• Omniscient Awareness (Passive): Bill is aware of all events, thoughts, and intentions within a 2-mile radius. He cannot be surprised, ambushed, or deceived. He always knows the true intentions of any creature within this radius, even if they attempt to mask or hide them.
• Reality Warp (Recharge 5-6): Bill distorts reality within a 200 ft radius around him. Gravity shifts, terrain morphs, illusions become real, and time itself warps. Each creature in the area must succeed on a DC 25 Wisdom saving throw or become confused for 1 minute. While confused, a creature’s actions and movement are random. Bill can also nullify magic within this area or alter spell effects as he chooses.
• Immortal Form: Bill cannot be permanently killed. If reduced to 0 hit points, he disintegrates into energy but reforms in 1d10 days unless sealed in another dimension.
• Legendary Resistance (3/Day): If Bill fails a saving throw, he can choose to succeed instead.
• Ultimate Eye Beam (At-will): Bill fires a devastating beam from his eye. Ranged Spell Attack: +18 to hit, range 150 ft., one target.
Hit: 12d10 force damage plus 8d10 psychic damage. If a creature is reduced to 0 hit points by this attack, they are erased from existence, including their soul. Only a Wish spell or divine intervention can return them.
• Mind Manipulation (3/day): Bill targets one creature within 100 ft. They must succeed on a DC 26 Wisdom saving throw or be charmed for 1 hour. While charmed, Bill has complete control over the creature’s actions, and they see Bill as their closest ally.
• Time Stop (Recharge 6): Bill stops time for 1d4+2 rounds. During these rounds, all creatures and objects, except Bill, are frozen in place and cannot move or act. Bill can act normally while time is stopped.
• Shape Reality (1/day): Bill completely reshapes the battlefield in a 200 ft radius. He can create environmental hazards, summon magical effects, or cause areas to collapse. All creatures in the area must succeed on a DC 26 Dexterity saving throw or be restrained, immobilized, or crushed. Effects last for 1 hour or until Bill chooses to end them.
• True Form (1/day): Bill reveals his true, chaotic form. For 1 minute, Bill is immune to all damage, gains a +5 bonus to all saving throws, and can take two legendary actions per round. His true form warps the very fabric of reality, causing minor space-time distortions wherever he goes.
• Mind Shatter: Bill targets a creature within 120 ft. The target must succeed on a DC 24 Intelligence saving throw or take 6d10 psychic damage and be stunned for 1 minute.
• Reality Twist: When a creature targets Bill with an attack, he can force them to make a DC 24 Dexterity saving throw or be restrained by reality-warping chains of energy for 1 minute. The target can repeat the save at the end of each of their turns, ending the effect on a success.
• Cosmic Reversal: When Bill is targeted by a spell or ranged attack, he can reflect the attack back at the caster or attacker. The attacker must make a DC 24 Intelligence saving throw or take the full effect of their own spell or attack.
• Eye Beam: Bill makes one Ultimate Eye Beam attack.
• Twist Time: Bill can choose one creature to repeat their last action or skip their next turn. No save is required.
Description
Bill Cipher is an all-seeing, reality-warping chaos god who cannot be easily stopped. His true form is incomprehensible to mortals, and he uses his ability to bend time, space, and minds to his advantage. Encountering him in his lair, where he controls all aspects of reality, is a near-impossible challenge for any party.
Bill delights in twisting the minds of those around him, manipulating time to toy with his enemies, and erasing people from existence without a second thought. He is a terrifying force of pure chaos, and only the strongest, most cunning heroes might stand a chance against him—if they’re lucky.
Lair and Lair Actions
• Warp Reality: Every round, Bill can shift gravity or change the battlefield to put his enemies at a disadvantage. Every creature in the lair must make a DC 24 Dexterity saving throw or be knocked prone, flung into the air, or crushed by shifting terrain.
• Psychic Assault: Every creature in the lair must make a DC 25 Intelligence saving throw. On a failure, a creature takes 8d12 psychic damage and is paralyzed for 1 minute. Paralyzed creatures can make another save at the end of each of their turns to end the effect.
• Erase from Time: Once per round, Bill can attempt to erase a creature from reality. The creature must succeed on a DC 26 Charisma saving throw or be erased from time for 1 round. When they return at the end of Bill’s next turn, they have 50% of their maximum hit points.
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