Medium Celestial, Chaotic Evil
Armor Class 16 Mystical
Hit Points 90 (4d20 + 10)
Speed
STR
18 (+4)
DEX
18 (+4)
CON
17 (+3)
INT
19 (+4)
WIS
10 (+0)
CHA
14 (+2)
Saving Throws INT +7
Damage Resistances All
Senses Passive Perception 5
Languages All
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Dream Visiting. If the character fails a DC-15 saving throw, Bill will appear in their dreams, the DM is responsible for roleplaying Bill.

Actions

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.

Reactions

Quips. If the Character decides to use Quips, Bill will have no choice but to respond in the same manner.

Legendary Actions

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.

Monster Tags: Demon

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdarkUnderwaterUrban

Ajherogamer37

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