Legendary Resistance (3/Day): If Bill fails a saving throw, he can choose to succeed instead.
Magic Resistance: Bill has advantage on saving throws against spells and other magical effects.
Incorporeal: Bill can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if he ends his turn inside an object.
Dream Manipulation: Bill can enter a creature's dream within 60 ft. and alter it in any way he wishes. The target must make a Wisdom saving throw (DC 25) or be affected as per the dream spell.
Telekinesis: Bill can move objects or creatures within 120 ft. of him that weigh up to 1,000 pounds.
Reality Warping: Bill can alter reality to his will. Once per day, he can cast the wish spell without any limitations.
Multiattack: Bill makes three attacks: one with his crushing hat and two with his claws or eye beam. Alternatively, he can use one of his lair actions.
Crushing Hat: Melee Weapon Attack: +13 to hit, reach 10 ft., one creature. Hit: 27 (4d10 + 6) bludgeoning damage and the target must succeed on a DC 25 Wisdom saving throw or be stunned until the end of Bill's next turn.
Claws: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 6) slashing damage.
Eye Beam: Ranged Weapon Attack: +13 to hit, reach 60 ft., one creature. Hit: 20 (3d8 + 7) psychic damage.
Description
Bill Cipher is a malevolent entity from another dimension, with a triangular shape and a single, large, eye in the center of his forehead. He appears to be a floating pyramid. His body is yellow and black striped, and he has long, thin arms that end in sharp, clawed fingers. He has the ability to change his form and can appear as anything he desires, including humanoids or animals.
Bill is a chaotic evil entity, obsessed with causing chaos and destruction. He is incredibly intelligent and manipulative, often using his powers to enter and manipulate people's dreams or possess their bodies. He is a master of deception and can easily trick others into doing his bidding. Bill also has reality-warping powers, which allow him to alter the fabric of reality to his will.
Despite his cartoonish appearance, Bill is a terrifying foe to face, as his psychic powers and physical attacks can be devastating. His presence is often accompanied by strange, otherworldly whispers and a feeling of unease. Those who dare to confront him must be prepared for a battle unlike any other.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Bill can take a lair action to cause one of the following magical effects. He can't use the same effect two rounds in a row:
-
A wave of psychic energy sweeps out from Bill. Each creature within 120 feet of him must make a DC 25 Intelligence saving throw, taking 55 (10d10) psychic damage on a failed save, or half as much damage on a successful one.
-
Bill teleports himself and up to three creatures he can see within 120 feet of him to another location within that range.
-
Bill creates a field of darkness that spreads out from him, extinguishing all non-magical light in a 60-foot radius. Any creature within that radius must make a DC 25 Wisdom saving throw or be frightened for 1 minute.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
3/4/2023 7:20:50 PM
|
12
|
2
|
1
|
Coming Soon
|
Comments