense, damage reduction 10/silver, keen scent, low-light vision, shark empathy
Saves: Fort +9, Ref +8, Will +3
Abilities: Str 17, Dex 19, Con 16, Int 10, Wis 11, Cha 10
Skills: Listen +8, Spot +8, Swim +9
Feats: Iron Will ᴮ, Alertness, Weapon Focus (bite)
Weremako, Hybrid Form
Medium Humanoid (Aquatic, Shapechanger)
Hit Dice: 1d8+2 plus 4d8+12 (36 hp)
Initiative: +4
Speed: 5 ft. (1 squares), swim 50 ft.
Armor Class: 19 (+4 Dex, +5 natural), touch 14, flat-footed 15
Base Attack/Grapple: +4/+7
Attack: Bite +8 melee (1d6+3); or trident +5 melee (1d8+4); or trident +5 ranged (1d8+3); or heavy crossbow +8 ranged (1d10/19-20)
Full Attack: Bite +8 melee (1d6+3) and 2 claws +2 melee (1d4+1); or trident +5 melee (1d8+4) and bite +3 melee (1d6+1); or trident +5 ranged (1d8+3); or heavy crossbow +8 ranged (1d10/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy
Special Qualities: Alternate form, amphibious, blindsense, damage reduction 10/silver, keen scent, low-light vision, shark empathy
Saves: Fort +9, Ref +8, Will +3
Abilities: Str 17, Dex 19, Con 16, Int 10, Wis 11, Cha 10
Skills: Listen +8, Spot +8, Swim +9
Feats: Iron Will ᴮ, Alertness, Weapon Focus (bite)
Environment: Temperate aquatic
Organization: Solitary, pair, pack (6-10), or troupe (2-5 plus 5-8 mako sharks)
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +3
A bestial figure that resembles a shark that can stand on two sturdy legs like a human. Its forelimbs are elongated fins that split into clawed fingers. The creature has a short tail and dorsal fin just like a shark's.
Weremakos are evil creatures who will kill for no other purpose than to sate their bloodlust. On nights of the full moon they roam and slaughter with as much abandon as the most vicious werewolves. A weremako in its humanoid form has no definite distinguishing traits. Its skin may be a bit rough, but no more than many normal people who have endured rough lives exposed to the sea's weather. A weremako will normally have a full set of sharp white teeth.
A weremako in shark form is usually about 50% longer and 50% heavier than they are in their humanoid form. However the most powerful weremakos tend to be much larger and more massive than that, up to twice as long and four or five times heavier than their humanoid form.
COMBAT
Weremakos favor hit-and-run tactics that exploit their high swimming speed. They are bloodthirsty and rarely stop attacking wounded opponents, pursue bleeding enemies who try to flee.
Alternate Form (Su): A weremako can assume a bipedal hybrid form or the form of a mako shark.
Blindsense (Ex): A weremako can locate creatures underwater within a 30-foot radius. This ability works only when the weremako is underwater.
Curse of Lycanthropy (Su): Any humanoid or giant hit by a weremako’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Keen Scent (Ex): A weremako can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.
Shark Empathy (Ex): Communicate with sharks, and +4 racial bonus on Charisma-based checks against sharks.
Skills: A weremako has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
The weremako presented here is a 1st-level merfolk warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Aquatic Ogre Mako Weresharks
Giants can become weremakos, the most common examples are merrow aquatic ogres who turn into Large mako sharks.
Merrow Weremako
Merrow Weremako, Aquatic Ogre Form
Large Giant (Aquatic, Shapechanger)
Hit Dice: 4d8+11 plus 7d8+35 (95 hp)
Initiative: –1
Speed: 20 ft. in hide armor (4 squares), swim 30 ft.; base speed 30 ft., swim 40 ft.
Armor Class: 18 (–1 size, –1 Dex, +7 natural, +3 hide armor), touch 8, flat-footed 18
Base Attack/Grapple: +8/+17
Attack: Longspear +13 melee (2d6+7/×3); or javelin +6 ranged (1d8+5)
Full Attack: Trident +13/+8 melee (1d8+1/×3); or javelin +6/+1 ranged (1d8+6)
Space/Reach: 10 ft./10 ft. (20 ft. with longspear)
Special Attacks: —
Special Qualities: Alternate form, blindsense, keen scent, low-light vision, shark empathy
Saves: Fort +11, Ref +5, Will +6
Abilities: Str 21, Dex 8, Con 15, Int 6, Wis 12, Cha 7
Skills: Climb +5*, Listen +9, Spot +8, Swim +7*
* includes –3 armor check penalty
Feats: Iron Will ᴮ, Alertness, Toughness, Weapon Focus (bite), Weapon Focus (longspear)
Merrow Weremako, Shark Form
Large Giant (Aquatic, Shapechanger)
Hit Dice: 4d8+11 plus 7d8+35 (95 hp)
Initiative: +1
Speed: Swim 70 ft. (14 squares)
Armor Class: 17 (–1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple: +8/+23
Attack: Bite +19 melee (2d6+16)
Full Attack: Bite +19 melee (2d6+16)
Space/Reach: 10 ft./5 ft.
Special Attacks: Curse of lycanthropy
Special Qualities: Alternate form, blindsense, damage reduction 10/silver, keen scent, low-light vision, shark empathy
Saves: Fort +14, Ref +7, Will +6
Abilities: Str 33, Dex 12, Con 21, Int 6, Wis 12, Cha 7
Skills: Climb +14, Listen +9, Spot +8, Swim +19
Feats: Iron Will ᴮ, Alertness, Toughness, Weapon Focus (bite), Weapon Focus (longspear)
Merrow Weremako, Hybrid Form
Large Giant (Aquatic, Shapechanger)
Hit Dice: 4d8+11 plus 7d8+35 (95 hp)
Initiative: +1
Speed: 30 ft. (6 squares), swim 40 ft.
Armor Class: 17 (–1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple: +8/+23
Attack: Bite +19 melee (1d8+11); or longspear +19 melee (2d6+16/×3); or javelin +9 ranged (1d9+11)
Full Attack: Bite +19 melee (1d8+11) and 2 claws +13 melee (1d6+5); or longspear +19/+14 melee (2d6+16/×3) and bite +14 melee (1d8+5); or javelin +9/+3 ranged (1d8+11)
Space/Reach: 10 ft./10 ft.
Special Attacks: Curse of lycanthropy
Special Qualities: Alternate form, blindsense, damage reduction 10/silver, keen scent, low-light vision, shark empathy
Saves: Fort +14, Ref +7, Will +6
Abilities: Str 33, Dex 12, Con 21, Int 6, Wis 12, Cha 7
Skills: Climb +14, Listen +9, Spot +8, Swim +19
Feats: Iron Will ᴮ, Alertness, Toughness, Weapon Focus (bite), Weapon Focus (longspear)
Environment: Temperate aquatic
Organization: Solitary, pair, pack (6-10), or troupe (2-5 plus 5-8 mako sharks)
Challenge Rating: 8
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +3
In Mystara
Most if not all the weresharks in Mystara turn into mako sharks. These weremakos are a more magical breed than standard weresharks. They possess the ability to summon sharks or even afflicted weremakos they have created. Tritons can become Mystaran weremakos despite being native outsiders who would normally be immune to lycanthropy.
Air breathing creatures turned into Mystaran weremakos almost always die during their first transformation into a shark, either by suffocating as a fish out of water or by drowning far out to sea when the moon sets and they turn back into a air-breather.
Amphibious (Ex): A Mystaran weremako in hybrid form possesses lungs and gills so can breathe both air or water.
Gills (Ex): A Mystaran weremako in shark form has no lungs and must breathe through its gills. Even if the base creature is amphibious or an air breather a shark form weremako can only breathe water.
Summon Shark-kin (Su): Once per day, as a standard action, a Mystaran weremako can call forth 1d3 Medium sharks or 1 mako shark. These creatures arrive in 2d6 rounds and serve the weremako for up to 1 hour.
A weremako's summoning ability increases as it gains additional hit dice, allowing it to summon larger numbers of sharks. At 9 Hit Dice it gains the ability to summon afflicted weremakos. See the Weremako Summoning Table for details.
A weremako can only summon afflicted weremakos it personally created with its curse of lycanthropy ability. If no such weremakos exist, the weremako can only summon normal sharks.
Weremako Summoning Table
Hit Dice | Normal Sharks | Mako Sharks | Afflicted Weremakos |
5-6 | 1d3 | 1 | — |
7-8 | 1d4+1 | 1d2 | — |
9-10 | 1d10 | 1d4 | 1 |
11-12 | 2d8 | 1d8 | 1d2 |
13-14 | 3d8 | 2d6 | 1d3 |
15-16 | 4d8 | 3d6 | 1d4+1 |
17+ | 6d8 | 4d6 | 1d8 |
Originally appeared in X7 War Rafts of Kron (1984)
Skill Ranks:
Merfolk Warrior Skills: Listen 2 ranks (cross-class), Spot 2 ranks (cross-class)
Porpoise Skills:4 ranks in Listen, Spot
Merrow Weremako Skills: Climb 3 ranks, Listen 6 ranks, Spot 5 ranks.