Large Celestial, Chaotic Evil
Armor Class 22 Titanium Plate
Hit Points 500 (50d20 + 5)
Speed
STR
18 (+4)
DEX
16 (+3)
CON
20 (+5)
INT
15 (+2)
WIS
18 (+4)
CHA
14 (+2)
Saving Throws STR +13, DEX +12, WIS +13
Damage Vulnerabilities Radiant
Damage Immunities Poison
Condition Immunities Petrified, Poisoned
Senses Truesight, Passive Perception 19
Languages --
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Incredible incomprehensible mind. Bill is immune to the effects of the dominate person and dominate monster spells. Whenever Bill takes psychic damage roll a 1d6 on a roll of 3 or higher the spell deals half damage at the caster, the other half heals Bill for half the damage. Any attempt to read bills thoughts fails and the caster takes 6 (1d10) psychic damage. Bill can concentrate on 3 spells at a time and when he loses concentration he chooses to end one spell the others remain. Anyone making a check or saving throw against dominate person cast bye Bill has disadvantage.

Spellcasting. Bill is a 20-level spellcaster. His spellcasting ability is charisma (spell save DC 23, +14 to hit with spell attacks).Bill can innately cast charm person and cause fear.Bill has following spells prepared: 

Cantrips (at will): mind sliver, chaos bolt
1st level (5 slots): fog cloud, arms of hadar                                            
2nd level (4 slots): crown of madness, Tasha's mind whip, mind spike, suggestion                                                                                               
3rd level (4 slots): Fire Ball, Summon Shadowspawn                                       
4th level (4 slots): Confusion, Black Tentacles, Phantasmal Killer                        
5th level (4 slots): Dominate Person                                                                           
6th level (3 slots): Eye Bite, Mental Prison                                                            
7th level (3 slots): Symbol (only chooses insanity)                                                  
8th level (2 slots): Feeblemind, Madding Darkness, Reality Break                           
9th level (2slots): Psychic Scream

Legendary Resistance.(10/day). When Bill fails a saving throw he can chooses to succeed instead

Magical Attacks. Bill's attacks are magical.

Regeneration. When bill started his turn he regains 30 hp, this trait does not function if Bill has taken force damage in the last round. Bill only dies if he is at 0 hp and has taken force damage.

 

Actions

Multiattack. Bill makes eight hurl flame attacks or casts two spells.

Hurl Flame. Ranged Attack: +14 to hit, range 300 ft., three targets target. Hit:  28 (8d6) fire damage. If the target is a flammable object that isn't being worn, it also catches fire.

Bonus Actions

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

Reactions

Dodge. Opponent makes a dexterity saving throw, if successful, the attack will hit, if it is a failure, the attack misses.

Legendary Actions

Bill has 4 legendary actions he takes them immediately after another cheaters turn.

More! (Costs 1 Action.) Bill cats a cantrip and regains a first level spell slot.    

Blue flame blast. (Costs 2 actions) Bill uses his hurl flame action twice, except this time it deals psychic damage.

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.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Bill resides in a giant floating pyramid above a small town, in the center you can find a giant thrown made of the petrified bodies of the towns folk.

” A party that NEVER stops with a host that can never DIE” Bill Cypher 

Lair Actions

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

  • He unleashes a weirdness bubble attack dealing 30 (3d20) psychic damage to three targets in front of him that he can see.
  • He cats animate objects, but it is non magical and lasts as long as bill lives.

Regional Effects

The region containing Bill’s lair is cosmically ripped and torn leaving unknown horrors walking around, which creates one or more of the following effects.

  • Water turns black and acidic dealing 3 (1d4) acid damage to anyone who touches it, it also flows backwards furthermore waterfalls fall “up” making a wired beacon for a short distance in the sky.
  • rifts to the far realm pop up unleashing monstrous aberrations walking around. you can typically find mindflayers and beholders around the rifts, but there is no reasoning with them as they have all gone raving mad.
  • all creatures within a 30 mile radius must make a DC 24 wisdom savingthrow or develop a indefinite madness as well as a long term madness whenever they finish a long rest. 

If Bill dies, these effects fade over the course of 10d10 days. although the monsters stay until killed or driven off.

ElSussyBaka

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