Immortal. Bill cannot be killed. If his hit points ever reach 0, he returns to the Nightmare Realm with full HP. (Note: certain artifacts can negate this effect)
Reduced Spellcasting. Bill knows how to cast every spell in existence. However, his punishment allows him only to cast up to 5th level spells, but no spells that can allow him to escape his prison in the Nine Hells. This does not apply to his “Do Ya Wanna Make a Deal?” legendary action.
Omniscience. Bill knows almost everything in the universe, including the death of everything, from that goblin to Tiamat herself.
Master of Mind and Matter. At will, Bill can transform matter into what he wants.
Dream Stalker. Bill may enter the dreams of a sleeping creature to terrorize them.
Insanity. A creature that spends enough time around Bill while thinking of him as a friend may go insane and have their alignment change to Chaotic Evil.
Horrible Transformation. (Recharges after a short or long rest) For 1 hour, Bill transforms into a warped version of himself that the DM decides. The new form may have special attacks, (For example, a giant version of Bill might have a stomp attack) but it cannot have any new special traits. Reward a party an extra 155,000 XP (310,000 total) if they defeat Bill after his Horrible transformation has activated. If Bill uses his Horrible Transformation, then he may use the mythic action options as legendary actions for 1 hour. Bill can go back to his original form as an action, but he still may use mythic actions until the hour is up.
Multiattack. Bill may use his Charm, and then he may attack two times. He can substitute his Possession, Horrifying Laughter, or Arm Growth for his Charm. Bill gains an extra Punch attack for every arm he grows over 2.
Charm. Bill attempts to charm creatures into making a deal with him. A creature of Bill’s choice must make a DC 20 Wisdom saving throw or be charmed for 10 minutes.
Cane. Melee Weapon Attack: +20 to hit, reach 100 ft., 1 target. Hit: 142 (15d10 + 60) bludgeoning damage.
Punch. Melee Weapon Attack: +20 to hit, reach 50 ft., 1 target. Hit: 127 (15d10 + 45) bludgeoning damage.
Eye Ray. Ranged Weapon Attack: +20 to hit, range 200/600 ft., 5 targets. Hit: 110 (13d8 + 52) psychic damage.
Horrifying Laughter. Bill creepily laughs, terrifying everyone. Every creature that can hear him and is with 120 feet from Bill must make a DC 20 Constitution saving throw or must roll a D20. On a 1-8, the creature takes 136 (13d12 + 52) psychic damage. On a 9-14, they are frightened for 1 minute. On a 15-19, they go mad for 1 minute. On a 20, they serve Bill for 1 minute.
Arm Growth. Bill grows an arm. The new arm lasts until he dispels it.
Zodiac Teleportation. Bill forms a zodiac around himself. He babbles an incomprehensible phrase and teleports to any location on the same plane of existence.
Bill can take 12 legendary actions, choosing from the options below. Only one legendary action 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.
Die! Bill makes a cane attack.
And Some Bubbles of Pure Madness! (Costs 2 Actions) Bill summons 3d4 bubbles of madness. The bubbles have AC 10 and 1 HP. They are immune to all types of damage except piercing and slashing. If a creature comes in contact with a bubble, then they must make a DC 15 Intelligence saving throw or go mad for 1d4 minutes. If a creature’s saving throw is successful, or the effect ends for them, then they are immune to Bill’s And Some Bubbles Of Pure Madness for the next 24 hours.
It’s Funny How Dumb You Are! (Costs 3 Actions) Bill chooses a creature. They must make a DC 18 Intelligence saving throw or have their INT decreased by 6 for 1 minute (minimum of 1).
Name’s Bill, But You Can Call Me Your New Lord and Master for All Eternity! (Costs 4 Actions) Bill chooses 20 NPC creatures within 120 feet of him, and they must make a DC 15 Intelligence saving throw or serve him for 1 minute.
I Need a Castle of Some Kind! (Costs 6 Actions) Bill summons his Fearamid to his location. He may place it wherever he wants.
Oh, I Know Lots of Things… (Costs 8 Actions) Bill forces a creature to make a DC 20 Constitution saving throw. If the creature fails, then Bill can read their mind for 1d4 minutes and has advantage on all on all attack rolls against them, while they have disadvantage on attacks against him.
Horde. (Costs 10 Actions) Bill summons 100 Eyeball Bats. They remain until they die or Bill dismisses them as an action.
Physical Form, Don’t Mind if I Do!!!! (Costs 12 Actions) Bill must use this 50 times before it works. The count resets every 24 hours. Bill cannot do this while he is trapped in the Nine Hells. If Bill succeeds, then he gains physical form. Use the Bill Cipher (Physical Form) stats. [NOTE: that stat block does not exist at the moment]
Bill can use the mythic action options as legendary action options if his Horrible Transformation has been activated within the last hour.
Weirdness Wave! (Cost 10 Actions) Bill creates a massive wave of pure madness energy that is 1d4 miles high and 1d10 miles wide. Any creature that is hit by the wave must make a DC 15 Intelligence saving throw or go mad for 1d4 minutes. If the defect ends or the creature succeeds their saving throw, then they are immune to Bill’s Weirdness Wave for 24 hours. The wave also has a chance of spawning random Chaotic Evil creatures that have a challenge rating of 5 or less and are loyal to Bill.
Do Ya Wanna Make a Deal? (Costs 11 Actions) Bill attempts to convince a creature to make a deal with him. Bill cannot force a creature to make a deal with him. If the creature agrees, then Bill will engulf his hand in harmless blue fire and shake hands with them. Bill may cast Wish to fulfill his end of the bargain. Bill will take advantage of poor wording. If a creature tries to break the deal, then they must make a DC 30 Constitution saving throw. If they fail, then Bill’s end of the deal is instantly fulfilled, and the creature dies. A creature may call off the deal ONLY if Bill fails them.
What Will I Do About That…? OH, HOW ABOUT THIS!!!!! (Costs 12 Actions) Bill blasts a giant ray of energy. Any creature it hits takes 700 (33d20 + 354) force damage. No creature can be immune to this without magic, legendary actions, or no physical form (a ghost, etc.).
Description
Bill Cipher is a powerful creature that one day, came into the planes from the Far Lands. He went to the Material plane and started destroying and conquering everything with his madness. He can control demons and any other insane beings. He is not just insane, but the definition of insanity. He babbles incomprehensible phrases, treats the world like a toy, corrupts creatures, etc. The only way to kill Bill is to use a magical artifact such as the Memory Gun.
Infinite power. Bill has god-like power (Trickery domain for clerics) and is capable of destroying gods themselves. Old legends say he destroyed a god called Time Baby.
Physical form. Bill’s greatest wish is to re-achieve physical form and destroy the gods and destroy law and order (Bill particularly hates the Modrons). If Bill achieves physical form, then he will be unstoppable. He will be able to alter the real world instead of just the mindscape.
Party! If Bill takes over, he will start a “party” which is actually an excuse to change all law and order into chaos and destruction. He will also summon demons from the “Nightmare Realm” which is some kind of demiplane, although no one knows where it is. It will be, as Bill called it, Weirdmageddon.
“A party that never stops, with a host that never dies!” -Bill Cipher
Deception. Bill believes that this world is a toy, and he is playing with it. He does not care anything about people, and is perfectly fine with deceiving and destroying people to get what he wants. He appears to be charming and intelligent, by pretending to help people to get inside their mind. He is immortal, and his plans can span for centuries. He has been trapped for over one trillion years, and is ready to tear apart the fabric of reality.
Warped. To Bill, torturing and killing people isn’t evil, but to him, it is fun and games. He thinks that the world doesn’t know how to party, and he wants to teach them. He just doesn’t understand why people don’t think that what is doing is funny. In fact, Bill dresses and acts like a comedian, as he always wears a top hat and bow tie. According to ancient texts, the hat is actually part of his body, and it acts like a limb. That would explain the fact that the last time someone touched his top hat resulted in the person becoming a back scratcher immediately.
Lair and Lair Actions
Bill’s lair is the Fearamid, a giant pyramid built out of party block, a glowing black brick. It is built to augment Bill’s power, often not following the laws of physics in areas. At the center, there is a throne made of humanoids turned to stone. Bill and his soldiers party here all night long.
Lair Actions
On initiative count 20 (losing 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:
- Up to 5 pieces of fabric that are 10 ft. by 10 ft. appear on the ground and remain there for one round. At the end of the round, any creature standing on the fabric must make a DC 20 Dexterity saving throw or be wrapped up in the fabric and magically transformed into a banner for 24 hours. A greater restoration or similar spell ends this effect on a creature.
- Giant tongues come of of the ground and stay there for one round. Any creature that is within 10 feet of the tongues must make a DC 15 Dexterity saving throw or be grappled for 3 rounds. When a creature is grappled, it takes 7 (2d6) acid damage per round.
- The entire Fearamid lets loose a warped, abnormal shriek. A creature (minus Bill and his servants) must make a DC 20 Intelligence (or Sanity) saving throw or gain a form of permanent madness (as decided by the DM)
Regional Effects
The region containing Bills’s lair is warped by his insanity, which creates one or more of the following effects:
- Every animal within a 10 mile radius with an Intelligence of 3 or lower is warped and insane.
- Every time it is silent with in a 20 mile radius, creatures may think they hear Bill’s party music blasting in the distance.
- When creatures sleep within a 10 mile radius, Bill haunts their dreams.
- Wind blowing within a 50 mile radius sounds like Bill softly laughing.
If Bill dies, these effects disappear immediately.
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Posted May 1, 2025amazing could u send me the link to use in my campaign
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Posted Jul 22, 2025I am so sorry I didn't see this earlier! How would I "send the link" to you? Do you mean the link to this page?
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Posted Jul 14, 2026It's 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