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Queen of Hearts: A Tyrant of Tarts and Tempers

Queen of Hearts: A Tyrant of Tarts and Tempers
Create
  • Alias – The Red Sovereign, The Royal Fury (fan-given titles; canonically just “Queen of Hearts”)
  • Gender – Female
  • Race – Anthropomorphic playing card
  • Occupation – Monarch of Wonderland
  • Religion – Unspecified; likely none (Carroll’s Wonderland is not religious)
  • Allies – King of Hearts, Wonderland guards and courtiers
  • Enemies – Alice (eventually), Knave of Hearts, logic, disobedience
  • Abode/ Base of operations – Wonderland Royal Palace
  • Nationality – Wonderlandian
  • Languages – English (with Victorian phrasing)
  • Alignment – Lawful Evil (maintains order through fear and tyranny)
  • Affiliation(s) – Wonderland Court, House of Hearts
  • Significant others – King of Hearts (husband, largely passive in her rule)

The Queen of Hearts is the loud, authoritarian ruler of Wonderland in Lewis Carroll’s Alice’s Adventures in Wonderland (1865). Famous for her explosive temper and her catchphrase “Off with their heads!”, she governs through fear, issuing arbitrary orders and demanding unquestioning obedience.

She rules alongside the timid King of Hearts, though it is clear she holds all the power—or at least appears to. Her court is a parody of justice, her croquet game a symbol of chaos, and her trial of the Knave of Hearts a farce where verdicts are delivered before evidence is heard. In each scene, her obsession with control and punishment is on full display.

Beneath her bluster lies insecurity. The Queen of Hearts fears irrelevance and losing control, and her constant threats are a way of asserting dominance in a world that doesn’t fully respect her. She is a satirical portrait of unchecked power—loud, illogical, and ultimately hollow.

When Alice refuses to fear her and calls her out as “nothing but a pack of cards,” the Queen’s illusion of authority crumbles. Her legacy is not one of greatness, but of absurdity: a ruler remembered more for her temper than her triumphs, and a warning against tyranny without substance.


  • Queen of Hearts 5e
  • Queen of Hearts, Pathfinder
Queen of Hearts 2
Create

Medium Fey (Royal), Lawful Evil


Armor Class: 18 (Royal Corset)
Hit Points: 225 (30d8 + 90)
Speed: 30 ft.


STRDEXCONINTWISCHA
16 (+3)14 (+2)17 (+3)18 (+4)12 (+1)24 (+7)

Saving Throws: Cha +13, Int +10, Wis +7
Skills: Intimidation +13, Persuasion +11, Deception +11, Insight +7
Damage Resistances: Psychic; Nonmagical Bludgeoning, Piercing, and Slashing
Damage Immunities: Charm, Fear
Condition Immunities: Charmed, Frightened
Senses: Darkvision 60 ft., passive Perception 11
Languages: Common, Sylvan, Court Cant (secret Fey dialect)
Challenge: 14 (11,500 XP)
Proficiency Bonus: +5


Traits

Legendary Monarch of Madness.
The Queen of Heart’s presence warps reality. When she uses a Legendary Action, the terrain within 30 feet shifts unnervingly—checkerboard floors ripple, hedgehogs scurry, flamingo mallets appear—causing difficult terrain for all non-Fey creatures until the start of her next turn.

Royal Court Authority.
The Queen of Hearts has advantage on Charisma checks against creatures that understand her and are not immune to charm. Creatures charmed by her regard her as their sovereign and will attempt to obey her commands, including attacking their allies.


Spellcasting

The Queen of Hearts is a 14th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). She requires no material components.

  • Cantrips (at will): vicious mockery, mage hand, minor illusion
  • 1st level (4 slots): command, charm person, shield
  • 2nd level (3 slots): suggestion, mirror image
  • 3rd level (3 slots): counterspell, fear
  • 4th level (3 slots): phantasmal killer, greater invisibility
  • 5th level (2 slots): dominate person, wall of force
  • 6th level (1 slot): mass suggestion

Actions

Royal Decree (Recharge 5–6)
The Queen of Hearts issues a powerful command. Each creature of her choice within 60 feet must succeed on a DC 21 Wisdom saving throw or be affected by one of the following (Queen’s choice):

  • Kneel: The creature falls prone and is incapacitated until the end of its next turn.
  • Flee: The creature uses its reaction to move up to its speed away from the Queen.
  • Silence: The creature cannot cast spells with verbal components or speak until the end of its next turn.

Off With Their Head! (Recharge 4–6)
The Queen of Hearts targets one creature within 30 feet. The target must succeed on a DC 19 Constitution saving throw or take 45 (10d8) force damage and become restrained by magical chains (save ends at the end of each of its turns). On a success, the target takes half damage and is not restrained.
If this attack reduces the target to 0 hit points, the Queen regains 30 hit points and her crown glows with power until the end of her next turn. While glowing, she has advantage on all spell attacks and saving throws.

Scepter Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) bludgeoning damage. If the target is charmed by the Queen, it takes an additional 10 (3d6) psychic damage.


Legendary Actions

The Queen of Hearts 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. She regains all legendary actions at the start of her turn.

  • Command the Court. One of her summoned creatures or allies immediately makes one weapon attack or moves up to its speed.
  • Mockery of Logic. Casts vicious mockery with maximized damage (8 psychic damage), and the target has disadvantage on its next two attacks.
  • Shift Reality (Costs 2 Actions). The ground in a 10-foot radius ripples like a checkerboard. Each creature in that area must succeed on a DC 18 Dexterity saving throw or fall prone.

Lair Actions

When fighting in her throne room, on initiative count 20 (losing initiative ties), the Queen can invoke one of the following lair actions:

  • “Let the Trial Begin!” Spectral jurors and card soldiers appear. One random player must succeed on a DC 15 Charisma saving throw or become the “accused,” suffering disadvantage on all saving throws for 1 minute (save ends each turn).
  • Animated Hedgehogs. 1d4 + 1 animated hedgehogs scurry across the floor. Creatures ending their turn within 10 feet of a hedgehog must succeed on a DC 15 Dexterity saving throw or fall prone.
  • Royal Alarm. All charmed or summoned creatures under her control gain 10 temporary hit points and +1 AC until the next lair action.

Tactics

The Queen of Hearts begins combat by dominating or influencing enemies using mass suggestion or dominate person. She disrupts enemy formation with mirror image and fear, then isolates and attacks a target with Off With Their Head!. If overwhelmed, she uses wall of force to split the battlefield and commands chaos with her Royal Decree.

She fights relentlessly, refusing to retreat, clinging fiercely to her illusion of absolute power.

Queen of Hearts 4
Create

Medium Fey (Chaotic Evil)
CR 15
XP 51,200
N Medium Fey
Init +7 (Improved Initiative)
Senses darkvision 60 ft., low-light vision; Perception +19
Aura Courtly Command (30 ft., DC 22 Will)


DEFENSE

AC 30, touch 20, flat-footed 27 (+7 Dex, +10 natural, +3 insight)
HP 240 (20d8+140)
Fort +14, Ref +15, Will +18
Defensive Abilities Spell Resistance 25; immune to charm and fear effects; resist 10 acid, cold, electricity, fire; DR 10/magic
Weaknesses none


OFFENSE

Speed 30 ft.
Melee +2 Royal Scepter +19/+14/+9 (1d8+7 bludgeoning plus 2d6 psychic)
Special Attacks

  • Royal Decree (Su): As a standard action, the Queen of Hearts commands all creatures within 60 ft. Each must succeed on a DC 22 Will save or suffer one effect of her choice:
    • Kneel: Prone and stunned for 1 round
    • Flee: Must move away at full speed for 1 round
    • Silence: Unable to speak or cast spells with verbal components for 1 round
  • Off With Their Head! (Su, Recharge 5–6): Targets one creature within 30 ft. The target must succeed on a DC 22 Fortitude save or take 8d8 force damage and become grappled by spectral chains (Escape DC 25). On a success, half damage and no grapple. If reduced to 0 HP, the Queen regains 60 HP and gains +4 insight bonus on attack rolls and saving throws for 1 round.

STATISTICS

Str 18 (+4) | Dex 24 (+7) | Con 24 (+7) | Int 20 (+5) | Wis 14 (+2) | Cha 28 (+9)
Base Atk +15; CMB +21; CMD 38 (42 vs. trip)
Feats Combat Casting, Greater Spell Focus (Enchantment), Improved Initiative, Iron Will, Leadership (Master of Cards), Weapon Focus (Royal Scepter)
Skills Bluff +27, Diplomacy +27, Intimidate +27, Knowledge (arcana) +20, Perception +19, Sense Motive +15, Spellcraft +20
Languages Common, Sylvan, Court Cant (Fey dialect)
SQ Fey Traits, Legendary Presence, Courtly Influence
Combat Gear Rod of Greater Metamagic (Extend), Ring of Protection +5, Cloak of Resistance +5, Potions of Heroism (3), Scrolls of Dominate Person and Mass Suggestion
Other Gear +2 Royal Scepter, Royal Crown (artifact)


SPECIAL ABILITIES

Courtly Command (Aura, Su) (30 ft., DC 22 Will):
Allies within the aura gain a +4 morale bonus on attack rolls, saving throws against charm and fear effects, and skill checks related to social interaction.

Legendary Presence (Ex):
The Queen can take 3 legendary actions per round, usable at the end of other creatures’ turns. She may command allies, cast cantrips, or create difficult terrain within 15 ft.

Fey Traits:
Immune to magic sleep and paralysis, +2 racial bonus on saves against enchantment and illusion spells, low-light vision.


SPELL-LIKE ABILITIES (CL 14th; concentration +20)

At will—charm person, detect thoughts, mage hand
3/day—dominate person (DC 22), fear (DC 21), suggestion (DC 21)
1/day—mass suggestion (DC 23), greater invisibility


TACTICS

Pre-Combat:
The Queen of Hearts bolsters her allies with Courtly Command and positions herself centrally to dominate the battlefield.

During Combat:
She begins by casting mass suggestion or dominate person to turn foes against each other. She employs fear and greater invisibility to disorient enemies while relying on her agility to evade attacks. The Queen frequently uses Royal Decree to incapacitate or scatter enemies, following up with Off With Their Head! on key targets.

Her legendary actions maintain battlefield control, coordinating her minions and punishing threats with debilitating cantrips and terrain manipulation.

When critically wounded, she becomes increasingly aggressive, targeting healers and spellcasters to maintain dominance.


ECOLOGY

Environment: Feywild or surreal magical courts
Organization: Solitary or accompanied by card soldiers and animated hedgehogs
Treasure: Standard treasure plus royal artifacts


DESCRIPTION

The Queen of Hearts is a volatile and commanding monarch who rules through fear and theatrical tyranny. Her fiery temperament and magical prowess make her a formidable foe, while her cunning manipulates the very logic of reality around her. In her presence, chaos and control intertwine, demanding absolute obedience — or an immediate sentence of “Off with their heads!”

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