5e SRD >Gamemastering >Monsters & Foes >Mythological and Historical Figures >


Medium humanoid (human), rogue (mastermind) 9/fighter (battlemaster) 11

Armor Class 16 (breastplate or 18 with shield)
Hit Points 101 (9d8+11d10)
Speed 30 ft.

12 (+1) 16 (+3) 10 (+0) 16 (+3) 18 (+4) 14 (+2)

Saving Throws Dex +9, Int +9
Skills Deception +14, History +9, Insight +16, Investigation +15, Perception +10, Persuasion +14; gaming set +9, thieves’ tools +9
Senses passive Perception 20
Languages Greek and any two other languages
Challenge 11 (7,200 XP)

Special Traits

  • Action Surge (1/short Rest). Once on his turn, Odysseus can take an additional action on top of his regular action and a possible bonus action.
  • Cunning Action (1/turn). Odysseus can use a bonus action to take the Dash, Disengage, Help, or Hide action.
  • Evasion. When Odysseus is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
  • Fast Learner. After Odysseus has heard a creature speak for 1 minute or longer, he can mimic its manner of speaking as long as he knows the same language as the creature (allowing him to seem like he is local to a given region).
  • Indomitable (1/long Rest). Odysseus can reroll a saving throw that he fails but must use the new roll.
  • Maneuver Master (5d10/short Rest). Odysseus can expend a maneuver dice to perform a single maneuver with an attack.
    • Command. Odysseus uses his bonus action to forgo one of his attacks and direct a friendly creature who can see or hear him. The creature uses its reaction and makes a weapon attack, dealing 1d10 extra weapon damage on a successful hit.
    • Disarm. A creature Odysseus has hit with an attack takes 1d10 additional damage and makes a DC 17 Strength saving throw or drops one held item of his choice.
    • Inspire. Odysseus uses a bonus action and chooses an ally able to see and hear him. That ally gains 1d10+2 temporary hit points.
    • Maneuver. On a successful hit with a weapon attack, Odysseus deals 1d10 extra damage and chooses a friendly creature that can see and hear him. That creature can move half its speed by using its reaction. This movement does not provoke opportunity attacks from the target of Odysseus’ attack.
    • Trip. Odysseus deals 1d10 additional damage and if the target is a creature of Large size or smaller, it makes a DC 17 Strength saving throw or is knocked prone.
  • Second Wind (1/short Rest). On his turn, Odysseus can use a bonus action to regain 1d10+11 hit points.
  • Sneak Attack (1/turn). Odysseus deals an extra 17 (5d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Odysseus that isn’t incapacitated and Odysseus doesn’t have disadvantage on the attack roll.
  • Tactician. Odysseus is able to use the Help action to aid an ally attacking a creature as long as the target of the attack is able to see and hear Odysseus and is within 30 feet of him.
  • Tactician’s Insight. After Odysseus has observed or interacted with a creature for 1 minute, he learns whether or not it has higher or lower Intelligence, Wisdom, or Charisma scores than him. In addition, he learns if the target has more or fewer class levels than him. Odysseus also knows when he and the target have equal scores in one of these categories.
  • Brilliant. Odysseus always knows how long it will be before the next sunset or sunrise, the northerly direction, and can perfectly remember anything he’s experienced within the last 31 days.
  • Diplomatic. Odysseus can make a Charisma (Persuasion) check contested by the Wisdom (Insight) check of a creature that can understand what he says during 1 minute of talking. On a success, as long as Odysseus remains within 60 feet of it (and for 1 minute afterward) the target is charmed by him. Odysseus automatically fails on the check if he or his companions are fighting the target.
  • Superb Aim. Odysseus ignores half cover and three-quarters cover when making a ranged weapon attack, and he doesn’t have disadvantage when attacking at long range. When Odysseus makes his first ranged weapon attack in a turn, he can choose to take a –5 penalty to his ranged weapon attack rolls in exchange for a +10 bonus to ranged weapon damage.


  • Multiattack. Odysseus attacks three times when he takes the Attack action.
  • Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.
  • Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing damage.


Due to his position as a prince, Odysseus is treated with a measure of respect wherever he goes. He is treated as royalty (or as closely as possible) by most peasants and traders (at least until it is clear he is quite mad), and as an equal when meeting other authority figures (who make time in their schedule to see him if requested to do so).

Section 15: Copyright Notice

Mythological Figures & Maleficent Monsters Copyright 2020 EN Publishing. Authors Mike Myler, Russ Morrissey. www.enpublishingrpg.com