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Npc, King Shaka

King Shaka

King Shaka
Midjourney
  • Alias: The Great Elephant,
  • Gender: Male,
  • Race: Human
  • Occupation: King and military strategist,
  • Religion: Ancestor veneration and Zulu spiritual beliefs,
  • Allies: Zulu chieftains and warriors,
  • Enemies: Rival tribal groups, Colonial forces,
  • Abode/Base of Operations: Royal residence at the capital of the Zulu Kingdom,
  • Nationality: Zulu,
  • Languages: Zulu, local dialects,
  • Alignment: Lawful Neutral,
  • Affiliation(s): Zulu Kingdom,
  • Significant Others: Mother Nandi, mentor Dingiswayo.

Meet King Shaka, a visionary leader of the Zulu people, whose remarkable journey unfolds against the backdrop of tribal dynamics and historical change. From his formative years, Shaka was immersed in the crucible of inter-tribal conflicts, a world where survival often depended on strength and strategy. Even in his youth, Shaka displayed a unique blend of fearlessness and tactical brilliance that would come to define him.

As a character, Shaka embodies both the harshness of his environment and a profound sense of purpose. The memories of violence and upheaval during his upbringing have driven him to ensure the security and prosperity of his people. Every decision he makes, every battle he wages, is a manifestation of that unyielding commitment to safeguarding his tribe and fostering a sense of unity among them.

However, beneath the surface of his warrior exterior, Shaka carries a fear that gnaws at him. He fears the erosion of his people’s traditions, identity, and autonomy in the face of encroaching colonial forces and changing times. This fear is not one of personal weakness, but rather a reflection of his deep love for his culture and his desire to see the Zulu thrive against all odds.

Motivated by this fear and propelled by a sense of responsibility, King Shaka channels his energies into a singular purpose: to elevate the Zulu nation to unprecedented heights. His unwavering determination to unite the tribes, fortify their defenses, and create a powerful Zulu empire drives every facet of his character. Through alliances, military prowess, and innovative tactics, Shaka seeks to forge a legacy that will stand the test of time, honoring his people’s history while securing their future.


  • King Shaka Zulu 5e
  • King Shaka 5e

Medium humanoid (human), lawful neutral

Armor Class 16 (studded leather armor) Hit Points 138 (18d8 + 54) Speed 30 ft.

STRDEXCONINTWISCHA
18 (+4)14 (+2)16 (+3)14 (+2)16 (+3)18 (+4)

Saving Throws Wis +6, Cha +7 Skills Athletics +8, History +6, Insight +6, Persuasion +7

Senses passive Perception 13 Languages Common, Zulu

Challenge 10 (5,900 XP)

Legendary Resistance (3/Day). If Shaka fails a saving throw, he can choose to succeed instead.

Actions

King’s Assegai. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 4) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Bullhorn Formation. Shaka can use a bonus action to command his allies to adopt the Bullhorn Formation. Until the start of Shaka’s next turn, all allies within 30 feet of him gain advantage on melee attack rolls and resistance to piercing damage.

War Dance. Shaka can use an action to start a war dance that lasts for 1 minute. While dancing, Shaka and his allies within 30 feet gain temporary hit points equal to his Charisma modifier at the start of each of their turns.

Multiattack. Shaka makes two King’s Assegai attacks.

Reactions

Indomitable Will. When Shaka is targeted by a charm effect, he can use his reaction to automatically succeed on the saving throw.

Lair Actions

On initiative count 20 (losing initiative ties), Shaka can take a lair action to unleash the power of his leadership within his royal kraal:

Warrior’s Spirit. Shaka grants all allies within the kraal advantage on their next attack roll or saving throw. This effect lasts until the start of Shaka’s next turn.

Equipment

Shaka wears studded leather armor and wields his ornate assegai, a symbol of his kingship and martial prowess. The assegai is a +1 magical weapon that deals an additional 1d6 poison damage on a hit.

Tactics and Strategy

King Shaka excels at inspiring his allies and leading them into battle. He uses his Bullhorn Formation ability to create advantageous positions for his warriors, and his War Dance ability to bolster their resilience. Shaka’s prowess with the assegai and his tactical genius in warfare make him a formidable opponent. His Lair Actions reflect his ability to rally his forces within his kraal, turning the tide of battle in his favor.

Roleplaying Notes

King Shaka is a charismatic and disciplined leader, driven by his vision of a united Zulu nation. He is fiercely protective of his people and culture, often prioritizing the well-being of his kingdom over personal desires. Shaka’s tactical brilliance, combined with his ability to inspire loyalty, makes him a figure of admiration and respect among his subjects.

Lair and Surroundings

King Shaka’s lair is a fortified royal kraal, complete with training grounds, ceremonial areas, and defensive structures. The kraal is situated in a strategic location, overlooking key trade routes and offering a commanding view of the surrounding territory. The mood within the kraal is one of focused determination, as Shaka’s warriors train diligently and his advisers discuss matters of state. Banners bearing the Zulu insignia flutter in the wind, and the air is filled with the rhythm of drums and the sounds of communal activities.

King Shaka
By James King – https://books.google.com/books?id=M8VjAAAAMAAJ&printsec=frontcover&pg=PA57-IA2, Public Domain, https://commons.wikimedia.org/w/index.php?curid=427056

D&D 5E – Mythological Figures: King Shaka | EN World | Dungeons & Dragons | Tabletop Roleplaying Games

Medium humanoid (human), lawful neutral monk (kensei) 3/fighter (warmaster) 15
Armor Class 15 (Wisdom or shield)
Hit Points 131 (3d8+15d10+36)
Speed 40 ft.

STRDEXCONINTWISCHA
14 (+2)​16 (+3)​14 (+2)​14 (+2)​14 (+2)​12 (+1)​

Saving Throws Str +8, Dex +9
Skills Athletics +8, History +8, Insight +8, Persuasion +7
Senses passive Perception 12
Languages Zulu
Challenge 9 (5,000 XP)

Background: Noble – King. Due to his position as a ruler, Shaka is treated with a measure of respect wherever he goes. He is treated as royalty (or as closely as possible) by most peasants and traders, and as an equal when meeting other authority figures (who make time in their schedule to see him if requested to do so).

Action Surge (1/Short Rest). Once on his turn, Shaka can take an additional action on top of his regular action and a possible bonus action.

Battle Maneuvering. Instead of moving his speed on his turn, Shaka can allow up to 3 allies who can see or hear him to move up to half their speed. Only allies able to take actions can benefit from Battle Maneuvers.

Dextrous Parry. Shaka can defend himself with a javelin or spear on the same turn he makes an unarmed strike as part of his Attack action, gaining a +2 bonus to AC until the start of his next turn so long as he is not incapacitated and has the weapon in one of his hands.

Feat: Brilliant. Shaka always knows how long it will be before the next sunset or sunrise, the northerly direction, and can perfectly remember anything he’s experienced within the last 31 days.

Feat: Master of the Shield. While he has his shield, Shaka adds +2 to Dexterity saving throws against spells or other harmful effects that only target him and he can use a bonus action to use it to shove a creature within 5 feet. In addition, Shaka can reflexively protect his body with his shield. When he is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he can use his reaction to take no damage if he succeeds on the saving throw.

Feat: Master of the Spear. Shaka can increase his reach with a spear by 5 feet until the end of his turn by using a bonus action. In addition, he can prepare his spear to resist a charge by using a bonus action. Shaka chooses a creature within 20 feet that he can see and if on his next turn it moves within his reach, he can use his reaction to make a melee attack against it using his spear. On a hit he deals an extra damage die. A creature that uses Disengage does not provoke an attack from Shaka.

Forward Leader. Creatures that Shaka hits with a weapon attack have disadvantage on saving throws made to resist his Tactical Stratagems until the end of his next turn.

Indomitable (2/Long Rest). Shaka can reroll a saving throw that he fails but must use the new roll.

Ki (3 Points/Short Rest). Shaka can spend ki points to fuel various ki features.

  • Flurry of Blows. Immediately after Shaka takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Shaka can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Shaka can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.

Leading Example. When Shaka hits a creature with a weapon attack, until the end of his next turn the target of his attack has disadvantage on saving throws against his Tactical Maneuvers.

Path of the Weaponmaster. Shaka has a particular affinity with javelins and spears.

Second Wind (1/Short Rest). On his turn, Shaka can use a bonus action to regain 1d10+15 hit points.

Tactical Focal Point. Shaka selects a 10-foot square to be his tactical focal point as a bonus action or as part of the attack action, choosing one of the following benefits to apply to it. This lasts until he cannot take actions or uses this feature again. Each time Shaka completes a long rest, he can swap one of these benefits for a different one.

  • Area Clear. When an ally inside Shaka’s focal point hits a creature with an attack, the ally can move that creature 5 feet.
  • Cover the Flank. As many as three target creatures of Shaka’s choice can use a reaction to move up to their speed when an enemy that he can see enters his focal point, so long as that movement does not end in the focal point. If a target creature is ending their movement adjacent to the enemy that triggered this feature, they do not have to use their reaction.
  • Form Up. Any allies inside of Shaka’s tactical focal point that do not have a shield gain a +2 bonus to AC while adjacent to an ally using a shield.
  • Phalanx Sidestep. An ally inside of Shaka’s tactical focal point doesn’t provoke opportunity attacks as long as they move from a square adjacent to an ally and into another square adjacent to an ally. In addition, Shaka and his allies can end their movement in space occupied by an ally. The ally immediately moves 5 feet away from the direction they came in and must end movement inside of his tactical focal point.
  • Run Away! When an ally inside of Shaka’s tactical focal point is forced to make a Dexterity saving throw, they move up to their speed by using their reaction and are no longer subjected to the triggering effect if their movement takes them outside of the area or range.

Tactical Mastery (14/Long Rest). Shaka uses part of his Attack action or a bonus action to take mastery of the battlefield, granting it to himself and allies within his focal point by expending uses of this feature. A creature that is granted a use of Shaka’s Tactical Mastery can either regain 2d10 hit points when it is granted (any hit points greater than its maximum are temporary hit points) or use it to deal an extra 2d10 damage with an attack.

Weaponmaster Strike. Shaka can use a bonus action when he hits a target with a javelin attack on his turn, dealing an extra 1d4 piercing damage on ranged attacks with javelins until the end of his next turn.

ACTIONS
Extra Attack. Shaka attacks three times when he takes the Attack action (he can use a bonus action to attack a fourth time, or a bonus action and 1 ki to attack a fourth and fifth time).

Unarmed. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage.

Spear (iklwa). Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6+3) piercing damage, or 7 (1d8+3) piercing damage if used with two hands to make a melee attack.

Javelin (5). Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage.

Tactical Maneuver (5/Long Rest). Each time Shaka completes a long rest, he can swap one of these benefits for a different one.

  • Coordinated Blows. Shaka takes the Attack action and uses deft commands to coordinate his companions to attack enemies and set them off-guard, knocking them down. Until the end of Shaka’s turn, enemies inside of his tactical focal point make a DC 16 Strength saving throw whenever they are hit by an attack or they are knocked prone.
  • Group Assault. Shaka takes the Attack action and chooses a creature he can see within his tactical focal point. The creature makes a DC 16 Constitution saving throw at the start of his next turn provided that Shaka or an ally hits it with an attack after he activates this feature. The creature has disadvantage on the saving throw if it has been hit by 3 or more attacks this turn. On a failure, it is stunned until the end of Shaka’s next turn.
  • Move to Flank. Shaka takes the Attack action and calls out to as many as 2 allies that can see or hear him. They can use their reactions to move up to their speed. A creature makes a DC 16 Strength saving throw if it is adjacent to these allies or Shaka and one of these allies at the end of their movement. On a failure, it is restrained until the end of Shaka’s next turn.

REACTIONS
Deflect Missiles. Shaka can use his reaction to deflect or catch the missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 1d10+6. When the damage is reduced to 0, he can catch the missile if it is small enough for him to hold in one hand and he has at least one hand free. If he catches a missile in this way, Shaka can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition he just caught, as part of the same reaction (+9 to hit, range 20/60 ft., 1d4+3 damage).

Currently in the World

King Shaka stands tall and commanding, his well-built frame reflecting a lifetime of rigorous training and battlefield experience. His skin bears the rich hue of his Zulu heritage, adorned with traditional markings that tell stories of his lineage and accomplishments. His eyes, deep and piercing, exude an intense determination that has led his people through both triumph and adversity.

Currently, King Shaka is stationed in his royal kraal, the heart of his kingdom’s power. The air is charged with an aura of authority as tribal leaders gather to discuss matters of governance and strategy. Shaka’s presence is magnetic; his imposing figure and focused expression command respect from those in attendance. He listens intently, occasionally interjecting with decisive words that carry the weight of his experience.

The mood is serious, reflective of the challenges the Zulu kingdom faces. King Shaka’s brow is furrowed, a sign of the responsibilities he shoulders and the decisions he must make to ensure the safety and prosperity of his people. Despite the gravity of the discussions, there’s an underlying sense of unity—a shared understanding that they are led by a man of unmatched valor and wisdom.

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