Physical form. When bill enters the mortal world 1 round is used where he gains a physical form, during this he cannot be/deal damage.
Incorporeal form: While bill is in the dream realm or the in-between he cannot be harmed by any damage but he cannot deal any damage.
Spell Bombardment: the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.
| Wild Magic Surge | |||
|---|---|---|---|
| d100 | Effect | d100 | Effect |
| 01-02 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. | 51-52 | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile. |
| 03-04 | For the next minute, you can see any invisible creature if you have line of sight to it. | 53-54 | You are immune to being intoxicated by alcohol for the next 5d6 days. |
| 05-06 | A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. | 55-56 | Your hair falls out but grows back within 24 hours. |
| 07-08 | You cast Fireball as a 3rd-level spell centered on yourself. | 57-58 | For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame. |
| 09-10 | You cast Magic Missile as a 5th-level spell. | 59-60 | You regain your lowest-level expended spell slot. |
| 11-12 | Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. | 61-62 | For the next minute, you must shout when you speak. |
| 13-14 | You cast Confusion centered on yourself. | 63-64 | You cast Fog Cloud centered on yourself. |
| 15-16 | For the next minute, you regain 5 hit points at the start of each of your turns. | 65-66 | Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. |
| 17-18 | You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. | 67-68 | You are frightened by the nearest creature until the end of your next turn. |
| 19-20 | You cast Grease centered on yourself. | 69-70 | Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. |
| 21-22 | Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. | 71-72 | You gain resistance to all damage for the next minute. |
| 23-24 | Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect. | 73-74 | A random creature within 60 feet of you becomes poisoned for 1d4 hours. |
| 25-26 | An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. | 75-76 | You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. |
| 27-28 | For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. | 77-78 | You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration. |
| 29-30 | You teleport up to 60 feet to an unoccupied space of your choice that you can see. | 79-80 | Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
| 31-32 | You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. | 81-82 | You can take one additional action immediately. |
| 33-34 | Maximize the damage of the next damaging spell you cast within the next minute. | 83-84 | Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
| 35-36 | Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. | 85-86 | You cast Mirror Image. |
| 37-38 | 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. | 87-88 | You cast Fly on a random creature within 60 feet of you. |
| 39-40 | You regain 2d10 hit points. | 89-90 | You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell. |
| 41-42 | You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. | 91-92 | If you die within the next minute, you immediately come back to life as if by the Reincarnate spell. |
| 43-44 | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. | 93-94 | Your size increases by one size category for the next minute. |
| 45-46 | You cast Levitate on yourself. | 95-96 | You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
| 47-48 | A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. | 97-98 | You are surrounded by faint, ethereal music for the next minute. |
| 49-50 | You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. | 99-00 | You regain all expended sorcery points. |
Warp: Bill is able to teleport to anywhere in sight
Energy Beam. Ranged Weapon Attack: +6 to hit, range5/30., 1-3 target. Hit: 30 (5d6) [Force] damage.
Ash. Ranged Weapon Attack: +6 to hit, range5/15., 1 target. Hit: One hit kill [Fire] damage. When a target has lost 3/4ths of their health for 2 rounds with out healing, bill can use this action to reduce them to ashes
All seeing eye. Bill can use an action to gaze into the future, this causes attacks against bill for 2 rounds to at disadvantage.
Summon demonic golems. Bill summons 10-20 small demonic golems in a 5-20 radius of him.
True manipulation. After 10 rounds of being in the mortal world bill is able to use the actions:
Landscape manipulation: Bill can change the terrain of the floor to become any environment.
Time manipulation: Bill can choose to go back one turn causing all damage done to him that turn to reverse, or he can go into the future 1 round skipping any damage he would take this turn.
4th wall break: Bill is able to replace one thing about himself that it be immunities or damage dealing.
Rejuvenate. Heals 1/4 of bills current hp
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
A monstrous being born from another realm where he was born with a eye that saw into other dimensions. In his strive to prove the existence of other realms, he became detached from his reality and found himself in a realm between realms from this he accidentally caused a rip in his universe, he was forced to watch as his universe burned to nothing as he heard the screams of all that died. In an instance his mind was corrupted by chaos and a strive to travel to a new universe. During his travel in the between he encounters others stuck in there and would fight for power were he would absorb them and their essence. After Billions of years he located a section in the universe that was weakest and found a entrance to another realm, seeping through resulted in him arriving in a sort of dream realm. He would use this to take advantage of those that dreamed nearby and corrupt their minds into servitude. He would force them to try to find a way for him to gain access to the mortal world. On one particular day he found a mind like no other, one that was able to build a machine that was able to open a portal to the in-between, he sent someone through to get a glance into the realm resulting in the person seeing bill, but he went insane from what he saw and when he was pulled out the portal was shut down. Now they were against Bill and stopped following his orders, the insane one left while ford would fend of other cultists that were still brain washed.
Bills appearance is of a yellow triangle with a top hat but can change is form to a more humanoid form
Lair and Lair Actions
Enter a description of your monster's lair here.
The in-between
The realm between realms, the place that makes those who glance into it insane. The home of bill after the destruction of his realm
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.
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