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Gestumblindi the Cunning

Gestumblindi is a wise and powerful wizard in Norse mythology who challenges the god Odin in a battle of wits.

  • Alias – Gestumblindi the Cunning
  • Gender – Male
  • Race – Human
  • Occupation – Wizard, Scholar
  • Religion – Pagan (Asgardian Pantheon)
  • Allies – Other scholars and wizards who share his love of knowledge and power, including the legendary Odin himself.
  • Enemies – Those who would use knowledge and power for evil, including dark wizards and necromancers.
  • Abode/Base of operations – Gestumblindi is known to wander the countryside, but he is said to have a hidden tower where he conducts his most powerful experiments and studies.
  • Nationality – Gestumblindi hails from the northern regions of Scandinavia.
  • Languages – Gestumblindi is fluent in the ancient languages of his homeland, as well as the languages of the gods.
  • Alignment – Lawful Neutral
  • Affiliation(s) – Gestumblindi has no official affiliations, but he is respected by many as one of the greatest wizards of all time.
  • Significant others – Gestumblindi is said to have been married once, but the details of his personal life are shrouded in mystery.

Gestumblindi, the Cunning Riddler

Medium humanoid (Human), chaotic neutral

Armor Class 16 (studded leather)

Hit Points 140 (16d8 + 64)

Speed 30 ft.

10 (+0)20 (+5)18 (+4)20 (+5)16 (+3)14 (+2)

Skills Arcana +12, Deception +8, Insight +7, Intimidation +8, Investigation +12, Perception +7, Performance +5, Persuasion +5, Sleight of Hand +10

Senses darkvision 60 ft., passive Perception 17

Languages Norse, Elvish, Giant, Goblin, Infernal, Orc

Challenge 16 (15,000 XP)

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

Spellcasting. he is a 16th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Gestumblindi has the following wizard spells prepared:

  • Cantrips (at will): mage hand, message, prestidigitation, ray of frost
  • 1st level (4 slots): detect magic, mage armor, magic missile, shield
  • 2nd level (3 slots): detect thoughts, invisibility, misty step
  • 3rd level (3 slots): counterspell, dispel magic, fireball
  • 4th level (3 slots): dimension door, greater invisibility, wall of fire
  • 5th level (3 slots): cone of cold, hold monster, teleportation circle
  • 6th level (1 slot): chain lightning, globe of invulnerability


  • Riddling Questions. Gestumblindi poses a riddle to a creature within 30 feet of him that can hear and understand him. The creature must succeed on a DC 20 Intelligence saving throw or be stunned for 1 minute, as they are consumed by trying to solve the riddle. The creature can make another saving throw at the end of each of its turns, ending the effect on itself on a success. Once Gestumblindi has used this ability, he can’t use it again until he finishes a short or long rest.
  • Staff of Disruption. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 5) bludgeoning damage plus 14 (4d6) force damage. If the target is a creature, it must succeed on a DC 20 Wisdom saving throw or become frightened of Gestumblindi for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once Gestumblindi has used this ability, he can’t use it again until he finishes a short or long rest.

Legendary Actions

Gestumblindi 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. Gestumblindi regains spent legendary actions at the start of his turn.

  • Cantrip. Gestumblindi casts a cantrip.

Lair Actions

On initiative count 20 (losing initiative ties), Gestumblindi takes a lair action to cause one of the following magical effects; Gestumblindi can’t use the same effect two rounds in a row:

  • Shadows and mist swirl around the room, causing it to become lightly obscured. The obscurement lasts until initiative count 20 on the next round.
  • Gestumblindi summons a giant raven to fight alongside him. The raven has the statistics of a giant eagle, except it is chaotic neutral and can understand and follow Gestumblindi’s commands.
  • The walls of the lair seem to writhe and twist, causing them to shift and move. Each creature within 30 feet of a wall must succeed on a DC 18 Dexterity saving throw or take 21 (6d6) bludgeoning damage as the wall crushes them. The wall returns to its normal position at the end of the lair action.


Gestumblindi wears studded leather armor and carries a staff of disruption.

Gestumblindi is a formidable wizard in Norse mythology, renowned for his intelligence and wit. He has a great love for knowledge and seeks to challenge the brightest minds in the realm. He often disguises himself as an old man, wandering through the countryside in search of worthy opponents.

Physically, he is a tall, lean man with sharp features and piercing eyes. He has a long, flowing beard and wild, unkempt hair that seems to frame his face like a halo. His robes are adorned with symbols of ancient power and his staff is said to glow with an otherworldly energy. When he speaks, his voice is deep and commanding, imbued with the weight of centuries of knowledge and experience. Despite his intimidating presence, there is a glint of humor in his eye, and he is known to appreciate a good joke or clever pun.

Despite his love for knowledge and challenge, he is not without his own secrets and desires. He seeks to unravel the mysteries of the world, to uncover the secrets of the gods themselves, and to gain ultimate power and knowledge. He is willing to go to great lengths to achieve this, even if it means challenging the gods themselves.

Gestumblindi’s motivations are not purely selfish, however. He sees himself as a protector of knowledge and wisdom, and seeks to ensure that these things are preserved and passed down through the ages. He understands that power and knowledge can be dangerous in the wrong hands, and is willing to intervene when he feels that such things are being used for nefarious purposes.

Despite his intimidating presence, Gestumblindi is not without a sense of humor and is known to appreciate a good joke or clever pun. He is a complex and fascinating character, feared and respected by many for his immense power and intelligence.

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