Fate Eater
Medium Aberration, Neutral
False
Armor Class 16 (natural armor)
Hit Points 130 (20d8 + 40)
Speed 40 ft.
- STR
- 18 (+4)
- DEX
- 12 (+1)
- CON
- 14 (+2)
- INT
- 18 (+4)
- WIS
- 16 (+3)
- CHA
- 9 (-1)
Saving Throws Con +5
Skills Arcana +7, History +7, Insight +6, Religion +7
Damage Vulnerabilities False
Damage Resistances False
Damage Immunities False
Condition Immunities charmed, frightened
Senses truesight 60 ft., passive Perception 13
Languages understands all but can’t speak, telepathy 100 ft.
Challenge 6
Traits
Visionary Flesh. A creature that eats the flesh of a fate eater must make a DC 15 Constitution saving throw. On a failure, the creature is poisoned for 1 hour. On a success, the creature gains the benefits of the divination spell.
Actions
Multiattack. The fate eater makes two Bite attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 7 (2d6) necrotic damage.
Alter Fate (Recharge 5-6). The fate eater alters the fate of one creature it can see within 30 feet of it. The creature must make a DC 15 Charisma saving throw. On a failure, the creature takes 36 (8d8) psychic damage, and its fate is altered. Roll a d6 to determine which of the following alterations affects the creature. On a success, the creature takes half the damage, and its fate isn't altered. A creature with an altered fate for 1 minute or less can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Otherwise, a creature with an altered fate can repeat the saving throw at the end of each long rest, ending the effect on itself on a success.






