SIGNING IN

Description

8 Ball is an interdimensional criminal from an unknown dimension

Traits

Portent (3/Day)

At the start of his turn, 8-Ball rolls three d20s and records the numbers. Before the next dawn, he can replace any attack roll, saving throw, or ability check made by a creature he sees with one stored roll. He can do this after seeing the initial roll.

Magic Resistance

8 Ball has advantage on saving throws against spells and other magical effects.

Chaotic Aura

Creatures starting turn here make DC 17 Wis save or suffer disadvantage on attacks until next turn.

Reality Skater

8 Ball ignores difficult terrain. Can move across liquids, walls, and ceilings.

Chaotic essence

As long as Bill Cipher isn't destoyed in the Nightmere realm this creature reforms with full hp at dawn.

Combo Attacker

When attacking a creature, that has been attacked by another Henchmaniacs his attacks gain the following benefits

  • Attack rolls are made with Advantage,

  • Attacks deal an additional 22 (5d8) force damage.

  • If the attack hits the target must pass a DC 17 Constitution saving throw or be stunned until the end of this creature's next turn

Sacrificial Boon

If Bill Cipher uses his Sacrifice action 8 Ball grants Bill Cipher his prophetic powers. For 1 minute, whenever Bill or an ally rolls a d20, they can replace the result with a 10.

Actions

Multiattack

8-Ball makes three attacks

Cue of Providence

Melee Spell Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (4d6+4) force damage + 7 (2d6) psychic damage . On a Critical hit roll a

d4

1-2

Doom

The target gets an additional 22(5d8) necrotic damage.

3-4

Fortune

8-Ball gains 15 temp HP.

Break Shot

Only when an Bill Cipher uses his Combo attack action 8 Ball can and must use this action

8-Ball and Bill Cipher warp reality around one creature within 30 ft. The creature must make a DC 23 Charisma saving throw. On a failed save the target takes 66(12d10) force damage and suffer the effects of the maze spell. If the target succedes it takes only half damage.

Actions Bonus

Henchmaniac Bond.

8 Ball teleports 30 ft. to a space within 5 ft. of another Henchmaniacs or Bill Cipher.

Réactions

Fate's Whim.

When a creature within 60 ft. makes an attack roll, save, or check, 8-Ball forces it to reroll.