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Princess Ozma, Sovereign of the Emerald Throne

Princess Ozma 3
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  • Alias – Formerly known as Tip
  • Gender – Female
  • Race – Enchanted human with fey qualities
  • Occupation – Monarch and rightful ruler of Oz
  • Religion – No formal religion; imbued with a deep, intrinsic faith in Oz’s magic and natural order
  • Allies – Loyal subjects of Oz (Munchkins, Quadlings, Gillikins, Winkies), Dorothy, and other benevolent denizens of the Emerald City
  • Enemies – Dark sorceresses and malevolent forces (such as Mombi and other wicked enchantresses from Oz lore)
  • Abode / Base of Operations – The Emerald City in the Land of Oz
  • Nationality – Ozian
  • Languages – The common tongue of Oz (akin to English in the original texts)
  • Alignment – Lawful Good
  • Affiliation(s) – The enchanted realm of Oz and its diverse, magical community
  • Significant Others – None noted; her story centers on her destiny and the welfare of her people rather than personal romance

Lore

Princess Ozma 2
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In the heart of a land where logic bends and dreams blossom, there reigns a queen unlike any other: Princess Ozma, the true ruler of the Emerald City and sovereign of all Oz. Her story is one whispered by enchanted poppies and sung by talking animals — a tale of stolen birthright, miraculous transformation, and an unshakable belief in goodness.

Born of fairy royalty, Ozma was hidden as a mortal boy by the wicked sorceress Mombi to prevent her from ascending the throne of Oz. For years, she lived as Tip, unaware of her true identity, until fate and magic intervened. Upon her restoration, the Emerald City rejoiced, and the land bloomed brighter than ever. Since then, Ozma has ruled with gentleness and justice, preferring diplomacy to punishment and magic to might.

Legends tell that Ozma does not age, nor can she die by mortal means. She governs not through fear but through the deep trust of her people — Munchkins, Quadlings, Gillikins, Winkies, beasts, and beings of every shape and size. Though powerful sorcery is hers to command, she rarely uses it, choosing instead to foster peace through kindness and cleverness.


Personality & Motivation

Ozma is wise, serene, and endlessly compassionate. She believes in forgiveness over vengeance, transformation over destruction. Yet, she is no passive ruler — she can be sharp-tongued with the wicked, and she holds all who serve her to high standards of virtue.

She is fiercely protective of the innocent and the imaginative, especially children, and will oppose anyone who brings cruelty or dull conformity to her lands. Her greatest fear is a world where magic and wonder are stamped out by greed or cynicism.

She is curious about the outside world but rarely leaves Oz herself. Occasionally, she invites visitors who have shown bravery, heart, or wit — those she believes can learn from Oz, and from whom Oz might learn something in return.


Appearance

Princess Ozma appears as a youthful maiden — perhaps sixteen years old — with timeless poise and otherworldly grace. Her long, dark hair is adorned with a crown of emeralds and silver filigree. Her eyes are deep and kind, filled with stars and secrets. She often wears flowing gowns of green and gold, embroidered with symbols of peace, dreams, and blooming flowers.

Though she appears delicate, her presence is commanding — not through force, but through a radiant calm that stills even the wildest heart. She is often accompanied by magical beings: talking animals, fairy courtiers, or the occasional winged monkey.


Role in the World

Ozma is a myth come to life — a figure of legend in the broader multiverse. Scholars debate whether she rules a pocket dimension, a dream realm, or a forgotten corner of the Feywild. Whatever the truth, she is known in songs, old maps, and secret books. Sometimes, she appears in the dreams of lost children, or in the pages of stories that weren’t there the day before.

She does not seek power or conquest — her goal is preservation: of joy, whimsy, kindness, and imagination. Adventurers may find her aid in unusual ways: a letter from a talking hen, a green key in a child’s toybox, or a magical road of yellow bricks that wasn’t there yesterday.


  • Princess Ozma 5e
  • Princess Ozma, Pathfinder
Princess Ozma 1
Create

Medium humanoid (fey-touched), lawful good


Armor Class 18 (natural grace)

Hit Points 210 (28d8 + 84)

Speed 30 ft.


STRDEXCONINTWISCHA
10 (+0)14 (+2)16 (+3)20 (+5)22 (+6)24 (+7)

Saving Throws Wis +11, Cha +12

Skills Insight +11, Persuasion +12, Arcana +10, History +10

Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities charmed, frightened

Senses passive Perception 16

Languages Common, Sylvan, Celestial

Challenge 18 (20,000 XP)

Proficiency Bonus +6


Fey Ancestry. Ozma has advantage on saving throws against being charmed, and magic can’t put her to sleep.​

Regal Presence. Creatures within 30 feet of Ozma who can see her have disadvantage on attack rolls against her unless they succeed on a DC 18 Wisdom saving throw at the start of their turn.​

Spellcasting. Ozma is a 20th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). She has the following spells prepared:​

  • Cantrips (at will): light, mage hand, minor illusion, prestidigitation
  • 1st level (4 slots): charm person, detect magic, shield, sleep
  • 2nd level (3 slots): calm emotions, mirror image, suggestion
  • 3rd level (3 slots): counterspell, dispel magic, hypnotic pattern
  • 4th level (3 slots): dimension door, greater invisibility
  • 5th level (2 slots): dominate person, wall of force
  • 6th level (1 slot): mass suggestion
  • 7th level (1 slot): plane shift
  • 8th level (1 slot): mind blank
  • 9th level (1 slot): wish

Actions

Radiant Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 18 (4d6 + 4) radiant damage, and the target must succeed on a DC 20 Wisdom saving throw or be charmed until the end of its next turn.​


Legendary Actions

Ozma can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ozma regains spent legendary actions at the start of her turn.​

  • Soothing Words. Ozma targets one creature she can see within 60 feet of her. The target must succeed on a DC 20 Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn.​
  • Teleport (Costs 2 Actions). Ozma magically teleports, along with any equipment she is wearing or carrying, up to 60 feet to an unoccupied space she can see.​
  • Cast a Spell (Costs 3 Actions). Ozma casts a spell from her list of prepared spells, expending a spell slot as normal.​

Lair Actions

When fighting within the Emerald Palace, Ozma can invoke the magic of Oz to take lair actions. On initiative count 20 (losing initiative ties), Ozma can use one of her lair action options. She can’t use the same effect two rounds in a row:​

  • Emerald Shield. A shimmering green barrier appears around a creature of Ozma’s choice within 60 feet, granting it a +2 bonus to AC until the start of the next round.​
  • Soothing Breeze. A gentle wind flows through the lair. Each creature of Ozma’s choice regains 10 hit points.​
  • Illusory Terrain. Ozma alters the appearance of the area within 120 feet, as per the hallucinatory terrain spell.​

Description

Princess Ozma is the rightful and benevolent ruler of the Land of Oz. Her presence exudes grace and serenity, with long, flowing dark hair and eyes that reflect the wisdom of ages. She wears elegant gowns adorned with emeralds and symbols of peace. Ozma’s demeanor is calm and compassionate, yet she commands immense magical power, which she uses to protect her realm and promote harmony.​


Tactics

Ozma avoids combat when possible, preferring to resolve conflicts through diplomacy and enchantment. In battle, she uses her spells to control the battlefield, protect her allies, and subdue her enemies without causing unnecessary harm. She prioritizes defense and crowd control, using spells like wall of force, mass suggestion, and hypnotic pattern to neutralize threats.

Princess Ozma of Oz 4
Create

Medium humanoid (fey-touched human), lawful good


Armor Class 23 (10 base, +4 deflection, +4 armor, +5 Dex)

Hit Points 180 (20d6+100)

Speed 30 ft.


STRDEXCONINTWISCHA
10 (+0)20 (+5)20 (+5)24 (+7)22 (+6)28 (+9)

Saving Throws Fort +11, Ref +11, Will +17

Base Attack Bonus +10

Combat Maneuver Bonus +10

Combat Maneuver Defense 25

Feats Spell Focus (Enchantment), Greater Spell Focus (Enchantment), Combat Casting, Improved Initiative, Skill Focus (Diplomacy), Leadership, Iron Will, Extend Spell, Quicken Spell, Craft Wondrous Item

Skills Diplomacy +30, Knowledge (arcana) +25, Knowledge (nobility) +25, Spellcraft +25, Sense Motive +25, Use Magic Device +25, Perception +20

Languages Common, Sylvan, Celestial, Draconic, Elven

Challenge Rating 18


Special Abilities

Fey Ancestry (Ex): Ozma has advantage on saving throws against being charmed, and magic can’t put her to sleep.​

Regal Presence (Su): Creatures within 30 feet of Ozma who can see her must succeed on a DC 25 Will save or take a –2 penalty on attack rolls and saving throws against enchantment spells for 1 minute.​

Spellcasting: Ozma is a 20th-level sorcerer. Her spellcasting ability is Charisma (spell save DC 28, +20 to hit with spell attacks). She has the following spells known:​

  • Cantrips (at will): detect magic, light, mage hand, prestidigitation, message
  • 1st level (9/day): charm person, shield, magic missile, identify
  • 2nd level (8/day): mirror image, invisibility, suggestion
  • 3rd level (8/day): dispel magic, protection from energy, haste
  • 4th level (7/day): dimension door, greater invisibility, charm monster
  • 5th level (7/day): dominate person, teleport, wall of force
  • 6th level (6/day): mass suggestion, true seeing
  • 7th level (6/day): greater teleport, prismatic spray
  • 8th level (5/day): mind blank, moment of prescience
  • 9th level (5/day): wish, time stop

Equipment

  • Crown of the Emerald City: Grants +4 deflection bonus to AC and +4 resistance bonus on all saves.​
  • Scepter of Harmony: Functions as a +3 quarterstaff; once per day, can cast mass heal as a 9th-level spell.​
  • Robe of the Archmagi (white): Provides +4 armor bonus to AC, spell resistance 18, and +2 resistance bonus on all saves.​

Tactics

Ozma avoids combat when possible, preferring to resolve conflicts through diplomacy and enchantment. In battle, she uses her spells to control the battlefield, protect her allies, and subdue her enemies without causing unnecessary harm. She prioritizes defense and crowd control, using spells like wall of force, mass suggestion, and charm monster to neutralize threats.​


Description

Princess Ozma is the rightful and benevolent ruler of the Land of Oz. Her presence exudes grace and serenity, with long, flowing dark hair and eyes that reflect the wisdom of ages. She wears elegant gowns adorned with emeralds and symbols of peace. Ozma’s demeanor is calm and compassionate, yet she commands immense magical power, which she uses to protect her realm and promote harmony.

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