Wereshark (5e Creature)
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Medium humanoid (human, shapechanger), neutral evil
Skills Perception +2
Shapechanger. The wereshark can use its action to polymorph into a shark-humanoid hybrid or into a hunter 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't transformed. It reverts to its true form if it dies.
Amphibious. The wereshark can breathe air and water.
Multiattack (Humanoid or Hybrid Form Only). The wereshark makes two attacks, only one of which can be a bite.
Bite (Shark or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wereshark lycanthropy.
Trident (Humanoid or Hybrid Form Only). Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage when used in two hands to make a melee attack.
Weresharks are savage and ill-tempered lycanthropes that enjoy violence. In humanoid form, a wereshark has very little body hair and noticeably long teeth. In battle, a wereshark focuses its force on one target, tearing it to pieces with its bite before moving on to other targets, only shifting its focus to attack particularly troublesome foes. A wereshark prefers to live in coastal regions, where it can indulge its hunger for raw fish and the occasional sailor, and where it can take full use of its shark form, which is poorly suited for fighting on land.
Characters as Weresharks
The character gains a Strength of 18 if his or her score isn't already higher, and a +1 bonus to AC while in shark or hybrid form (from natural armour). Attack and damage rolls for the bite are based on Strength.