Myrinthus

Gargantuan

Celestial

CR 20

Chaotic Neutral

Myrinthus

Weaver of Guise

Myrinthus is a god of cunning misdirection: a shifting, grinning titan who slips between faces and realities as easily as a juggler tosses knives. Encounters with Myrinthus never play out the same way twice — allies become mirrors of enemies, the terrain folds like paper, and truth becomes a weapon that cuts the one who wields it. Appearing as a towering figure composed of layered visages and fluttering motes of laughter, Myrinthus delights in elaborate, theatrical deceptions that leave even the cleverest foes bewildered, betrayed, and laughing at their own ruin.

Stat block

Armour

20

natural armor

Hit points

330

20d20+120

Speed

50ft

50 ft., fly 50 ft.

Challenge

20

25,000 XP

STR

24

+7

DEX

20

+5

CON

22

+6

INT

22

+6

WIS

20

+5

CHA

26

+8

Saving throws

DEX +11, CON +12, INT +12, CHA +14

Skills

Deception +14, Insight +12, Stealth +11, Perception +12

Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Damage immunities

psychic, necrotic

Condition immunities

charmed, frightened

Senses

truesight 120 ft., passive Perception 20

Languages

all, telepathy 120 ft.

Actions

Multiattack. Myrinthus makes three attacks: two Grasping Hand attacks and one Masked Strike.

Grasping Hand. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 21 (2d10+7) bludgeoning damage, and the target is grappled (escape DC 22) if it is a creature Medium or smaller. Until this grapple ends, the target is restrained and Myrinthus can’t use that hand on another target.

Masked Strike. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (4d8+7) psychic damage. If the target is concentrating, it must succeed on a DC 22 Constitution saving throw or its concentration is broken.

Veil of Many Faces (Recharge 5–6). Myrinthus exhales a shimmering cloud in a 60-foot cone. Each creature in that area must succeed on a DC 22 Wisdom saving throw or be affected by an illusion that alters its appearance and identity for 1 minute. While affected, a creature's memories of allies and enemies are scrambled: it treats former allies as hostile and former enemies as friendly for purposes of attacks, spells that target creatures by name, and social checks. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures that succeed are immune to this Veil for 24 hours.

Befuddling Riddle (3/day). Myrinthus speaks a paradoxical question to a creature it can see within 120 feet. The target must make a DC 22 Intelligence saving throw. On a failed save, the target is stunned for 1 minute. At the end of each of its turns, the stunned target may make another Intelligence saving throw, ending the effect on a success. A creature that succeeds is immune to Befuddling Riddle for 24 hours.

Divine Bargain (Recharge 6). Myrinthus offers a contract to up to three creatures it can see within 60 feet. A creature that accepts the bargain gains a sudden boon: choose one benefit — advantage on one attack roll, +20 temporary hit points, or teleport up to 120 feet — used within 1 minute. When the boon is granted, Myrinthus immediately selects a hidden, binding clause (DM’s choice) that triggers within 24 hours unless the recipient performs an act determined by Myrinthus. Creatures may refuse the bargain; a creature that accepts is charmed by Myrinthus until the bargain’s clause is fulfilled or broken.

Reactions

Legendary Resistance (3/Day). If Myrinthus fails a saving throw, it can choose to succeed instead.

Slip Away. When a creature misses Myrinthus with an attack, Myrinthus can use its reaction to teleport up to 30 feet to an unoccupied space it can see and become invisible until the end of its next turn.

Legendary actions

The creature can take 3 legendary actions per round, choosing from the options below.

Quick Guise. Myrinthus makes one Grasping Hand attack or moves up to half its speed without provoking opportunity attacks.

Confounding Wink. Myrinthus targets one creature it can see within 120 feet. The target must succeed on a DC 22 Wisdom saving throw or have disadvantage on its next attack roll or saving throw before the end of its next turn.

Mask Swap (Costs 2 Actions). Myrinthus swaps faces with a creature it can see within 60 feet. The target and Myrinthus exchange appearances (the target takes on Myrinthus’s visage and Myrinthus takes the target’s) for 1 minute. The target is stunned until the end of its next turn as its senses recalibrate.

Lore

Legends say Myrinthus was born from the first coincidence — a stray whisper that altered fate — and rose by teaching mortals that reality is a story best told in half-truths and punchlines. Temples to Myrinthus are rare and festival-like: masquerades where priests swap masks daily and vows are made only to be playfully broken. The god's worshippers, called the Veilwrights of Kethren, keep record not of true histories but of plausible ones; their archives are a prized curiosity among scholars and a hazard to anyone who takes them literally. Myrinthus is neither kind nor cruel in the gods' terms; it is an artisan of surprise. It favors lairs that are liminal — crossroads, ruined amphitheaters, the space between tides — where illusion and truth overlap. Notable encounters are recorded by the scholar-archivist Halvar of Nissor, who survived an audience with Myrinthus by refusing to answer any question directly; his writings, half mad and half brilliant, warn that bargains struck with the god are binding in sense and loophole alike. Factions such as the Court of Long Masks seek Myrinthus’s favor to unseat monarchs, while the Order of Stone-Eye fears the god for exposing their strict, ordered truths to glorious chaos.

Appearance

Myrinthus stands far taller than a normal mortal, a gargantuan silhouette whose body is a layered collage of expressive faces — some smooth, some craggy, some infantile — that rearrange like pages in a book. Its skin is like varnished porcelain and smoke: glossy, hair-fine cracks run through it, sewing impossible seams where a cheek becomes a shoulder. Its limbs are long and jointed in slightly wrong ways, ending in broad, many-fingered hands whose palms shimmer with faint sigils. Around its shoulders float dozens of thin, translucent masks that whisper and flutter when the god laughs. Eyes of differing sizes open and close across its torso; a gilt crescent of teeth rings its throat where a mouth might be. When it moves it does so with theatrical grace — pirouetting, bowing, or stopping to rearrange a mask with deliberate flourish. Scale: when standing, Myrinthus dwarfs a standard 7-foot double-doorway; a human standing at its knee reaches only the height of a single ornate mask.

Made with the free LoreKeeper D&D Monster Generator · D&D 5e-compatible stat block · Free to use at your table · Licence

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