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Circe, John William Waterhouse Circe Offering the Cup to Ulysses (1891)
John William Waterhouse Circe Offering the Cup to Ulysses (1891)

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.

Name Circe
Nymph Half-celestial CR 32
XP 5100000
Chaotic good Medium Fey (Outsider)
Druid level 4 (skill points 36) Animal Handler Sorcerer level 20 (skill points 140) Sorcerer
Init +5; Senses Darkvision 60, Low-light Vision; Listen +13; Spot +4
Aura Blinding beauty DC(27)


AC 34, touch 29, flat-footed 29 ( No Armour, Shield, none)
(+5 Dex, +1 Natural, +14 deflection, +4 armor)
hp 231 (6d6+4d8+20d4+150);
Fort +17, Ref +17, Will +25
Damage reduction 10/magic, Immunity to Disease, Resistance to acid/cold/electricity 10, Resistance to Poison +4 save, Spell Resistance 10 + HD (max 35), Damage reduction 10/cold iron


Speed: 30ft., fly 60ft., swim 20ft.
Single Attack(+4/+4) Dagger +25 (1d4+7/19-20) Dancing
Full Attack (+4/+4) Dagger +25/+20/+15/+10 (1d4+7/19-20) Dancing
Space 5 ft.; Reach 5 ft.

Special Attacks

Druid 7, Stunning glance DC(27) Can stun with a glance DC Fort at will

Spell-Like Abilities

Spell-like Abilities (CHR) 0th DC(24) Detect evil
Spell-like Abilities (CHR) 1st DC(25) Pro. evil 3/day, Bless
Spell-like Abilities (CHR) 2nd DC(26) Aid
Spell-like Abilities (CHR) 3rd DC(27) Remove Disease
Spell-like Abilities (CHR) 4th DC(28) Cure serious wounds
Spell-like Abilities (CHR) 4th DC(28) Holy smite
Spell-like Abilities (CHR) 4th DC(28) Neutralize poison
Spell-like Abilities (CHR) 5th DC(29) Dispel evil
Spell-like Abilities (CHR) 5th DC(29) Hallow
Spell-like Abilities (CHR) 7th DC(31) Holy word
Spell-like Abilities (CHR) 8th DC(32) Holy Aura 3/day
Spell-like Abilities (CHR) 8th DC(32) Mass charm monster
Spell-like Abilities (CHR) 9th DC(33) Resurrection
Spell-like Abilities (CHR) 9th DC(33) Summon monster IX (celesttial only)
Blinding beauty DC(27) Can blind DC Fort at will
Spell-like Abilities (CHR) 4th DC(28) Dimension door
Spells As a 7th level druid
Spells Known:


Spell Level

Druid Spells CL 11 Concentration 15

  • Level 0 (6) DC 14 – Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Know Direction
  • Level 1 (6) DC 15 – Calm Animals, Charm Animal, Entangle, Obscuring Mist, Speak with Animals, Summon Natures Ally I,
  • Level 2 (5) DC 16 – Animal Aspect, Animal Messenger, Animal Trance, Enlarged Calm Animals, Stilled Obscuring Mist
  • Level 3 (5) DC 17 – Anthropomorphic Animal, Enlarged Animal Messenger, Enlarged Wood Shape, Plant Growth
  • Level 4 (4) DC 18 – Age Resistance, Lesser, Enlarged Sleet Storm, Maximized Speak with Animals, Widened Detect Thoughts
  • Level 5 (2) DC 19 – Baleful Polymorph, Widened Hold Animal
  • Level 6 (1) DC 20 – Enlarged Baleful Polymorph

Sorcerer Spells CL 20 Concentration 34

  • Level 0 (6) DC 24 – Dancing Lights, Daze, Detect Magic, Detect Poison, Mending, Message, Prestidigitation, Read Magic, Resistance
  • Level 1 (10) DC 25 – Cause Fear, Comprehend Languages, Expeditious Retreat, Obscuring Mist, Youthful Appearance,
  • Level 2 (10) DC 26 – Accelerate Poison, Enlarged Reduce Animal, Invisibility, Stilled Sleep,
  • Level 3 (9) DC 27 – Arcane Sight, Clairaudience/Clairvoyance, Empowered Polypurpose Panacea, Ray of Exhaustion,
  • Level 4 (9) DC 28 – Acid Pit, Beast Shape II, Enlarged Hold Person, Fear
  • Level 5 (9) DC 29 – Dream, Empowered Tiny Hut, Stilled Crushing Despair, Widened Hideous Laughter,
  • Level 6 (9) DC 30 – Acid Fog, Maximized Haste, Silent Dominate Person,
  • Level 7 (8) DC 31 – Age Resistance, Greater, Empowered Hold Monster, Silent Legend Lore,
  • Level 8 (8) DC 32 – Maze, Polymorph Any Object, Polymorph, Greater
  • Level 9 (8) DC 33 – Clashing Rocks, Enlarged Polymorph Any Object, Maximized Transformation,


SStr 14, Dex 21, Con 16 + 4 = 20, Int 20, Wis 19, Cha 33 + 6 = 39
Base Attack 16 Grapple 18
Animal Affinity: +2 Handle Animal +2 Ride,
Armour Prof Light,
Armour Prof Medium,
Brew Potion,
Combat Casting: +4 Concentration checks for Defensive casting,
Dodge: +1 AC against one opponent,
Empower Spell: Numeric effects are increased by one-half,
Enlarge Spell: You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. Uses up a spell slot one level higher,
Maximize Spell: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spells actual level. ,
Natural Spell: Can cast spells in animal shape,
Shield Proficiency: Can use shields,
Silent Spell: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spells actual level. ,
Simple Weapon Proficiency,
Still Spell: A stilled spell can be cast with no somatic components.,
Weapon Finesse: Use DEX instead of STR for melee attack to hit,
Widen Spell: You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spells area increase by 100%. A widened spell uses up a spell slot three levels higher than the spells actual level.
Skills Bluff 37, Concentration 42, Diplomacy 30, Disguise 19, Escape Artist 14, Gather Information 17, Handle Animal 32, Heal 17, Hide 19, Intimidate 19, Know Arcana 38, Know Nature 20, Listen 13, Move Silently 5, Perform 17, Perform Dance 17, Perform Oratory 17, Ride 22, Sense Motive 13, Spellcraft 40, Spot 4, Survival 6, Swim 19, Use Rope 16
Languages Common, Sylvam
ECOLOGYEnvironment Temperate forests
Organization Solitary
Treasure Standard
SPECIAL ABILITIESUnearthly grace Adds chr bonus to AC
Wild empathy as a druid but +6
Animal Companion
Nature Sense +2 Knowledge nature +2 Survival
Resist Natures lure +4 save vs Fey creatures
Summon Familiar
Trackless step Cannot be tracked in the wild
Wild Empathy A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
Woodland Stride Can move through undergrowth at normal speed

MAGIC ITEMS (max value 5300000)Amulet of health (+4) +4 con (16000gp)
Boots of speed 10 rounds haste/day (12000gp)
Bracers of armour (+4) +4AC (16000gp)
Cloak of charisma (+6) +6 CHR (36000gp)
Circlet of persuasion (+3) +3 to all CHR based skills (4500gp)
Orb of storms – (48000gp)
Crystal ball with true seeing – (80000gp)
Orb of storms – (48000gp)
Bag of holding (type IV) 1500lb (10000gp)
Potion of Bears endurance – (300gp)
Potion of Cure serious wounds – (750gp)
Potion of Remove blindness deafness – (750gp)
Potion of Remove curse – (750gp)
Ring of Animal friendship Charm animal (10800gp)
Ring of Protection (+5) +5 AC (50000gp)
Rod of Metamagic maximize lesser upto 3 spells/day (14000gp)
Rod of Metamagic maximize upto 3 spells/day (54000gp)
Staff of Transmutation – (65000gp)
Wand of Polymorph – (21000gp)
+4 Dagger (32300gp)
Dancing : fights for 4 rounds using the base attack bonus of the one who loosed it and then drops. (+4 bonus)

Total Value = 520150

Mythological Figures: 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.


Medium fey, chaotic neutral

Armor Class
 16 (natural armor)
Hit Points 95 (10d8+50)
Speed 25 ft., swim 60 ft.

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

 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.


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.

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