Small unknown, Chaotic Evil
Armor Class 20 Natural Armor
Hit Points 500 (5d10)
Speed 40 ft., Bill mostly hovers in this form. , Walk 20 ft. Bill doesn't walk a whole lot
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws STR +19, DEX +19, CON +19, INT +19, WIS +19, CHA +19
Skills History +20, Insight +10, Intimidation +10, Persuasion +10
Damage Resistances Acid, Bludgeoning, Cold, Force, Lightning, Psychic, Radiant, Slashing, Thunder; Bludgeoning, Piercing, and Slashing from Magic Weapons, Ranged Attacks, Bludgeoning from non magical attacks, Damage from Spells
Damage Immunities Fire, Necrotic, Poison
Senses Darkvision Up to 500 ft. , Passive Perception 20
Languages All Bill can speak, read and write every language. Speaks all languages
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Semi telepathic: Bill is slightly telepathic when inside of a hosts mind, he can figure out names, and small desires but must make a deal and enter a players mind to find bigger, more deep desires and secrets. Bill only has this power when inside a hosts mind. 

Omniscience/precognition: Bill knows practically everything including: the exact date, time and cause of death for every creature in the multiverse EXCEPT HIMSELF, the truth behind the gods, (They are puppets of the DM), the fate of the world, the fate of the adventure, names, locations of significant places and items, the truth of conspiracies, but above all, Bill Cipher is one of the only beings in the entire multiverse to be aware of the Dungeon Master. He knows that the gods are frauds, and the DM is truly the one controlling fate. He remembers things from different timelines, and knows everything that has ever happened, but is less certain of events in the future. He does not know his own fate. 

Immortality: Bill cannot be killed. He must be erased from someones mind entirely. This means that all of his hosts memories must be erased. If any, no matter how small or insignificant, of the hosts memories ever return, Bill returns. 

Deals: Bill Cipher will make deals by shaking hands with a character. The deals seem straightforward but are often leaving things out. Bill can use the terms of a deal to pull out a soul and inhabit a characters body in which he gains their stats but does not gain access to their mind, or he can use the deal to gain access to the mindscape through the player or some other goal. Bill often makes promises but only carries through on them if they are beneficial to him. 

Mimicking: While within a host mind Bill can flawlessly mimic anything he has seen. This mimicry is indistinguishable from the real thing. Bill will know basic info due to his telepathy but if questioned about deep secrets he will falter and not be able to answer unless he knows them. Bill can only do this within the mind of a host. 

Mindscape god: Bill is the master of the mind. When inside a host mind he has complete access to all the memories within it, and can use all the powers listed above. 

Limb fabrication: When inside a host mind Bill can use a minor action to fabricate four new limbs. He gains one extra melee attack for each one. 

 

Actions

Multiattack: Bill makes two unarmed strikes. 

Unarmed Strike. Bill makes a melee attack with his fist: +10 to hit, reach 5 ft, 1 target. Hit: 2 D10 or 12 bludgeoning damage and target is knocked prone.

 

Legendary Actions

Bill may take one legendary action. He regains it at the start of his turn

Third Dimension Mind Access. Bill can drag a target into the mind scape. He does not gain powers or information, and usually only does this to try and make a deal. He will spit them back out at the exact time that he pulled them into it. There is no save to prevent this, Bill automatically succeeds. 

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Demon Lord

onthesubjectofrogues

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