Anyway, Dr. Holmes seems to have been fond of weresharks, as they appear a lot in things he's written, including a little piece that appeared in Alarums & Excursions, illustrated by Chris Holmes who, I believe, is his son. What follows is my interpretation of the wereshark for Labyrinth Lord, based on Holmes's descriptions of them and their abilities.
The text in the quote box below is hereby designated Open Game Content via the Open Game License.
Lycanthrope, Wereshark
No Enc.: 1d6 (2d6)
Alignment: Chaotic
Movement: 60' (20') or Swim: 180' (60')
Armor Class: 2 (9)
Hit Dice: 6
Attacks: 1 (bite)
Damage: 2d6
Save: F4
Morale: 8
Hoard Class: XX
XP: 820
Like many of the creatures called lycannthropes, weresharks are humans cursed with a disease that allows them to take the form of an animal, in this case a shark. Unlike some types of lycanthropes, weresharks may choose to take the form of either a 10-foot long shark or a horrific shark-like being of similar size, but with powerful arms and legs that enable it to walk on land. In either form, weresharks possess rows of razor sharp teeth and glowing red eyes, the latter of which is a sure way to distinguish a wereshark from an ordinary shark.
Weresharks share all the other abilities and weaknesses of lycanthropes and can spread lycanthropy to other humans. They can likewise summon 1-2 mako sharks to aid them if a sea is nearby. Weresharks prefer to dwell near and prey upon coastal communities, but there are reports of weresharks who've traveled further inland, some taking up residence in subterranean locales with large bodies of saltwater.


0 Comments