Semi Telepathic. Bill is slightly telepathic, he can figure out names, and small desires but must make a deal and enter a creature’s mind to find bigger, more deep desires and secrets.
Omniscience/Precognition. Bill knows practically everything including: the exact date, time and cause of death for every creature in the multiverse except himself and creatures that he will kill or will kill him, the truth behind the gods, names, locations of significant places and items, the truth of conspiracies, 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. There are only two ways to kill Bill. He can be erased from someones mind entirely. This means that all of his hosts memories must be erased. If the host’s memories ever return, Bill does not. He can also be killed if his quantum structure is destroyed. However, this is only possible through a quantum destabilizer. If Bill is killed by any other means, he is resurrected in a random place in the nightmare realm 5 days later.
Self-Manipulation. Bill can change his size, color, voice and shape however he wants at will. None of which will change his stats except for size which he cannot increase beyond 30 feet in any direction.
Dream God. Bill can manipulate the dreams of creatures within 100 miles of him. He can either give the creatures he chooses within the radius nightmares or enter the dreams of a single creature and gain full control over the dream, leaving his physical form behind as a stone statue. This does not grant him access to the Mindscape. While inside a creature’s dream Bill can do anything he wants as long as it does not kill the dreaming creature.
Regeneration. On the start of Bill’s turn he regains 60 hit points and any body parts he has lost.
Uncontrollable Rage (Recharges after a Short or Long Rest). If Bill is reduced to 0 hit points, he doesn’t die or fall unconscious. Instead, he regains 1000 hit points. In addition, he turns red and grows three tongues and four new arms. He gains one extra melee attack for each arm. He also increases his walking speed by 40 feet and gains a climbing speed of 60 feet. Additionally, Bill can now use the options in the “Mythic Actions” section. Award a party an additional 155,000 XP (310000 XP total) for defeating Bill after it uses Uncontrollable Rage.
Multiattack. Bill makes two melee attacks, one blue fire attack and one laser eye attack.
Unarmed Strike. Bill makes an attack with his fist: +19 to hit, reach 5 ft., 1 target. Hit: 65 (10d12) bludgeoning damage and target is knocked prone.
Blue Fire Hurl. Bill hurls a ball of blue flame: +19 to hit, range 50/120 ft., 1 target. Hit: 66 (12d10) fire damage.
Laser Eye. Bill shoots a laser from his eye: +19 to hit, range 150/500, 1 target. Hit: 82 (15d10) radiant damage. Any surface the laser touches is melted. any creature walking through it takes 1d12 fire damage. The laser melts one square or five feet.
Illusions. Bill can create illusionary creatures and objects no larger than 30 feet in any direction. He can also change existing illusions into something else.
Statue Ray. Bill shoots a beam that turns living beings to stone: +19 to hit, range 150/500, 1 target. Hit: 275 (50d10) radiant damage. If the target is dropped to zero hit points then it turns to stone, otherwise the target is completely unaffected by this attack. If Bill chooses, the target will be turned into gold instead of stone. This effect can only be reversed by a greater restoration or wish spell, or if Bill chooses. The target automatically succeeds death saves.
Matter Manipulation. Bill can create and destroy matter. He can change the composition of matter and an objects location. If Bill tries to destroy the matter that makes up a creature it takes 52 (8d12) necrotic damage. If the target is reduced to 0 hit points by this attack it is completely obliterated.
Gravity Manipulation. Bill can control gravity turning it off and on. Any creature that does not possess a flying speed or an ability to walk on walls, such as with the Cloak of Arachnida, is rendered immobile.
Time Manipulation. Bill can slow down and stop time while he isn’t in combat. He can also go back in time but must have made a deal allowing him to.
Teleportation. Bill teleports to any area within the plane he's on. In order to shift planes he must be summoned or in possession of an object that allows him to do this.
Madness Inducement. Bill creates 5d6 bubbles of pure madness. Any creature that passes through one takes 1d10 physic damage and must make a DC 15 intelligence saving throw or go insane.
Weirdness Wave (Takes 1 Minute). Bill sends out a wave of weirdness to cover an area up to 10 miles in all directions. This wave warps reality in many ways (Determined by the DM). It can bring inanimate objects to life, grow or shrink creatures with an intelligence of a 5 or lower that do not speak any languages, merge an object and creature that are close, either emotionally or physically and stop time for specific objects or creatures. It will also dim the sunlight and tint it red, summon flames in random areas and allow Bill to immediately use his “Madness Inducement” action once and his “summon” legendary action five times
Limb Fabrication. Bill fabricates up to eight new limbs. He gains one extra melee attack for each one.
Deals. Bill makes a deal by shaking hands with a willing creature. Bill is not required to fulfill his end of the deal. He can use the terms of a deal to pull out a soul and inhabit a creature’s 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 creature or some other goal, either way Bill’s physical form is left behind as a stone statue. He can exit the mind or body at any time. It is possible to follow Bill into a creature’s mind. A creature can figure out how with a successful DC 20 investigation check.
Mimicking. Bill mimics something he has seen. This mimicry can be revealed as an illusion by a successful DC 29 investigation check. Bill will know basic info due to his telepathic ability.
Telekinesis. Bill manipulates objects and creatures as if with a telekinesis spell.
Bill can take 5 legendary action, 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 its turn.
Laser Eye (Costs 1 Action). Bill makes a laser eye attack.
Third Dimension Mind Access (Costs 1 Action). Bill can drag a target into the mind scape. He does not gain 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. Bill has total control over this dimension. When the target is spat out of the dimension they realize that they have been sleeping and awaken. If Bill kills the target while in the Mindscape in this way the target is returned to the normal world with no loss of hit points.
Statue Ray (Costs 2 Actions). Bill makes a statue ray attack.
Summoning (Costs 4 Actions). Bill summons one object, such as his pyramid castle, within 500 feet of him. He can also summon other structures, objects and creatures as long as the creature has a challenge rating of 15 or lower.
Dream Bubble Creation (Costs 5 Actions). Bill traps an unconscious target inside a pocket dimension usually made up of their greatest desires which they can control and change however they want. This pocket dimension is a 500 foot diameter sphere floating 100 feet above the ground and is locked from the outside requiring a key to unlock. The key appears in Bill’s hand when he creates the bubble. Once unlocked creatures can freely move in and out of the bubble. If Bill wishes to he can gain full control over everything within the bubble and relinquish control from the target. If Bill dies this bubble pops destroying everything inside the bubble except for the original target.
If Bill’s Uncontrollable Rage trait is active, he can use the options below as legendary actions.
Charge (Costs 1 Action). Bill moves up to his speed and makes one unarmed strike. If there is nothing to attack within range, he does not make an unarmed strike.
Grab (Costs 1 Action). Bill grabs one target within range: +19 to hit. range 5 ft. the target is grappled (escape DC 29). Until this grapple ends, the target is restrained. Bill has six arms in this form, each of which can grapple one target.
Death Snap (Costs 5 Actions). Bill snaps his fingers and one creature he has grappled dies. Bill only uses this attack in the most dire circumstances. If a creature tries to bring the target back to life by any means it must succeed on a DC 29 constitution saving throw or suffer the effects of the death snap as well. Either way the target will be unaffected.
Description
Is he watching me?
CAESER
ATBASH
A1Z26
Bill has proven himself to be one of the friendliest and most trustworthy individuals that I've ever encountered in my life. What a guy! I honestly can't trust him more. Not evil in any way, Bill is a true gentleman.
BILL CAN'T BE TRUSTED!Lair and Lair Actions
Bill’s lair is The Fearamid, a floating pyramid of chaos with endless maze-like hallways.
Lair Actions
When fighting inside his lair Bill can use its chaotic energy to take lair actions. On initiative count 20 (losing initiative ties), Bill takes a lair action to cause one of the following effects:
- Bill attempt to turn up to six creatures into banners or other decoration. Each creature Bill chooses must make a DC 29 constitution saving throw or by turned into decoration. While transformed it in this way the target is still conscious and can see and hear as normal. However, their speed is reduced to zero and they cannot make any attacks or saving throws.
- A triangular cage emerges from the floor. each creature within a 15 foot cube centered on a point Bill chooses is trapped inside the cage and cannot move past its edge.
- The hallways within The Fearamid warp and turn. Bill completely reconstructs the layout of the fearamid, with the exception of the throne room, which is unaffected.
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