Fate Eater

Medium aberration, neutral

Armor Class 16 (natural armor)
Hit Points 130 (20d8 + 40)
Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 14 (+2) 18 (+4) 16 (+3) 9 (-1)

Saving Throws Con +5
Skills Arcana +7, History +7, Insight +6, Religion +7
Condition Immunities charmed, frightened
Senses truesight 60 ft., passive Perception 13
Languages understands all but can’t speak, telepathy 100 ft.
Challenge 6 (2,300 XP)
Proficiency Bonus +3

SPECIAL 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.
    1. 1. Forgotten Training. The creatures loses the use of one random class feature, such as Action Surge or Channel Divinity, for 1 minute.
    2. 2. Lost Potential. One of the creature’s ability scores, chosen at random, is reduced by 2.
    3. 3. Seeing the Alternates. The creature is incapacitated for 1 minute.
    4. 4. Shifting Memories. The creature loses proficiency in one random skill and gains proficiency in another random skill.
    5. 5. Took the Lesser Path. The creature’s current hp total becomes its hp maximum.
    6. 6. Untied from the Loop. When the creature moves, it moves in a random direction for 1 minute.
  • Destiny Destroyers. Fate eaters infest remote areas of the planes, where they consume the threads of Fate itself. The beings in charge of Fate view them as vermin. Sometimes those beings engage particularly canny planar travelers either to hunt fate eaters or to help repair the damage they’ve done. This can be a deadly job, as the fate eaters consider the destiny of a mortal to be the tastiest of delicacies, rich in savory possibilities.
  • Planar Gossips. Fate eaters can and do trade information about various dooms, fates, and outcomes, but one must have something rich in destiny to trade—or at least, juicy gossip about gods and demons.
  • Visionary Flesh. Eating the properly prepared flesh of a fate eater grants the eater insight into the fate of another being.

ABOUT

Violet radiance surrounds this large pale centipede. Its flesh is translucent, and its jaws are crystalline.

Destiny Destroyers. Fate eaters infest remote areas of the planes, where they consume the threads of Fate itself. The Norns view them as vermin and sometimes engage particularly canny planar travelers either to hunt them or to help repair the damage they have done. This can be a deadly job as the fate eaters consider the destiny of a mortal to be the tastiest of delicacies, rich in savory possibilities.

Planar Gossips. Fate eaters can and do trade information about various dooms, fates, and outcomes, but one must have something rich in destiny to trade-or at least, juicy gossip about gods and demons.

Visionary Flesh. Eating the properly-prepared flesh of a fate eater grants insight into the fate of another.

Section 15: Copyright Notice

Tome of Beasts 1 ©2023 Open Design LLC; Authors: Daniel Kahn, Jeff Lee, and Mike Welham.

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