Medium Human Barkeep / Guild Master , Lawful Neutral
With short dark brown hair, dull yellow eyes, and his lean muscular form draped in a light leather apron to protect his common clothes: Shanzin tends to his bar and his patrons. His smile and surprising warm eyes brighten the mood of any person who enters his tavern. On the outside, the level headed Shanzin is seen as a treasure to his regulars and the Port District of Portsmith. Beneath that shell, however, lies a man beaten down by a life of hardship and terror. His Early Life. Shanzin was born to a farmer and weaver in the eastern forests of Alimaar near the Gilded Gulf, and south of the City of Hanaan. The eldest of 2, he was raised to replace his father and take his place on the farm, raising animals and tending to crop. He was educated by his mother along with his younger brother, and he showed great intelligence both in school and in his every day. He excelled in his farm duties, but was given any jobs including heavy lifting due to the worry that he may get hurt and risk not being able to replace his father when his age catches him. Tragedy Strikes. After he turned 16, Shanzin's family farm was visited by knights of the Mountain Capital: Hoxen. Expecting a request for food in exchange for money or other good, the Coleville's were instead raided by bandits in stolen uniforms. The farm was raized, and his family was kidnapped. Shanzin and his family was taken to the bandit camp and tortured for a week before his parents and brother was killed, and Shanzin was left for dead. Perhaps luck, or something else, was on his side as he awoke to an old man caring for his wounds using magic. A New Life. WIth nowhere to go, Shanzin wanted to learn under the old man with hopes of new skill and a new home. Amused, the Old Man decides to take in Shanzin. For 10 years, Shanzin learned the ways of court wizards and tribal shaman. From book knowledge to askign the stars for knowledge and guidance, Shanzin became an apprentice wizard with exceptional skill. Along with his magical studies, Shanzin seeked to learn the art of the sword as to protect himself with steel should the need truly arise. With his magical ability, he was succesful in combing his casting and swordsmanship. After the 10th year of study and apprenticship, his master passed away and Shanzin was left with a home of knowledge and lot of secrets to uncover... Revenge. With another year of study, Shanzin uncovered the bandits that killed his family. He planned for 3 days, and then struck at night. In a swift motion, Shanzin had the bandit leader pleading for his life but Shanzin couldn't hear him. All he heard were the screams of his family from 11 years ago. Using a spell he had created himself, Shanzin killed the bandit leader. He lit the camp ablaze, and returned home. The next morning: He gathered what was most important, including the Spell Book belonging to his old master, and he traveled the lands of Alimaar looking for evil. Peace. With years of adventuring under his belt, Shanzin retired his blade and started his own tavern in the first town he landed in.
To live a peaceful life after the dangers and struggles from the last 30 years, To lead his bar The Drunken Shanty Tavern and his guild
Will judge individuals based off actions and will show respect to everyone but isn't afraid to be brutally honest
Suffers from the terrors of his early life and of the events of his adventuring career, Has a serious thing for alcohol
Shanzin is a 14th-Level Wizard, and his Spellcasting ability is Intelligence (Spell Save DC 19, +11 hit with Spell Attacks). Shanzin has the following spells prepared: Cantrips (At Will): Mage Hand, Booming Blade, Mending, Firebolt, Chill Touch 1st Level (4 Slots): Burning Hands, Charm Person, Disguise Self, Sleep, Magic Missile 2nd Level (3 Slots): Blindness/Deafness, Hold Person, Shatter 3rd Level (3 Slots): Catnap, Fireball, Phantom Steed 4th Level (3 Slots): Banishment, Fire Sheild, Watery Sphere 5th Level (2 Slots): Cone of Cold, Negative Energy Flood 6th Level (1 Slot): True Seeing 7th Level (1 Slot): Forcecage
Shanzin is a 14th-Level Bladesinging Wizard: Bladesong: Using a Bonus Action, and lasting a minute, Shanzin: Gains a +5 to his AC, Gains an additional 10ft to his Movement Speed, Gains advantage on Dexterity (Acrobatics) checks, Gains a +5 bonus to any Concentration Saving Throws used to maintain concentration on a spell, Can redirect damage taken by using one of his spell slots negating the damage equal to five times the spell slot, and Can add +5 damage to his melee weapon attacks. Shanzin is a 6th-Level Kensei Monk: Martial Arts: Shanzin deals 1d6 Magical Bludgeoning Damage for Unarmed Strikes. Strength or Dexterity can be used for the Attack and Damage Rolls. Shanzin can make an unarmed attack as a bonus action after making a weapon attack Ki: Shanzin has 6 Ki Points with a Ki Save DC: 17. - Flurry of Blows: Use 1 Ki Point to make 2 Unarmed Strikes as a Bonus Action - Patient Defense: Use 1 Ki Point to take the Dodge Action as a Bonus Action - Step of Wind: Use 1 Ki Point to take the Disengage or Dash Action as a Bonus Action on your turn, and this doubles your jump distance for the turn - Stunning Strike: Use 1 Ki Point to attempt to stun an opponent after making a melee attack. Target must succeed a Constitution Saving throw or be stunned until their next round Deflect Missles: Shanzin can deflect or catch any thrown or shot projectile directed at him using his reaction. When this is done, any damage taken is reduced by 1d10+9. If the damage taken is reduced to 0, the projectile can be used to make a ranged attack (range 20/60) and is made with proficiency and is considered a Monk Weapon. Slow Fall: Shanzin can use his reaction to negate 30 damage from any fall
Multiattack: Shanzin can make 2 Longsword attacks, 1 Longsword attack and an Unarmed Attack, or 2 Unarmed Attacks Vorpal Longsword. Melee Weapon Attack: +12, reach 5ft., One Target. 11 (1d8+6) Slashing Damage. If the creature has atleast one head, and the attack hits with a 20+, the attack cuts off the creature's head. The creature dies if the head is its only head and if it needs the head to survive. If the creature: does not die, is immune to slashing damage, the creature has a legendary resistance, or if the creature is too big; then the target takes an additional 27 (6d8) Slashing Damage Unarmed Strike. Melee Weapon Attack: +9, reach 5ft., One Target. 6 (1d6+3) Magical Bludgeoning Damage. Hand Crossbow. Ranged Weapon Attack: +9, range 30/120, One Target. 6 (1d6+3) Piercing Damage.
Legendary Resistance (1/Day): If Shanzin fails a saving throw, he can choose to automatically succeed it.
While within The Drunkan Shanty, Shanzin has innate control over his lair and those within it. Shanzin's CR while in his lair increases to CR12 (8,400 XP). Shanzin has 2 Lair Actions: - Recharge 5-6: Shanzin can cause a Mass Fear effect to come over his enemies. All targets of his choice must succeed a Wisdom Save equal to Shanzin's Spell Save DC (DC 18) or be Frightened for 1 Minute - Recharge 5-6 (Costs 2 Actions): Shanzin extignuishes all light sources in his lair, and draping the area in a Magical Darkness. Shanzin may select targets to be immune to the effect. Shanzin is immue to the effect. - Detect: Shanzin makes a Wisdom (Perception) Check - Move: Shanzin can move an additional amount equal to half of his movement speed. The halved speed is rounded down.
The Drunkan Shanty is a two story bar and inn, located in the port district of Portsmith. The floors are of smooth, dark wood and the walls are comprised of stone and thick brown wood. Dotting the floors are tables, chairs around the tables, and two booths in the corners. At the far end of the first floor is the stairs to the inn and the bar table manned by Shanzin. Behind the bar is a solid wood door leading to the basement of The Drunken Shanty.