Infallible Prophecy (Recharges after a Short or Long Rest): If Fate would be reduced to 0 hit points, its current hit point total instead resets to 500 hit points, and it recharges its Boreal Meteor ability. Additionally, Fate can use the options in the "Mythic Actions" section for 1 hour.
Probability Redirection: Whenever Fate rolls a natural 1 for any reason, a mote of negative probability appears above Fate's head, appearing as a small grey star. Fate can destroy a mote of negative probability at any point to force any creature (including itself) to reroll any roll.
The God of Certainty [3/day]: Fate can choose to change the roll of attack roll to a natural 20, or choose to roll maximum damage for any one attack (with the exception of Boreal Meteor)
Multiattack. Fate makes one Spear of Mortal Death attack, one Comet of the North attack, and can use Anti-Life Beams once.
Spear of Mortal Death (melee). Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 23 (2d12 + 10) piercing damage plus 19 (3d12) force damage.
Spear of Mortal Death (ranged). Ranged Weapon Attack: +19 to hit, range 30/120 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 19 (3d12) force damage.
Comet of the North. Ranged Weapon Attack: +19 to hit, range 120/400 ft., one target. Hit: 21 (2d10 + 10) radiant damage.
Anti-Life Beams. Eyes appear all around Fate, and dark purple beams of energy shoot out in all directions, seemingly randomly, bouncing, ricocheting, and curving in a hundred directions at once, before suddenly converging in a 20-foot radius space of Fate's choosing. Roll a Spell Attack against each creature in this space, +19 to hit, (4d10) necrotic damage.
Prophetic Visions [Recharge 5/6]. All creatures within 30 feet of Fate must make a DC 25 Wisdom save or see visions of the future in the form of a prophetic dream, predicting a truly terrible fate. On a failure, affected creatures take (9d12) psychic damage and all attack rolls they make until the end of Fate's next turn are at a disadvantage.
Boreal Meteor (1/day). Fate can use a natural meteor shower to its advantage, by altering the probability of a large meteor striking exactly the position it desires (no limit on range). This takes the form of a 40-foot-radius sphere centered on a point. Each creature in the sphere must make a DC 27 Dexterity saving throw. The sphere spreads around corners. A creature takes (20d6) fire damage and (20d6) bludgeoning damage on a failed save, or half as much damage on a successful one.
Locational Uncertainty: As a bonus action, Fate can teleport up to 30 feet, ignoring all attacks of opportunity in the process.
World-Line Manipulation: Once per round, if Fate fails a saving throw, it can shift reality onto a timeline in which it succeeded against the saving throw. This is effectively legendary resistance, but it can use it ONCE every round, specifically as a reaction.
Fate has 5 legendary actions per turn. Only one legendary action option can be used at any time, and only at the end of another creature's turn. Fate regains spent legendary actions at the start of its turn.
Teleport (Costs 1 Actions). Fate can teleport up to 30 feet as per its Locational Uncertainty bonus action ability.
Prophecy (Costs 2 Actions). Fate chooses a creature, which must make a DC 27 Wisdom Save, or be subject to a conditional prophecy of Fate's choosing. It can choose from the following prophecies:
- A creature it chooses will miss any attack it attempts
- A creature will fail at casting whatever spell it attempts to cast
- A creature's next attack will deal critical damage if it hits.
Misfortune (Costs 1 Actions). Fate chooses a creature. Until the end of Fate's next turn, that creature rolls all attacks, saving throws, and ability checks at disadvantage.
Spear of Mortal Death (Costs 1 Actions). Fate makes one Spear of Mortal Death attack, except this attack is delayed until Fate's turn. The spear hovers in the air, tracking the creature it chose to attack.
Anti-life Beam (Costs 1 Actions). Fate makes a ranged spell attack on one creature. An eye shoots a beam of necrotic purple energy out at that creature. +19 to hit, (4d10) necrotic damage.
If Fate's "Infallible Prophecy" ability has activated, it can use the options below as legendary actions
Knell of Destiny (Costs 3 Actions). A magical bell appears over the head of one of a creature of Fate's choosing, as it prophesizes a horrible fate to befall them. If the player touches another creature before that happens, the bell will move to that creature instead. Exactly 1 turn later, a creature with the bell over their head will take (8d12) sonic damage.
Vision of Death (Costs 2 Actions). A creature of Fate's choosing must roll a DC 27 Wisdom saving throw. If they fail, they are confronted by a vision of their own imminent death, a possible future. For the 24 hours, they will automatically roll a 1 on any death saving throw they roll.
Description
The God of Fate, a deity created from the desires in the heart of the Titan of Darkness. Fate is the secret God of certainty, prophecy, and divination. Through its own powers, it has manifested itself on the Material Plane in order to bring about the prophesized Age of Darkness.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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