Holy Plating. Big Bill only takes half damage from any extra effects that result from the usage of any "Smite" ability/spell.
Indomitable. Grapple, Push, and any other Checks or Abilities that attempt to move or restrain Big Bill must be made with disadvantage. Big Bill also has Advantage on any associated saves.
Multiattack. Big Bill makes 3 attacks per action: 1-3 Iron Punch attack(s), 1-2 Chaingun attack(s), and/or 1 Railgun attack.
Iron Punch. Melee Weapon Attack: +5 to hit, reach 10 ft., 1 target. Hit: 16 (3d6 + 5) [Bludgeoning] damage.
Chaingun. Ranged Weapon Attack: +7 to hit, range 60/240 ft., 1 target. Hit: 20 (4d6 + 6) [Piercing] damage. Due to the Chaingun's needed time to spin up before firing, the target of the attack must succeed a DC 15 dexterity saving throw to take half damage. Failure to make the save results in the target taking full damage.
Railgun. Ranged Weapon Attack: +4 to hit, range 60/600 ft., 1 target. Hit: 35 (6d8 + 8) [Necrotic] damage.
Battlefield Action. As a bonus action, Big Bill can choose to sacrifice his Reaction to make a Battlefield Action from the table below. The effects of a Battlefield Action take effect at the beginning of Big Bill's next turn.
- Fist of Iron. Big Bill pulls his massive fist inward, which begins to glow red with heat as he charges an attack. (This attack can be stopped by either restraining Big Bill or his fist.) At the beginning of his next turn, Big Bill unleashes the attack and punches the ground beneath him. This lets out a concussive force that emanates in a 15ft sphere around him. Any creatures caught within the blast must succeed a DC 16 Dexterity or Strength saving throw or be pushed back 10ft and take 14 (3d8) [Thunder] damage. On a successful save, the target only takes half damage and does not get pushed back.
After his fist hits the ground, four walls of fire erupt from the ground in a cross pattern, which all originate from Big Bill. Each of these fiery walls stretch out in 10ft x 30ft rectangles, in a cross pattern, with Big Bill as the main axis. The direction in which the walls go depends on what direction Big Bill was facing when he started charging the Fist of Iron. (e.g., the first wall erupting directly in front of him, the second directly to his left, etc.) Creatures caught within the AOE must succeed a DC 12 Dexterity saving throw or take 7 (2d6) [Fire] damage. On a successful save, creatures only take half damage.
- Storm of Lead. Big Bill bends down on one knee and places his right hand on his Chaingun as it begins to crackle with electricity, spinning faster and faster as if preparing to fire a long-charged burst. (This attack can be prevented if Big Bill receives a total of 150 points of damage by the start of his next turn.) At the beginning of his next turn, Big Bill lets loose a long burst from his Chaingun in a 180-degree half circle, with a radius of 60/240ft, using Big Bill as the axis. If a creature is in the affected area, they must succeed on a DC 18 Dexterity saving throw or take 14 (4d6) [Piercing] damage and an additional 5 (2d4) [Lightning] damage. If successful, affected creatures only take half damage. (If creatures are more than 60ft away from Big Bill, but still within 240ft, they instead take 7 (2d6) [Piercing] damage and 3 (1d4) [Lightning] damage on a failed save and half as much on a successful save.)
- Beam of Steel. Big Bill widens his stance, then his mechanical body seems to lock in place. After he does this, his shoulder-mounted cannon begins to whir and emit a pale blue light. (This attack can be prevented by hitting Big Bill's Railgun before it fires. Doing so will stagger him until the end of his next turn, reducing his movement to 0 until the end of his next turn. While staggered, Big Bill will take full damage against him and also have to make all saves at disadvantage. While charging up in this manner, the Railgun's temporary AC is 25.) When Big Bill does this, his armor is put on Full Lockdown, and any incoming physical damage ([Piercing], [Bludgeoning], [Slashing]) has no effect, and all other types are reduced by half. If Beam of Steel is uninterrupted, Big Bill's movement will be reduced by half until the end of his next turn.
At the beginning of his next turn, Big Bill will fire his Railgun at 1 target he chooses. The target must succeed a DC 12 Dexterity saving throw or take 54 (12d6) [Necrotic] Damage. If a success, the target takes no damage instead.
Majitek Particle Shield. As a reaction to being hit by a ranged attack, Big Bill can raise a temporary shield to deflect all damage from the attack.
Armor Lock. As a reaction to being hit by a melee attack, Big Bill can put a lock on the weak points in his armor and temporarily raise his AC by 5 points until the start of his next turn. But doing so will reduce his movement speed by half until the end of his next turn.
Legendary Action: Weavegate. (2/day). As a Legendary Action, Big Bill can use one of his reactions to reflect any incoming damage from the attacker during their turn.
Thanks to his magical energy core, Big Bill can harness the magical power of the weave to augment himself and his environment.
Remade (Costs 1 Action) 1/day. As a Legendary action, Big Bill can use the energy to remake himself and heal himself from 0 Hit Points. He regains half his original health pool at the expense of losing his Action on his next turn.
Weavegate (Cost 1 Reaction) 2/day. As a Legendary Action, Big Bill can use one of his reactions to reflect any incoming damage from the attacker during their turn.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Big Bill is a man turned machine. Standing at 12ft tall, he towers over his enemies and gang lackeys alike.
Long ago, he was just an ordinary human who used to run with Sleazy Slim's gang, but once Slim himself was killed by a lone ranger, Big Bill took the few remaining members of the gang and formed his own, killing the ranger in the process. In the short 150 years since then, Big Bill has taken the liberty of extending his life by any means necessary, including but not limited to his mechanical enhancements.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
-
View User Profile
-
Send Message
Posted Jul 14, 2025For this guy, I used something called "Battlefield Actions." They're a way to change the battlefield in a way that keeps the fight interesting and fun for the players! BIG thanks and credit to "Pointy Hat" on YT for the idea!
I think it's needless to say that Big Bill is meant for a higher-level party, as a solo-boss. The CR might be way off, but this was meant to be a challenge for one of my PC's who ALWAYS outdamages my bosses. I'm going to run it for my players tomorrow as a final boss for our (almost) year-long, magical wild west campaign, before I go on hiatus with it... I'll let you guys know if they make it through or not...