Cone of Fear. Bill’s eye can create an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of his turns, Bill decides which way the cone faces and whether the cone is active. He can also change the cone's status as a bonus action or reaction. The area does not work against Bill's rays.
Additionally, when a creature other than a demon starts its turn in the cone, it must make a DC 23 Wisdom saving throw. On a failed save, a creature becomes unable to heal until its next turn and also takes 22 (4d10) psychic damage and becomes frightened of Bill until the start of its next turn, seeing its deepest fears, its worst nightmares, manifested as an implacable threat. On a successful save, it takes half the psychic damage and is not frightened and does not lose the ability to regain hit points.
Deal Maker. Bill can offer to make a deal with a creature and casts the wish spell to fulfill his end of the bargain after making it. Bill seals a deal by wreathing his hand in blue flame and shaking the hand (or the closest equivalent appendage) of a freely consenting creature. Bill chooses the exact nature of this wish spell and often uses loopholes. He suffers no ill effects after casting it.
In addition to whatever the creature agreed to give Bill in the deal, Bill can immediately possess its body. If he chooses to do so, Bill disappears, and the target is incapacitated and loses control of its body. Bill now controls the body but doesn't deprive the target of awareness. Bill can't be targeted by any attack, spell, or other effect, and he retains his personality, Alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. He otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, Class Features, or proficiencies. The possession lasts until the mind's memories are destroyed (which also destroys Bill), the body drops to 0 Hit Points, Bill ends it as a bonus action, or Bill is forced out by an effect like the dispel evil and good spell. When the possession ends, Bill reappears in an unoccupied space within 5 ft. of the body. The target is immune to Bill's possession unless it makes another deal with him.
Incorporeal. As an action while his cone of fear is not active, Bill can turn translucent and be treated as lightly obscured. Bill can move through other creatures and objects as if they were difficult terrain while translucent. He takes 5 (1d10) force damage if he ends his turn inside an object. If he activates his cone of fear or uses an eye ray, the translucence ends.
Regeneration. Bill regains 10 Hit Points at the start of his turn if he has at least one hit point.
Bite. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) piercing damage.
Eye Rays. Bill shoots three of the following rays, choosing one to three targets he can see within 120 ft. of him:
1. Charm Ray. The targeted creature must succeed on a DC 23 Wisdom saving throw or be charmed by Bill for 1 hour, or until Bill harms the creature.
2. Paralyzing Ray. The targeted creature must succeed on a DC 23 Constitution saving throw or be paralyzed for 1 hour. The target can repeat the saving throw at the end of each minute, ending the effect on itself on a success.
3. Fear Ray. The targeted creature must succeed on a DC 23 Wisdom saving throw or be frightened of Bill for 1 hour. The target's face is disfigured while this fear remains. The target can repeat the saving throw at the end of each minute, ending the effect on itself on a success.
4. Slowing Ray. The targeted creature must succeed on a DC 23 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 hour. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each minute, ending the effect on itself on a success.
5. Enervation Ray. The targeted creature must make a DC 23 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. Bill is healed by an amount equal to the damage dealt.
6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 23 Strength saving throw or Bill moves it up to 30 ft. in any direction. It is restrained by the ray’s telekinetic grip until the start of the Bill's next turn or until Bill is incapacitated or chooses to release the grip.
If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 ft. in any direction. Bill can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
7. Sleep Ray. The targeted creature must succeed on a DC 23 Wisdom saving throw or fall asleep and remain unconscious for 8 hours. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. Creatures already asleep have disadvantage on the saving throw.
When a target fails its save against this ray, Bill can choose to disappear and enter the target's dreams and can converse with the target as long as it remains asleep. Bill can shape the environment of the dream, creating landscapes, objects, and other images. Bill can emerge from the dream at any time. The target recalls the dream perfectly upon waking. Bill can alter his appearance at will in the dream, to appear innocuous, terrifying, or anything else to the target. The target gains no benefit from a long rest regardless of whether Bill enters its dreams. In addition, when the target wakes up, it takes 10 (3d6) psychic damage if Bill entered its dream. This damage cannot reduce the target to less than 1 hit point.
8. Petrification Ray. The targeted creature must make a DC 23 Dexterity saving throw. On a failed save, the creature is petrified until freed by the greater restoration spell or other magic.
9. Disintegration Ray. If the target is a creature, it must succeed on a DC 23 Dexterity saving throw or take 45 (10d8) force damage, taking half damage on a failed save. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
10. Death Ray. The targeted creature must succeed on a DC 23 Dexterity saving throw or take 55 (10d10) necrotic damage, taking half damage on a failed save. The target dies if the ray reduces it to 0 hit points.
Bill 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. Bill regains spent legendary actions at the start of his turn.
Ray. Bill uses one eye ray.
Description
Deep in the Abyss live beings far older than Demogorgon and Orcus and Juiblex. One of these beings uses the name Bill Cipher but that is almost certainly not its true name that would grant power over it.
Much like a beholder, this single-eyed fiend has the powers to make dreams and nightmares become reality. Legends say it once made a deal with the beholder that they would have a contest of who could make the most horrifying dreams come true. Both agreed the loser would give the winner all their power. As far as the outcome goes, Bill is known to have eye rays much like a beholder’s...
Bill cannot be trusted.
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Posted Mar 29, 2021hmmmmmmmmmmmmm...
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Posted Mar 17, 2023BILL BILL BILL NYE THE DORITO GUY
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Posted Feb 1, 2026BBBBBBBILL NYE, DORITO GUY.