Fate Eater
Medium aberration, neutral
Armor Class
16 (natural armor)
Hit Points
182 (28d8 + 56)
Speed
40 ft., climb 40 ft.
STR
18 (+4)
DEX
12 (+1)
CON
14 (+2)
INT
18 (+4)
WIS
16 (+3)
CHA
9 (-1)
Condition Immunities
charmed, unconscious
Senses
truesight 60 ft., passive Perception 13
Saving Throws
Con +5
Skills
Arcana +7, History +7, Insight +6, Religion +7
Languages
telepathy 100 ft.
Challenge
6 (2300 XP)
Innate Spellcasting. The fate eater’s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components:
1/day each: blink, hallucinatory terrain
Visionary Flesh. Eating the flesh of a fate eater requires a DC 15 Constitution saving throw. If successful, the eater gains a divination spell. If failed, the victim vomits blood and fails the next saving throw made in combat.
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (5d8 + 4) slashing damage plus 11 (2d10) necrotic damage.
Spectral Bite. When a fate eater scores a critical hit against a target, it damages not only the creature but also the threads of its fate, changing the character’s past or future. The target must roll 1d6 on the chart below for each critical hit that isn’t negated by a successful DC 15 Charisma saving throw:
1- Seeing the Alternates: Suffers the effects of the confusion spell for 1d4 rounds
2- Untied from the Loom: Character’s speed is randomized for four rounds. Roll 3d20 at the start of each of the character’s turns to determine his or her speed in feet that turn
3- Shifting Memories: Permanently loses 2 from a random skill and gains 2 in a random untrained skill
4- Not So Fast: Loses the use of one class ability, chosen at random
5- Lost Potential: Loses 1 point from one randomly chosen ability score
6- Took the Lesser Path: The character’s current hit point total becomes his or her hit point maximum
Effects 3-6 are permanent until the character makes a successful Charisma saving throw. The saving throw is repeated after every long rest, but the DC increases by 1 after every long rest, as the character becomes more entrenched in this new destiny. Otherwise, these new fates can be undone by nothing short of a wish spell or comparable magic.