Circe, the Witch-Queen of Aeaea
“Circe turns men into pigs — but her darkest magic is yet to come!”

- Alias – The Sorceress of Aeaea, The Witch-Goddess, Daughter of Helios, Mistress of Transformations
- Gender – Female
- Race – Mythic Archfey (Nymph / Minor Goddess / Immortal Being)
- Occupation – Enchantress, Herbalist, Sorceress, Exiled Goddess, Protector of Aeaea
- Religion – Greek Polytheism (part of the divine pantheon, not a worshipper herself)
- Allies – Odysseus (trusted ally and lover), Hermes (messenger god who aids Odysseus), Medea (niece and fellow sorceress), Telegonus (son), Telemachus (son or possible consort in some myths), Penelope (ally in some versions)
- Enemies – Scylla (once a nymph whom Circe cursed into a monster), Hostile sailors and intruders who disrespect her island, Certain Olympian gods who distrust or oppose her, particularly Helios (her father, who disapproves of her actions) and Zeus (due to her rebellious nature)
- Abode / Base of Operations – The remote island of Aeaea, a mystical place abundant with wild beasts and powerful magic, protected by her spells and transformations
- Nationality – Greek (mythological origin; as a goddess, transcends mortal nationality)
- Languages – Ancient Greek (spoken language), Divine or Magical languages (used in her enchantments and rituals)
- Alignment – Neutral to Chaotic Neutral; Circe acts according to her own moral code, prioritizing freedom and self-determination over laws of gods or men
- Affiliation(s) – The House of Helios (her divine family), connected to the wider network of Olympian and Titan gods by blood and myth; sometimes allied with mortal heroes like Odysseus
- Significant Others – Odysseus (lover and guest on Aeaea), Telemachus (in some versions her consort or husband), Telegonus (her son with Odysseus), occasionally mentioned in relation to other mythological figures through familial ties
Circe is a goddess, a witch, and a woman of profound transformation. Born between the harsh brilliance of the divine and the shifting tides of mortal emotion, she exists at the edge of both worlds — never fully embraced by either. Her story spans the vast arc of Greek mythology, from the halls of Olympus to the ship decks of wandering heroes, from moments of devastating isolation to hard-won personal power. Circe’s life is a tale of exile, awakening, rebellion, and self-discovery — not the path of a hero or a villain, but of someone determined to become more than what the world allows her to be.
Her Origins and Early Life
Circe is born to Helios, the unrelenting god of the sun, and Perse, a sea nymph known for her cunning. From the beginning, she is different. Her voice lacks the golden thunder of the gods; her presence is softer, quieter — too human. Among her divine relatives, she is mocked for her mortal leanings, overlooked in favor of her dazzling siblings: Aeëtes, the cruel king of Colchis; Pasiphaë, future queen of Crete and mother of the Minotaur; and Perses, a tyrant god.
Circe finds little comfort in Olympus. She is drawn instead to the natural world — to herbs, roots, and hidden things that grow without divine permission. She discovers her power not through lineage, but through practice, pain, and intuition. When she uses magic to transform a mortal man she loves — and later, the nymph Scylla — the gods recoil. For daring to wield power that does not belong to her, she is banished to the island of Aeaea. But this exile, meant as punishment, becomes the soil where she begins to grow.
Aeaea and the Arrival of Heroes

Alone on Aeaea, Circe hones her craft. Her island becomes a realm of wild beauty and danger, where lions and wolves — once men — roam under her control. She perfects her spells, learning not only how to change others but how to survive the centuries. Though she begins as a recluse, her name echoes across the seas, attracting both fear and curiosity.
Her most famous encounter comes when Odysseus, the cunning Greek hero, washes ashore with his men. When they disrespect her hospitality, she transforms them into swine — a punishment not of anger, but of revelation. She shows them what they are beneath the surface. Odysseus, however, aided by the god Hermes and armed with the protective herb moly, resists her magic. Instead of conflict, there is connection. Circe and Odysseus become lovers. He stays for a year, resting, healing, and planning his return to Ithaca. When he leaves, she does not stop him — perhaps the first time she chooses to let go rather than cling.
From this point, Circe begins to open her world. She aids Jason and Medea, her niece, during their flight from Colchis after stealing the Golden Fleece. But even this comes with heartbreak. She sees in Medea the reflection of her younger self: powerful, dangerous, and ultimately betrayed. Her aid is not given freely, but with sorrow and foreboding.
Later in life, she crosses paths with Telegonus, her son by Odysseus. When he unknowingly kills his father with a poisoned spear gifted by Circe, tragedy folds into tragedy. Yet from this ruin, a strange peace emerges. Circe welcomes Penelope (Odysseus’s wife) and Telemachus (his son) to Aeaea. In some versions of the myth, she marries Telemachus; in others, she fades quietly into her own myth, her story ending not with a final spell, but with the choice of a life she finally owns.
Her Achievements and Legacy
Circe’s achievements are not measured in temples or wars, but in survival, growth, and self-mastery. She learns to live beyond the control of gods and the desires of men. Her magic — once seen as unnatural — becomes a symbol of reclaiming power from oppressive forces. She transforms her own fate, choosing solitude over subjugation, exile over obedience.
In myth, Circe redefines the role of women in the divine world. She is not a passive figure, nor a seductress without substance. She writes her own story, even when others try to write over it.
Character: Fears, Motives, and Desires
Circe fears powerlessness — not just in the face of gods, but in the face of fate. She fears becoming a forgotten footnote, a woman used and discarded in the stories of greater men. Her early cruelty comes from that fear — a way to reclaim control in a world that denies her agency.
But over time, Circe grows. She learns that true power lies not in domination, but in compassion, wisdom, and choice. She transforms men not only to punish, but to teach. She loves not to possess, but to understand. Her greatest desire is freedom — to exist as herself, unclaimed by any title, unshaped by any master.
She does not seek immortality through conquest. She seeks a life of her own design, where love is not a trap, where pain is not her only teacher, and where change is not something to fear, but to embrace.
Conclusion
Circe is more than the witch of Aeaea. She is a woman who turns exile into liberation, who finds strength in rejection, and who learns that becoming fully oneself is the most powerful transformation of all. Her legacy is not etched in stone but in the quiet magic of choice — the kind that shapes gods, mortals, and myths alike.
Circe 5e, 2024
Circe 5e
Circe, Pathfinder
Circe, Sorceress of Aeaea

CR 25 (Mythic Archfey)
Medium Fey (Archfey), Chaotic Neutral
Armor Class 20 (Natural Armor)
Hit Points 590 (40d12 + 320)
Speed 30 ft., fly 40 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 20 (+5) | 26 (+8) | 30 (+10) | 24 (+7) | 32 (+11) |
Saving Throws
Dex +12, Con +15, Int +17, Wis +14, Cha +18
Skills
Arcana +17, Insight +14, Persuasion +18, Nature +14, Deception +18
Damage Resistances
Cold, Fire, Lightning, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities
Poison
Condition Immunities
Charmed, Frightened, Poisoned
Senses
Truesight 120 ft., Passive Perception 21
Languages
All, including Sylvan, Ancient Languages, and Divine Tongues
Fey Ancestry
Circe has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Innate Spellcasting
Circe’s innate spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks). She can cast the following spells without material components:
- At will: Detect Magic, Disguise Self, Mage Hand
- 3/day each: Polymorph, Dominate Monster, Hold Person, Counterspell
- 1/day each: Mass Suggestion, Teleport, True Seeing, Power Word Stun
Spellcasting
Circe is a 20th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks). She has the following spells prepared:
- Cantrips (at will): Prestidigitation, Minor Illusion, Poison Spray, Friends
- 1st level (4 slots): Charm Person, Witch Bolt, Shield
- 2nd level (3 slots): Mirror Image, Misty Step
- 3rd level (3 slots): Counterspell, Hypnotic Pattern
- 4th level (3 slots): Greater Invisibility, Polymorph
- 5th level (3 slots): Dominate Person, Cloudkill
- 6th level (2 slots): Mass Suggestion, Disintegrate
- 7th level (2 slots): Teleport, Plane Shift
- 8th level (1 slot): Power Word Stun
- 9th level (1 slot): Wish
Magic Items
- Moly Herb (Legendary Consumable): Grants advantage on saving throws against magic and prevents transformation for 24 hours.
- Golden Staff of Helios: +3 quarterstaff; deals 2d8+7 bludgeoning damage plus 3d8 radiant damage; can cast Sunbeam (5d8 radiant damage, 60 ft. line) once per day.
- Ring of Aeaea: Allows Circe to cast Polymorph or True Seeing at will without expending spell slots.
- Cloak of Shifting Shadows: Grants advantage on Stealth checks and allows invisibility as a bonus action once per short rest.
Special Traits
- Divine Fey Heritage: Circe’s enchantment and charm magic ignore resistance.
- Transformative Magic: Once per round as a bonus action, Circe can cast Polymorph or Animal Friendship without expending a spell slot.
- Beast Mastery: Beasts and monstrosities within 60 ft. obey Circe unless she commands hostility.
- Fey Step: As a bonus action, Circe can teleport up to 60 ft. to an unoccupied space she can see.
- Hover: Circe can hover while flying.
Actions
Multiattack
Circe makes two staff attacks or casts two spells.
Golden Staff (Quarterstaff)
Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 18 (2d8 + 7) bludgeoning damage plus 13 (3d8) radiant damage.
Sorcerous Curse (Recharge 5–6)
Circe targets one creature within 60 ft. The target must succeed on a DC 26 Wisdom saving throw or be transformed into a pig (True Polymorph form, concentration up to 1 hour). While transformed, the target is hostile to allies and cannot cast spells.
Enthralling Gaze (Recharge 4–6)
Circe fixes her gaze on one creature within 30 ft. The target must succeed on a DC 26 Charisma saving throw or be charmed for 1 minute. While charmed, the target is under Circe’s control and cannot attack her or her allies. The target can repeat the saving throw at the end of each of its turns.
Reactions
Counterspell
Circe casts Counterspell when a spell is cast within 60 ft.
Reflective Veil
When targeted by a magic attack, Circe can use her reaction to reflect the spell back at the caster (DC 26 save).
Legendary Actions
Circe can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Circe regains spent legendary actions at the start of her turn.
- Spellcast: Cast a cantrip.
- Charm: Attempt to charm one creature she can see within 30 ft. (DC 26 Charisma saving throw).
- Transform (Costs 2 Actions): Cast Polymorph on a creature she can see within 60 ft., without expending a spell slot.
Lair Actions
On initiative count 20 (losing initiative ties), Circe can invoke one of the following magical effects in her lair on Aeaea:
- Wild Transformation: One creature of Circe’s choice within the lair must succeed on a DC 26 Constitution saving throw or be transformed into a beast of CR 2 or lower for 1 minute.
- Enchanted Flora: Magical plants rapidly grow and entangle foes. All enemies in a 30-foot radius must succeed on a DC 26 Dexterity saving throw or be restrained until the start of the next round.
- Mystic Mists: Thick fog fills the lair, heavily obscuring the area. Ranged attacks beyond 20 feet are at disadvantage, and creatures other than Circe have disadvantage on Wisdom (Perception) checks relying on sight until initiative count 20 on the next round.
Regional Effects
Circe’s presence warps the region within 6 miles of Aeaea:
- Animals and beasts become unnaturally calm or aggressive depending on Circe’s mood.
- Enchantment magic gains a +2 bonus to save DC.
- Travelers report strange illusions and whispers on the wind, causing disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks.
- Mortal ships passing near Aeaea risk delays from magical storms or sudden fog banks.
Tactics & Personality
Circe embodies the chaotic, seductive power of the Archfey, wielding charm, transformation, and beast mastery to control the battlefield. She prefers to manipulate her foes into submission rather than destroy them outright, using her Golden Staff’s radiant might only when necessary. In her lair, she employs wild magic and nature’s fury to hinder and disorient her enemies. Her cunning, unpredictability, and divine heritage make her a formidable foe and a mesmerizing ally.
Circe

Circe whose hair resembled flame is a nymph sorceress who lives alone an on island of Aeaea.
Circe’s father was Hyperion, the titan of the Sun, and her mother was Perse, an Oceanid; she was sister of Aeetes, the king of Colchis and of Pasiphaë and Aga. She transformed her enemies, or those who offended her, into animals through the use of magical potions. She was renowned for her knowledge of drugs and herbs.
Her home is a stone mansion standing in the middle of a clearing in a dense wood. Around the house prowled lions, bears and wolves, the drugged victims of her magic; they were not dangerous, and fawned on all newcomers. Circe worked at a huge loom. She invited Odysseus‘ crew to a feast, the food laced with one of her magical potions, and she turned them all into pigs with a wand after they gorged themselves on it.
Only Eurylochus, suspecting treachery from the outset, escaped to warn Odysseus and the others who had stayed behind at the ships. Odysseus set out to rescue his men, but was intercepted by Hermes and told to procure some of the herb moly to protect him from the same fate. When her magic failed she was so astonished that he was unaffected that she fell in love with him and agreed to return his men to human form.
For one year Odysseus and Circe were lovers. She later assisted him in his quest to reach his home.
Circe bore of Odysseus three sons: Agrius, Latinus, and Telegonus.
Telegonus as Odysseus‘ son by Circe. When grown to manhood, he sent him to find Odysseus, who had long since returned to his home on Ithaca, but on arrival Telegonus accidentally killed his father. He brought the body back to Aeaea and took Odysseus‘ widow Penelope and son Telemachus with him. Circe made them immortal and married Telemachus, while Telegonus made Penelope his wife.
That Circe also purified the Argonauts for the death of Apsyrtus.
Circe turned Scylla into a monstrous creature with six dogs’ heads when Glaucus declared his undying love for her. She had one daughter: Aega.
Circe, Mythic Archfey Witch of Aeaea
CR 20
XP 307,200
NE Medium fey (augmented humanoid)
Defense
AC 34, touch 24, flat-footed 30
HP 320 (21d8+210 plus mythic tiers)
Fort +18, Ref +15, Will +27
DR 10/magic
Immune charm, compulsion, poison
Resist cold 20, fire 20, electricity 20
SR 30
Weakness vulnerability to iron (1.5× damage, –4 on saves against iron weapons)
Offense
Speed 30 ft.
Melee +2 Moly Staff +17/+12 (1d6+8 bludgeoning plus 2d6 cold)
Ranged Ray of Enfeeblement +23 ranged touch (1d6 Strength damage)
Special Attacks polymorph, charm, dominate, transformative curse, fey magic
Spell-Like Abilities (CL 21; concentration +28)
- At will: charm person (DC 23), dominate person (DC 24), polymorph, dispel magic
- 3/day: circle of protection, greater dispel magic, cloudkill
- 1/day: mass polymorph, meteor swarm
Witch Spells Prepared (CL 21; concentration +28)
- 0 (at will): detect magic, prestidigitation, acid splash, resistance
- 1st: charm person, mage armor, ray of enfeeblement
- 2nd: mirror image, suggestion
- 3rd: counterspell, slow
- 4th: confusion, greater invisibility
- 5th: dominate person, cloudkill
- 6th: true seeing, greater dispel magic
- 7th: finger of death
- 8th: maze
- 9th: foresight
Statistics
Ability | Score | Modifier | Notes |
---|---|---|---|
Strength | 16 | +3 | Above-average for a caster |
Dexterity | 20 | +5 | Agile and graceful |
Constitution | 24 | +7 | Resilient and enduring |
Intelligence | 30 | +10 | Masterful spellcaster |
Wisdom | 22 | +6 | Keen insight and perception |
Charisma | 30 | +10 | Captivating and commanding |
Base Attack Bonus +15/+10/+5
Combat Maneuver Bonus +20
Combat Maneuver Defense 37
Feats: Combat Casting, Improved Initiative, Spell Focus (Enchantment), Greater Spell Focus (Enchantment), Spell Penetration, Greater Spell Penetration, Toughness, Iron Will, Weapon Focus (Staff), Quicken Spell (Mythic), Extend Spell (Mythic)
Skills: Knowledge (Arcana) +35, Knowledge (Nature) +32, Spellcraft +38, Diplomacy +30, Bluff +28, Intimidate +26, Perception +29, Stealth +22
Languages: Common, Celestial, Sylvan, Abyssal
Special Abilities
- Transformative Curse (Su): Circe curses a creature to slowly transform into an animal or beast of her choice. Each failed Will save (DC 26) deals 1d4 Constitution damage and grants animal traits; full transformation occurs after 10 rounds. Can be ended by remove curse or dispel magic.
- Polymorph Mastery (Su): Can cast polymorph spells at will without verbal or somatic components and maintain multiple polymorph effects simultaneously.
- Fey Magic (Su): At will, can cast entangle, tree shape, animal messenger, and summon nature’s ally as spell-like abilities.
- Moly Staff (Su): A legendary staff granted by Hermes; grants +2 enhancement bonus, deals 2d6 cold damage on hit, and protects Circe from polymorph and charm effects.
- Aura of Enchantment (Su): Creatures within 30 feet must succeed on a DC 24 Will save or be charmed for 1d4 rounds. Circe can activate or suppress this aura as a free action.
Lair Actions (Island of Aeaea)
Triggered on initiative count 20 (losing initiative ties)
- Wild Transformation: Transforms up to three creatures within 60 feet into beasts (baleful polymorph, DC 25 Will save negates).
- Feywild Mists: Summons magical mist granting concealment (20% miss chance) to fey allies and lightly obscuring the battlefield.
- Nature’s Wrath: Summons enchanted swarms of lions and wolves (animated creatures) to harass enemies.
Equipment
- Moly Staff: Iconic staff enhancing her magic and shielding her from polymorph and charm.
- Ring of Spell Turning: Reflects hostile spells back to their casters.
- Cloak of the Feywild: Grants +6 resistance bonus on saving throws vs. enchantment and illusion spells.
- Potion of Greater Restoration: For emergencies involving curses or ability damage.
Tactics
Circe prefers to dominate the battlefield through enchantments, polymorphs, and battlefield control rather than direct physical attacks. She activates her Aura of Enchantment early to sway foes, then uses polymorph and dominate to isolate and neutralize threats. In her lair, she leverages her wild magic, mists, and summoned beasts to turn the tide. Her Moly Staff serves as both offensive weapon and magical defense.
Personality & Roleplaying Notes
Circe embodies transformation, exile, and self-mastery. She is a figure of profound power and isolation, combining fey mysticism with divine heritage. She acts with cold calculation but is not purely evil — her motivations stem from survival, freedom, and a desire to control her own destiny. She treats visitors with wary curiosity, meting out mercy or wrath based on her shifting will.
Circe (5E)
Mythological Figures: Circe (5E) | EN World | Dungeons & Dragons | Tabletop Roleplaying Games
While ashore on the island of Aeaea some of Odysseus’ sailing crew went inland and found a mansion where a beautiful woman treated them to a fine meal. The feast was drugged however and before they knew it, she’d changed them all into beasts (depending on which translation you look at it’s usually hogs).
Odysseus came to look for his sailors, but Hermes stops him along the way, giving crucial advice on behalf of Athena that keeps the epic poem’s hero safe from the oceanid nymph’s wiles. All the same he stays with Circe for an entire year before setting off again, given special directions to hasten his journey back to Ithaca (how to navigate either between the monster Scylla and the whirlpool Charybdis, or the route he took: through the Wandering Rocks of Planctae) and how he can reach the Underworld.
Circe
Medium fey, chaotic neutral
Armor Class 16 (natural armor)
Hit Points 95 (10d8+50)
Speed 25 ft., swim 60 ft.
STR | DEX | CON | INT | WIS | CHA |
14 (+2) | 19 (+4) | 20 (+5) | 14 (+2) | 19 (+4) | 21 (+5) |
Skills Animal Handling +7, Athletics +5, Insight +7, Intimidation +8, Nature +5, Perception +7, Persuasion +8, Stealth +7
Damage Vulnerabilities fire
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons not made from iron
Damage Immunities acid
Senses darkvision 120 ft., tremorsense 30 ft. (water only), passive Perception 17
Languages Greek, Sylvan
Challenge 7 (2,900 XP)
Amphibious. Circe can breathe both air and water.
Innate Spellcasting. Circe’s innate spellcasting ability is Charisma (spell save DC 16; spell attack +8). She can innately cast the following spells, requiring no material components, as long as she is in the ocean or within 1 mile of the ocean.
Constant: speak with animals (sea creatures only)
At will: create or destroy water, water breathing, control water
3/day: conjure animals (sea creatures only), conjure minor elementals (ice and steam mephits only), gust of wind
1/week: control weather
Regeneration. Circe regains 10 hit points at the start of her turn if she has at least 1 hit point and is in contact with saltwater.
Sleeping Brew. Circe can spend 1 minute preparing a tasteless liquid able to put those who drink it asleep. Any creature that drinks her concoction makes a DC 16 Constitution saving throw 1 minute afterward. On a failure, the creature falls unconscious for 1d4 hours, until it takes damage, or until someone uses an action to shake or slap the creature awake.
Transforming Wand. Circe possesses a very special wand of polymorph with 13 charges. While holding it, she can use an action to expend 1 of its charges to cast the polymorph spell (DC 16 Wisdom saving throw) from it, transforming one target humanoid into a beast. Unlike normal castings of the spell, the effect lasts for 24 hours, at which point a target can attempt a new save.
After two failed saves, a polymorphed target is permanently transformed into its new form. The wand regains 2d6 expended charges daily at dawn. If the wand’s last charge is expended, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Any creature that has consumed the herb moly is immune to the effects of Circe’s Transforming Wand for 24 hours.
Water Telekinesis. While Circe is in contact with a body of water she can manipulate the water around it as if under the effects of the telekinesis spell without the need for concentration. This includes her waterspout attack (and when outside of water she cannot use it).
Waveglide. An oceanid can create waves and currents to double or halve the speed of creatures or objects traveling on the surface of the water, affecting up to 100 contiguous 5-foot squares in a shapeable area (typically enough for one warship or two small sailing ships). This ability has a range of 1,000 feet, requires line of effect to some part of the area, and lasts as long as the oceanid concentrates. An unwilling target can ignore the effect for 1 round by succeeding at a DC 16 Charisma saving throw.
ACTIONS
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
Waterspout. Ranged Weapon Attack: +8 to hit, range 100 ft., one target. Hit: 26 (6d6+5) bludgeoning damage.