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Circe

Challenge
Tags
Terrain
str
14
dex
19
con
20
int
14
wis
19
cha
21

AC 16 (natural armor)
HP 95 (10d8+50; bloodied 47)
Speed 25 ft., swim 60 ft.


Proficiency +3; Maneuver DC 15
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


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.

Somnambulatory 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.

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.

Description

We’re back in Ancient Greece for this entry with Circe, transmuter of men and one of the truly unique antagonists in The Odyssey. The daughter of the sun god Helios and the Oceanid Perse, Circe was a renowned herbalist and enchantress with a penchant for transforming people into animals ‒ including most of the crew of Odysseus’ ship!

While ashore on the island of Aeaea some of Odysseus’ sailing crew went inland and discovered 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 hogs. Odysseus came to look for his sailors but Hermes stopped him along the way, giving him a magical herb that kept the hero safe from the nymph’s wiles.

All the same, Odysseus stopped with Circe for an entire year. When he set off, the sorceress told him how to enter the Underworld, and gave him a choice of two dangerous routes home: navigate between the monster Scylla and the whirlpool Charybdis; or brave the Wandering Rocks of Planctae.

Monster Type Description

Fey are creatures that are native to Fairyland, also called the Dreaming. These creatures live in a verdant realm of heightened natural beauty and combine grace and danger. Sprites and pixies are fey.