AC 21 (breastplate)
HP 369 (18d20 + 180; bloodied 184)
Speed 60 ft., fly 60 ft.
Proficiency +7; Maneuver DC 25
Saving Throws Str +17, Con +17, Int +14, Wis +12, Cha +17
Skills Perception +12, Persuasion +17
Damage Immunities radiant; damage from nonmagical weapons
Senses truesight 120 ft., passive Perception 22
Languages Celestial, Common, telepathy 60 ft.
Divine Grace. If Midir makes aagainst an effect that deals half damage on a success, he takes no damage on a success and half damage on a failure. Furthermore, while wearing medium armor, Midir adds his full Dexterity bonus to his Armor Class (already included).
Innate Spellcasting. Midir’s innateability is Charisma (spell save DC 25). He can innately cast the following spells, requiring no material components:
At will:, , ,
3/day:, , (both sides are the surface of a mirror known to Midir instead of a magic circle; Midir can’t pass through), (6th level)
Magic Resistance. Midir hason against spells and other magical effects.
Mirror Prohibition. Midir can’t willingly break a mirror.
Regeneration. Midir regains 20 hit points at the start of his turn as long as he has at least 1 hit point.
Midir’s Trident. Melee Weapon Attack: +20 to hit, reach 10 ft. or range 40/120, one target. Hit: 27 (4d6 + 13) piercing damage plus 17 (5d6) lightning damage. If used to make a ranged attack, the trident then reappears in Midir’s hand.
Hold Monster (5th-Level; V, S,). One creature Midir can see within 60 feet makes a DC 25 Wisdom . On a failure, the target is for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Shatter (6th-Level; V, S). An ear-splitting ringing sound fills a 10-foot-radius sphere emanating from a point Midir can see within 60 feet. Creatures in the area make a DC 25 Constitution, taking 31 (7d8) thunder damage on a failed save or half damage on a success. A creature made of stone, metal, or other inorganic material has on its saving throw. Unattended objects in the area also take the damage.
Immortal Form. Midir magically changes his size between Gargantuan and Medium. While Medium, he hason Strength checks. His statistics are otherwise unchanged.
Teleport. Midir magically teleports to an unoccupied space within 120 feet that he can see (either directly or reflected in a mirror).
Split Self (1/Round). When Midir takes damage, he splits himself into two identical bodies in the same space. Each body has half the hit points of the original, rounded down, and they share their daily spells in common. On Midir’s turn, each body can take a full turn, in any order Midir chooses. Each body has its own reaction, and each can take 1 legendary each round. The bodies can share a space. Midir can’t have more than three bodies at a time.
As a bonus action, two Midirs in the same space can merge their bodies. The new body has the total hit points of both and is only affected by conditions or effects that affected both.
Midir can take 1 legendary action, choosing from the options below. He regains the spent legendary action at the start of his turn.
Attack. Midir makes a weapon attack.
Cast Spell. Midir casts a spell. He can’t use this option if he has cast a spell since the start of his last turn.
Teleport. Midir uses Teleport.
Midir uses Split Self whenever possible; on Midir’s turn, each duplicate moves to make it more difficult to include multiple duplicates in an area spell. Each Midir uses their trident for most attacks, reserving Shatter for groups of two or more foes. If Midir isand has no duplicates, he offers to make a deal. If his offer is rejected, Midir fights to the death.
Legends and Lore
With an Arcana or History check, characters can learn the following:
DC 10 Midir was a titan whose vanity sparked a war that nearly destroyed the world.
DC 15 As punishment for his folly, Midir was sealed inside a prison filled with mirrors.
DC 20 Midir can use his magic to change his size at will, create duplicates of himself, and open portals across vast distances.
The handsome son of a god, Midir once ruled an earthly empire. Midir’s love affairs were legendary and culminated in a romance with another titan’s spouse. This seduction led to a war that racked the earth and nearly brought down the heavens.
Prisoner of Mirrors. In his unbounded vanity, Midir once thoughtlessly vowed that he would never break any mirror that had reflected his face. When Midir was captured at the end of the divine war he caused, he was given reason to regret that vow. The gods imprisoned him at the bottom of a deep dungeon—in a lavish palace of mirrors. Midir resides there still, unable to break its mirrored walls but comforted somewhat by the sight of his face reflected in every surface. Today, myths of Midir’s imprison ment are all but forgotten, lingering on only in the superstition that it is bad luck to break a mirror.
Mirror Magic. Although imprisoned, Midir is not helpless, and he constantly schemes for freedom. His knowledge of magic allows him to peer through mirrors as if they were windows and speak to people through their reflected images. He can even summon aleases and send them into the world to seek out heroes who might defeat his jailors and shatter the mirrors that imprison him
1 Fixing his hair in a mirror
2 Scrying on another titan, using a mirror as a focus
3 Giving orders to an unfamiliar-looking aleas, which then departs through a mirror
4 In Medium form, eating a heroes’ feast at a table with place settings for the adventurers
5 Split into three: two are wrestling and the third is the judge
6 In Medium form, split in three: one sits atop a throne while the others act as servants
1 Statue of a golden-haired king holding a trident
2 An adventurer’s reflection speaks an invitation through a wall-mounted mirror
3 An aleas in the form of an adventurer offers guidance or battle
4 A locked door made from mirrored glass: anyone but Midir can easily break through it
5 Tapestry depicting two swans. DC 15 Religion check: the tapestry illustrates a myth in which a titan named Midir flew away with another titan’s wife
6 Broken mirror
Midir lives in a mirror-lined palace at the bottom of a sprawling dungeon.
CR 23–30; with pet
Treasure throne set with 26 opals (1,000 gp each), 20 mirrors in golden frames (1,000 gp each), Midir’s tridentof and ,
CR 31+; with 1d4 crystal statues
Treasure 100,000 gp, trade goods worth 50,000 gp, gold crown sized for a Gargantuan creature (25,000 gp), Midir’s trident,,
Celestials are creatures native to divine realms or heavens. Celestials have alignments, such as Lawful Good. Most celestials are good, although the servants of evil deities can be evil. Angels are celestials.