| Mod | Save | ||
|---|---|---|---|
| STR | 29 | +9 | +9 |
| DEX | 15 | +2 | +11 |
| CON | 26 | +8 | +8 |
| Mod | Save | ||
|---|---|---|---|
| INT | 29 | +9 | +18 |
| WIS | 23 | +6 | +15 |
| CHA | 28 | +9 | +18 |
Innate Spellcasting. Bill Chipher is a 15th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). Bill Chipher has following Sorcerer spells prepared:
- Cantrips:chill touch, message, mind sliver, prestidigitation, toll the dead, vicious mockery;
- At will: Dispel Magic, Mirror Image, Sleep as if it were cast at 5th level, Clairvoyance, Project Image, Telekinesis;
- 3/day each: Lightning bolt, Counterspell, Weird, Enlarge/Reduce, Mass Suggestion, Dominate Person, Hypnotic Pattern, Mislead, True Polymorph;
- 1/day each: Divine Word, Feeblemind, Finger of Death, Dominate Monster, Mighty Fortress, Mirage Arcane.
Feed on Fear. Once per turn, whenever Bill Cipher deals damage to a creature who is frightened of him, Bill Cipher can deal an extra 14(4d6) damage to that creature. Bill regains hit points equal to the damage taken by the creature due to this ability.
Magic Weapon. Bill Cipher's weapon attaks are magical.
Legendary Resistance (3/Day). If Bill fails a saving throw, it can choose to succeed instead.
Master of Chaos. If Bill is destoyed it is sent back to the Nightmere realm and cannot interact with other planes for 55(10d10) days after which returns active.
Essence of Chaos. If Bill is destoyed in the Nightmere realm where it resides it is reduce to chaotic energy and cannot reform for 201(2d100+100) years unless another entity takes it's place in which case is gone forever.
Regeneration. Bill regains 40 hit points at the start of its turn if it has at least 1 hit point and hasn't taken psychic damage during the previous round.
Limited Magic Immunity. Bill can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has Advantage on saving throws against all other spells and magical effects.
Multiattack. Bill can use its Maddening Presence. It then makes two Draining touch attacks.
If bill is below 200 hit points it can use Rapid fist insted of a Draining touch attack.
Draining Touch. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 14(4d6) necrotic damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or have one of their ability scores, of Bill's choosing, decrease by 1. This decrease remains until dispelled by Greater Restoration or a Wish.
Eye Beam (Recharge 5–6). Bill fires lightning from his eye in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 18 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
Maddening Presence. Each creature of Bill's choice within 120 feet of him must succeed on a DC 18 Wisdom saving throw or become afflicted with short-term madness (DMG pg. 259). If a creature afflicted with short-term madness fails, it gains long-term madness. If a creature with long-term madness fails, it gains Indefinite madness. If a creature with indefinite madness fails, it dies from psychological trauma. If a creature's saves, the creature is immune to Maddening Presence's further affects for 24 hours.
Teleport. Bill Chiper is picked up by his Abraham Lincon heded bald eagle, and teleports up to 120 feet to an unoccupied space he can see.
Evil Trickster When about to be hit by an attack or spell can attempt to swap places with another willing creature within 40ft. An unwilling creature must succeed on a DC 25 Charisma save to prevent this from happening.
Bill Chipher can take 3 legendary actions, 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 all spent legendary actions at the start of its turn.
Big Fist (Costs 2 Actions). Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 28(5d10) bludgeoning damage. Bill has Advantage on this attack but the targeted creature has Advantage on its next attack on Bill.
Fear Screen (Costs 1 Action). Bill casts phantasmal killer or any illusion school of magic spells he knows.
Rapid Fist (Costs 2 Actions). Melee Weapon Attack: +17 to hit, reach 10 ft., up to 8 targets. Hit: 28(8d6) bludgeoning damage.
Laser Focus. Bill focuses on his eye and attempts to recharge it before it's next turn (Recharge 4–6).
Astral Presence (Costs 3 Actions) Bill casts Astral Projection
While below 200 hit points Chipher can take 3 additional legendary actions, choosing from he's legendary action or his mythic atction listed below. Bill regains all additional spent legendary actions at the start of its turn.
Unending Chaos (Costs 3 Actions). Bill Regains 100 hit points.
Enougth (Costs 2 Action). Bill casts Power Word Kill.
Description
Physical Description
Bill Cipher is a two-dimensional, triangular entity resembling a golden-yellow pyramid with a single, unblinking eye. His design is minimalist yet deeply symbolic. His body is a flat, monochrome yellow triangle outlined in black, with a stylized top hat adorned with a crescent moon and star pattern, evoking occult and mystical imagery. His limbs—slender, black, and elastic—extend and retract fluidly, contributing to his unsettling, unpredictable movements. His most striking feature is his singular eye, which has a vertical slit pupil akin to a reptile’s, radiating menace and intelligence. When enraged, his eye glows fiery red, and his form may flicker with chaotic energy. His bowtie shifts in color from cyan to black, reflecting shifts in mood or power. Though flat, he interacts dynamically with three-dimensional spaces, warping perspectives and environments to suit his whims. His design draws inspiration from the Illuminati’s "Eye of Providence," aligning with themes of secrecy, conspiracy, and hidden knowledge.
Personality and Traits
Bill is a chaotic trickster deity, embodying entropy, manipulation, and unbridled madness. His personality is a volatile blend of dark humor, megalomania, and sadistic glee. He speaks in a high-pitched, raspy voice, oscillating between playful mockery and bone-chilling threats. Bill thrives on absurdity, often breaking the fourth wall to mock his adversaries or revel in the chaos he creates. He communicates in riddles, wordplay, and cryptic warnings, delighting in psychological games. Despite his whimsical demeanor, he is ruthlessly pragmatic, exploiting weaknesses and striking bargains to further his goals. He views reality as a meaningless construct, dismissing morality and emotion as human frailties. His nihilistic philosophy drives his desire to dismantle order and replace it with his version of "weirdness"—a surreal, lawless dimension of perpetual chaos. Charismatic yet terrifying, he alternates between charming allies and obliterating enemies, often snapping his fingers to summon blue flames or warp reality mid-conversation.
Origins and Backstory
Bill originates from the Nightmare Realm, an incomprehensible dimension beyond time and space, where logic and physics are irrelevant. Existing for eons, he transcends mortal understanding, embodying pure chaos and the primal fear of the unknown. His motivations are enigmatic; he claims to seek "entertainment," though his actions suggest a deeper hunger for power and dominion. For millennia, he schemed to invade the third dimension, viewing it as a playground to corrupt. His ability to traverse dimensions is limited, requiring intermediaries or cosmic loopholes to manifest physically. Over time, he developed a reputation as a dealmaker, offering forbidden knowledge or power in exchange for servitude, though his bargains always carry catastrophic consequences. His ultimate goal is to collapse all realities into a single, chaotic expanse under his rule, erasing the boundaries between dimensions.
Strengths
-
Charismatic Authority:
Bill’s confidence radiates as magnetic charisma, making him a master manipulator. He speaks with absolute conviction, framing chaos as liberation and destruction as "progress." His grandiose promises ("I’ll show you a universe without rules!") hypnotize followers, convincing them to surrender free will. His self-assuredness erodes doubt, making even absurd propositions feel inevitable. -
Reality-Defying Creativity:
His belief in his own omnipotence allows him to rewrite the rules of existence without hesitation. Unlike lesser beings constrained by logic, Bill sees reality as a "blank canvas" and himself as the artist. This fearless creativity lets him conjure surreal landscapes, warp physics, and weaponize absurdity (e.g., turning forests into floating labyrinths or armies into abstract statues). -
Psychological Dominance:
Bill’s confidence weaponizes fear. He thrives on imposing his worldview through psychological warfare, reducing adversaries to pawns by exposing their insecurities. His taunts ("You’re adorable when you’re vulnerable!") destabilize opponents, while his unflinching demeanor makes resistance feel futile. He doesn’t just defeat enemies—he dismantles their sense of agency. -
Unapologetic Ambition:
Bill’s self-assuredness fuels his transcendent ambition. He doesn’t merely seek power; he seeks to redefine existence itself, merging dimensions into a chaotic singularity where he reigns as a god. This grand vision, untainted by self-doubt, makes him unstoppable until external forces exploit his hubris. -
Adaptive Brilliance:
His confidence isn’t blind—it’s backed by strategic genius. He improvises flawlessly, turning setbacks into opportunities. Trapped in a deal? He’ll loophole his way out. Facing resistance? He’ll invent new rules on the spot. His mind operates beyond linear thinking, making him a puzzle that can’t be solved, only survived.
Weaknesses
-
1. Overconfidence:
Bill’s arrogance manifests as willful ignorance of his limitations. He dismisses threats he deems “beneath” him, underestimating adversaries who exploit his hubris. His belief in his own invincibility leaves gaps in his schemes, as he rarely plans for failure or emotional resilience in others. -
2. Dependence on Physical Anchors:
His presence in the third dimension is tethered to unstable vessels or deals. Without a host or artifact to sustain him, his form flickers and destabilizes. This reliance makes him vulnerable to traps that sever his connection to the physical world. -
3. Rule-Bound by His Own Deals:
Despite his chaotic nature, Bill is bound by the cryptic rules of his bargains. He cannot outright break a pact once struck, forcing him to rely on loopholes or technicalities. This limitation forces him into predictable patterns of manipulation. -
4. Emotional Detachment:
His nihilistic disregard for emotion blinds him to the power of loyalty, love, or sacrifice. He cannot comprehend selfless acts or alliances forged through trust, leaving him unprepared for adversaries who weaponize unity against him. -
5. Predictable Love for Spectacle:
Bill’s obsession with theatrics and grand gestures makes him predictable. He prioritizes style over efficiency, often wasting energy on flashy displays (e.g., reshaping landscapes mid-battle) instead of securing decisive victories
Symbolism and Legacy
Bill Cipher represents chaos, entropy, and the dangers of unchecked ambition. His design and philosophy evoke themes of cosmic horror, blending humor and existential dread. The crescent symbols on his hat and body tie him to occultism and forbidden knowledge, while his triangular shape alludes to pyramids—a metaphor for hidden power structures. His cultural impact extends beyond his role as a villain; he embodies the allure of chaos in a world obsessed with control, resonating as a critique of authoritarianism and blind faith in rationality. Fans dissect his cryptic dialogue ("Reality is an illusion, the universe is a hologram, buy gold!") for hidden meanings, while his iconic design inspires art, memes, and academic analyses of chaos theory in media.
Conclusion
Bill Cipher is a masterclass in villain design, merging absurdity and terror into a singular entity. His lack of a traditional backstory amplifies his mystique, positioning him as an ancient, incomprehensible force rather than a character with redeemable traits. His legacy endures as a symbol of chaos’s dual nature—both creatively liberating and destructively anarchic—challenging audiences to confront the fragility of order in an unpredictable universe.
Lair and Lair Actions
Lair Actions
While in the Nightmare Realm, Bill Cipher bends reality itself. On initiative count 20 (losing ties), he can take one of the following lair actions:
-
Reality Fracture
Bill warps a 120-foot radius around him. Roll 1d6:-
1–2: Gravity reverses in the area for 1 round. Creatures must succeed on a DC 25 Strength save or fall upward, taking 55(10d10) bludgeoning damage.
-
3–4: The terrain becomes sentient. Grasping hands, eyes, or teeth sprout from surfaces; creatures treat the area as difficult terrain and take 33(6d10) psychic damage if they start their turn there.
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5–6: Bill swaps two creatures’ positions. Each creature in the area must succeed on a DC 25 Charisma save or teleport to an unoccupied space of Bill’s choice.
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Summon Nightmare Legion
Bill snaps his fingers, summoning (1d6) Henchmaniacs with 120 ft. truesight. -
Chaos Dominion
Bill rewrites one rule of reality for 1 minute. Choose one:-
Spells cost double their spell slot level to cast.
-
Movement speeds are randomized (roll (10d10) for each creature’s speed).
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Regional Effects
The Nightmare Realm warps in Bill’s presence. These effects apply within 1 mile of his lair:
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Unstable Geometry
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Gravity points in random directions. Each hour, creatures must succeed on a DC 20 Dexterity save or fall 60 feet.
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Structures and landscapes shift hourly. Maps become useless.
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Maddening Whispers
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Creatures hear Bill’s taunting voice. After a long rest, they must succeed on a DC 25 Wisdom save or gain a short-term madness.
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Illusions of loved ones or fears manifest, demanding interaction (Wisdom DC 25 to disbelieve).
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Living Nightmares
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Non-fiend creatures risk transformation. After finishing a long rest, roll a (d20):
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1–5: The creature gains a random mutation (e.g., stone skin, flaming hair, or an extra eye granting truesight)
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6-10: The creature hears Bill’s voice in its mind. It must succeed on a DC 18 Wisdom save or gain one indefinite madness. While mad, it compulsively doodles Bill’s symbol or mutters cryptic warnings in reverse.
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11-15: The creature’s form flickers between dimensions. It gains the benefits of the Etherealness spell but takes 11(2d10)force damage if it ends its turn inside an object. Lasts 24 hours.
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16-19: The creature’s reflection gains sentience and steps out of any nearby mirror or reflective surface as a Doppelganger hostile to the original. The reflection seeks to replace the original and vanishes at dawn.
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20: The creature becomes a Pit Fiend under Bill’s control.
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Dealmaker’s Curse
Previous Versions
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5/15/2025 3:12:46 AM
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5/16/2025 1:33:45 AM
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5/16/2025 1:53:29 AM
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5/17/2025 9:17:06 PM
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