Dream Visiting. If the character fails a DC-15 saving throw, Bill will appear in their dreams, the DM is responsible for roleplaying Bill.
Nightmares. When in combat, if the character fails a DC-10 saving throw, they are rendered prone
Mystical punch. Fists: +8 to hit, reach 20 ft, 6 to target. 3D4 [Bludgeoning]
"You're outta your league, kid" Laser Attack: +8 to hit, range 90 ft, 2 to target. 1D12 Heat.
Quips. If the Character decides to use Quips, Bill will have no choice but to respond in the same manner.
Godly Fist: Bill increases size to gargantuan proportions and imbues fist with mystical energy. After using this power, Bill becomes prone. +20 to hit. 1 to hit. 3D20 (mystical)
Description
A floating triangle with one eye and bow tie, along with a top hat. He occasionally has a cane.
Lair and Lair Actions
Bill lives in an alternate dimension with no escape called "The Nightmare Realm".
Lair Actions
On initiative count 5, Bill Cipher takes a lair action to cause one of the following effects; Bill can’t use the same effect two rounds in a row:
- A planet slams into a character. 1D20 Bludgeoning
- Character is subjected to worst nightmare and rendered prone.
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