Medea, Sorceress of Colchis, “Queen of Ashes”
“Sorceress Medea: From Enchantress to Avenger – Unraveling Her Mystical Tale!”

- Alias: Medea
- Gender: Female
- Race: Human (Mystic-blooded)
- Occupation: Sorceress, Priestess of Hecate
- Religion: Hellenic Pantheon, Worshiper of Hecate
- Allies: Aegeus (King of Athens), The Argonauts (Initially, including Jason), Hecate (Goddess)
- Enemies: Jason (Former lover and husband), Creon (King of Corinth), Glauce (Princess of Corinth), Aegeus (Initially, until she helps him conceive a child)
- Abode/ Base of Operations: Corinth (initially), Athens, various locations in exile
- Nationality: Colchian (from the kingdom of Colchis, located on the eastern coast of the Black Sea)
- Languages: Ancient Greek, Colchian
- Alignment: Chaotic Neutral (her actions often defy moral conventions)
- Affiliation(s): Argonauts (initially), Worshiper of Hecate, the goddess of magic and witchcraft
- Significant Others: Jason (Former husband, betrayed by him), Aegeus (King of Athens, later her husband), Her children with Jason (who become victims of her actions)
Medea is a figure forged by fire, betrayal, and the arcane. Once a royal daughter of Colchis and priestess of Hecate, she became known across the world for her mastery of sorcery and the blood-soaked path she walked in the name of love, revenge, and autonomy. Her name inspires fear in kings and awe in mystics. She is not a villain, nor a hero—she is Medea, and that is enough.
Life Story and Exploits
Born of royal lineage and divine blood, Medea was the daughter of King Aeëtes, and granddaughter of the sun god Helios. She was raised not only in courtly matters but as a priestess of Hecate, goddess of magic and crossroads. Her youth was spent in shadowy groves and moonlit altars, learning to command potions, illusions, and curses—powers that whispered to her from the edges of the world.
Her life changed irrevocably when Jason, a foreign hero seeking the Golden Fleece, arrived in Colchis. The gods—or fate, or perhaps a cruel trick of Aphrodite—struck her with passion for him. Torn between duty to her family and her sudden, overwhelming love, Medea chose Jason. She betrayed her father, helped Jason steal the Fleece, and fled her homeland, hunted and cursed.
Their journey back to Greece was paved with blood. To delay her father’s pursuit, she murdered her own brother, Apsyrtus, and scattered his remains across the sea—forcing her father to stop and collect them. This act bound her to Jason in guilt and consequence.
In Iolcus, Jason’s homeland, the couple found no peace. When the king Pelias refused to honor Jason’s claim to the throne, Medea took revenge. She tricked Pelias’ daughters into killing their own father by promising she could restore his youth through magic. This act led to their exile once more.
They wandered, finally settling in Corinth, where Medea bore Jason several children. But Jason, ever hungry for power, abandoned her to marry Glauce, the daughter of the Corinthian king, seeking legitimacy and favor.
In her grief and fury, Medea became legend.
She sent Glauce a cursed gown, drenched in magical flame. When the young bride wore it, the fire consumed her and her father. But Medea’s vengeance did not stop there—she killed her own children, denying Jason any legacy, any joy. Then, before he could strike her down, she escaped in a chariot drawn by dragons, gifted by her grandfather, the sun.
She fled to Athens, where she married King Aegeus and bore him a son. But even here, her past haunted her. When Theseus arrived, she saw him as a threat to her child’s future and tried to poison him, only to be exposed. She was exiled again.
Some say she returned to Colchis to reclaim her homeland. Others whisper she roams still, a shadow among mortals, feared and forgotten in equal measure.
Character Description and Depth
Medea is a paradox—capable of immense love and bottomless wrath, a healer and destroyer, mother and murderer. Her power lies not only in magic, but in her will: unbending, passionate, and driven by a need to carve her own fate in a world that denies women that right.
What she fears most is powerlessness—to be voiceless, bound, or discarded. Her betrayal by Jason scarred her not just emotionally, but existentially: she gave up everything for him—her family, her home, her innocence—and in return, she was replaced.
She acts out of survival, pride, and the need to be seen—not as a pawn in others’ stories, but as the author of her own. She seeks justice, but not the kind that comes from courts or kings—hers is a justice forged in pain and fire.
Despite her violent past, she is not without conscience. Her love for her children was real, and her sorrow at their loss is a wound she never allows to heal. Some say her cruelty was madness. Others say it was clarity—the only path left to her in a world that robbed her of every other.
Goals and Motivations
Medea’s overarching desire is to reclaim agency, in a world where the divine and the mortal alike conspire to use her. She yearns to rebuild what was lost, to forge a legacy that cannot be undone by betrayal or time.
In certain tales or settings, she may:
- Seek ancient artifacts to augment her power and undo past crimes
- Attempt to revive her children, or bargain with death itself
- Build a sanctuary for outcast women and witches, her own shadow kingdom
- Hunt down Jason, to finish what began in betrayal
Hooks for Use in Games or Stories
- A powerful but reclusive sorceress queen rumored to know forbidden rites
- A vengeful spirit or living legend encountered in remote ruins
- A tragic anti-hero offering aid at great cost
- A summoner of chthonic forces, still haunted by her past deeds
Medea is not evil.
She is power, pain, and perseverance in human form.
And in the right story, she may be hero or horror—or both.
Medea 5e
Medea, Pathfinder
Medea, Sorceress of Colchis

Medium humanoid (human), chaotic neutral
Armor Class: 17 (Arcane Warding)
Hit Points: 210 (28d8 + 84)
Speed: 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 16 (+3) | 16 (+3) | 20 (+5) | 18 (+4) | 22 (+6) |
Saving Throws: Int +11, Wis +10, Cha +12
Skills: Arcana +11, Insight +10, Deception +12, Persuasion +12, History +9
Damage Resistances: Fire, Poison, Psychic
Condition Immunities: Charmed, Frightened
Senses: Passive Perception 14
Languages: Common, Draconic, Infernal, Primordial
Challenge: 17 (18,000 XP)
Proficiency Bonus: +6
Innate Spellcasting.
Medea’s innate spellcasting ability is Charisma (spell save DC 20). She can innately cast the following spells, requiring no material components:
- At will: detect magic, mage hand, prestidigitation, thaumaturgy
- 3/day each: blink, counterspell, fireball, suggestion
- 1/day each: dominate monster, plane shift, true seeing
Spellcasting.
Medea is a 20th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 20, +12 to hit). She has the following spells prepared:
- Cantrips (at will): chill touch, guidance, minor illusion, toll the dead
- 1st level (4 slots): charm person, command, hex, shield
- 2nd level (3 slots): hold person, mirror image, misty step
- 3rd level (3 slots): bestow curse, counterspell, dispel magic
- 4th level (3 slots): confusion, greater invisibility
- 5th level (2 slots): dominate person, wall of force
- 6th level (1 slot): globe of invulnerability
- 7th level (1 slot): finger of death
- 8th level (1 slot): maze
- 9th level (1 slot): power word kill
Traits & Features
Witch Queen’s Alchemy (Recharge 5–6)
Medea hurls a cursed alchemical vial at a point she can see within 60 feet. All creatures in a 20-foot-radius sphere must make a DC 20 Dexterity saving throw, taking 8d10 fire damage and 2d10 psychic damage on a failed save, or half as much on a success. Creatures that fail are also blinded until the end of their next turn.
Aura of Betrayal (30 ft., Passive)
Enemies within 30 feet of Medea have disadvantage on saving throws against being charmed. Creatures already charmed by her cannot target her with attacks or harmful abilities unless they succeed a DC 20 Wisdom saving throw at the start of their turn.
Divine Blood of Helios
Once per long rest, when Medea is reduced to 0 hit points, she instead drops to 1 and releases a burst of solar wrath. Every creature within 20 feet must make a DC 20 Constitution saving throw, taking 6d10 radiant and 6d10 fire damage on a failed save, or half on a success. Medea becomes invisible until the start of her next turn.
Legendary Resistance (3/Day)
If Medea fails a saving throw, she can choose to succeed instead.
Actions
Psychic Dagger (Melee Weapon Attack):
+9 to hit, reach 5 ft., one target.
Hit: 9 (2d4 + 4) psychic damage. The target must succeed on a DC 18 Wisdom saving throw or be stunned until the start of Medea’s next turn.
Cruel Whisper (Recharge 6)
Medea targets a creature she can see within 120 feet that can hear her. The target must make a DC 20 Wisdom saving throw or take 10d10 psychic damage and become paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Legendary Actions
Medea 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 spent legendary actions at the start of her turn.
- Cantrip. Medea casts a cantrip.
- Charming Glance. One creature within 60 feet must succeed on a DC 20 Charisma saving throw or be charmed for 1 minute.
- Witchfire (Costs 2 Actions). Medea targets a 10-foot cube within 60 feet. Creatures in the area must make a DC 18 Dexterity saving throw, taking 5d6 fire damage and 3d6 force damage on a failed save, or half as much on a success.
- Phase Through (Costs 3 Actions). Medea becomes incorporeal until the start of her next turn. During this time, she can move through objects and creatures as if they were difficult terrain.
Tactics
- Opens combat with mirror image and Witch Queen’s Alchemy.
- Uses charm, confusion, or dominate to fracture enemy coordination.
- Will escape with plane shift or misty step if near defeat.
- In a duel, she uses Cruel Whisper to incapacitate the most dangerous foe and power word kill as a finisher.
Medea

NE Medium humanoid (human)
CR 17
XP 153,600
Sorceress (Arcane) 15 / Witch 5
DEFENSE
AC 27, touch 20, flat-footed 22 (+5 Dex, +7 natural, +1 deflection, +4 mage armor)
HP 195 (20d6+140)
Fort +9, Ref +12, Will +17
Defensive Abilities: Spell Resistance 25; Legendary Resistance 3/day (treat failed save as success)
Immune: Charm, Fear effects
Resist: Fire 10, Poison 10, Psychic 10
OFFENSE
Speed 30 ft.
Melee: Psychic Dagger +14 (1d4+4 psychic damage plus stun effect)
Ranged: Alchemical Fire Vial +15 ranged touch (8d10 fire + 2d10 psychic damage; Reflex DC 21 half; blinded 1 round); recharge 5–6
Special Attacks:
- Cruel Whisper (Su): Target within 120 ft. that can hear Medea must succeed on a DC 23 Will save or take 10d10 psychic damage and become paralyzed for 1 minute (repeat save ends). Recharge 6.
- Aura of Betrayal (Ex): Enemies within 30 ft. take –4 penalty on saves against charm effects. Creatures charmed by Medea cannot attack or harm her without a DC 21 Will save each turn.
- Divine Blood Burst (Su): When Medea is reduced to 0 HP, she instead drops to 1 HP and emits a burst dealing 6d10 radiant + 6d10 fire damage in a 20-ft radius (DC 21 Con save half). She becomes invisible for 1 round. Usable once per day.
Spell-Like Abilities (CL 20th):
At will—detect magic, mage hand, prestidigitation, thaumaturgy;
3/day each—blink, counterspell, fireball, suggestion;
1/day each—dominate monster, plane shift, true seeing
SPELLCASTING
Medea is a 20th-level caster (Sorceress 15 / Witch 5). Charisma-based (DC 23):
- Cantrips (at will): chill touch, guidance, minor illusion, toll the dead
- 1st (6/day): charm person, command, hex, shield
- 2nd (5/day): hold person, mirror image, misty step
- 3rd (5/day): bestow curse, counterspell, dispel magic
- 4th (4/day): confusion, greater invisibility
- 5th (3/day): dominate person, wall of force
- 6th (2/day): globe of invulnerability
- 7th (1/day): finger of death
- 8th (1/day): maze
- 9th (1/day): power word kill
STATISTICS
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 20 (+5) | 18 (+4) | 22 (+6) | 20 (+5) | 26 (+8) |
- Base Attack Bonus: +15; CMB: +16; CMD: 32
- Feats: Spell Focus (Enchantment), Greater Spell Focus (Enchantment), Combat Casting, Improved Initiative, Spell Penetration, Greater Spell Penetration, Toughness, Craft Wondrous Item, Quicken Spell, Empower Spell
- Skills: Bluff +30, Diplomacy +30, Knowledge (arcana) +27, Knowledge (history) +27, Spellcraft +27, Use Magic Device +30, Sense Motive +25, Intimidate +25
- Languages: Common, Draconic, Infernal, Abyssal, Celestial
SPECIAL ABILITIES
- Psychic Dagger (Su): Melee touch attack, deals 1d4+4 psychic damage and stuns target (Fortitude DC 21 negates, stunned 1 round).
- Cruel Whisper (Su): Target within 120 ft. that hears Medea must succeed on a DC 23 Will save or take 10d10 psychic damage and be paralyzed for 1 minute (repeat save ends). Recharge 6.
- Witch Queen’s Alchemy (Su): Throws a magical alchemical vial dealing 8d10 fire plus 2d10 psychic damage in a 20-ft radius (Reflex DC 21 half, blinded 1 round). Recharge 5–6.
- Aura of Betrayal (Ex): Enemies within 30 ft. take –4 penalty on saves against charm effects. Creatures charmed by Medea cannot attack or harm her without a DC 21 Will save each turn.
- Divine Blood Burst (Su): Once per day, when Medea drops to 0 HP, she instead drops to 1 and emits a burst dealing 6d10 radiant + 6d10 fire damage in 20-ft radius (Con DC 21 half). She becomes invisible for 1 round.
- Legendary Resistance (Ex): Three times per day, Medea can treat a failed saving throw as a success.
TACTICS
- Before Combat: Casts mirror image, mage armor, and prepares greater invisibility.
- During Combat: Opens with Witch Queen’s Alchemy to weaken enemies, follows with Cruel Whisper to paralyze high-threat targets. Uses dominate person or suggestion to manipulate the battlefield.
- Defensive Measures: Employs counterspell and blink to avoid harm. Uses plane shift or misty step to disengage or reposition.
- Finishing Moves: Uses power word kill or finger of death to dispatch weakened opponents. Uses Psychic Dagger to stun foes who close in.
DESCRIPTION
Medea is a charismatic and merciless sorceress whose knowledge of enchantments, curses, and destructive magic makes her a deadly opponent. Driven by vengeance and the desire to regain lost power, she manipulates and destroys with calculated cruelty.