| Mod | Save | ||
|---|---|---|---|
| STR | 24 | +7 | +7 |
| DEX | 20 | +5 | +5 |
| CON | 24 | +7 | +13 |
| Mod | Save | ||
|---|---|---|---|
| INT | 19 | +4 | +4 |
| WIS | 22 | +6 | +12 |
| CHA | 25 | +7 | +13 |
Demonic Weapons. Bill Cipher's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 psychic damage (included in the attack).
Mental Destruction. If Bill Cipher shakes hands with someone, he can enter the person's mind
Innate Spellcasting. Bill Cipher's spellcasting ability is Charisma (spell save DC 20). Bill Cipher can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good, flame strike, raise dead
1/day each: commune, control weather, insect plague
Magic Resistance. Bill Cipher has advantage on saving throws against spells and other magical effects.
Multiattack. Bill Cipher makes two melee attacks.
Reality Smash. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage plus 22 (5d8) radiant damage.
Regenerate (4/Day). Bill Cipher regenerates any part of his body. Bill Cipher magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.
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Posted Mar 1, 2025First