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Fate Eater

Medium · Aberration · CR 6 · Neutral

Source. Tome of Beasts
Armor Class
16 (natural armor)
Hit Points and Hit Dice
182 (28d8+56)
Challenge Rating CR
6

Ability Scores

Core attributes and their modifiers.

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

Overview

Category Monsters
Size Medium
Type Aberration
Alignment Neutral
XP 2300
Initiative Bonus +1

Movement

Walk 40 ft (12.2 m)
Swim 20 ft (6.1 m)
Climb 40 ft (12.2 m)
Crawl 20 ft (6.1 m)

Senses

Truesight 60 ft (18.3 m)
Passive Perception 13

Saving Throws

Constitution +5

Skills

Arcana +7 History +7 Insight +6 Religion +7

Languages

telepathy 100.0 ft (30.5 m).

Resistances & Immunities

Condition Immunities
charmed, unconscious

Environments

Arctic or Tundra Caves Coast Desert Forest or Jungle Grassland or Plains Hills Laboratory Lake Mountain Ocean Ruins Sewer Shadowfell The Abyss Astral Plane Elysium Ethereal Plane Feywild Hell Material Plane Plane of Air Plane of Earth Plane of Fire Plane of Water Swamp or Marsh Temple Badlands Tomb Underworld Urban

Traits

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

+7 to hit, reach 5 ft (1.5 m). Hit: 5d8 necrotic damage.

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 rounds2- 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 turn3- Shifting Memories: Permanently loses 2 from a random skill and gains 2 in a random untrained skill4- Not So Fast: Loses the use of one class ability, chosen at random5- Lost Potential: Loses 1 point from one randomly chosen ability score6- 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.

About Fate Eater

Fate Eater is a medium aberration with a Challenge Rating of 6. It has a neutral alignment.

In combat, this creature maintains an Armor Class of 16 and possesses 182 hit points (derived from 28d8+56).

Fate Eater has communication capabilities including telepathy 100 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Fate Eater

2 tips available

When using Fate Eater in your D&D 5e campaign, consider these tactical approaches:

  • Climbing Advantage: This creature can climb at 40 ft. It can use walls and ceilings for tactical positioning. Consider using 'Spider Climb' negation or fighting in open areas without vertical surfaces.
  • Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.

Player Guide: Facing Fate Eater

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Climbing Defense: This creature can climb at 40 ft! It can use walls and ceilings for surprise attacks. Fight in open areas without vertical surfaces. 'Spider Climb' negation spells can help.
  • Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 6.

Solo Encounter:

A single character of level 9 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 4,200 XP
  • Hard: 6,300 XP
  • Deadly: 8,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Fate Eater?
Fate Eater has a Challenge Rating of 6, making it appropriate for parties of level 6.0.
What type of creature is Fate Eater?
Fate Eater is a Medium Aberration, which affects how certain spells and abilities interact with it.
What languages does Fate Eater speak?
Fate Eater can communicate in telepathy 100 ft..

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