b'Fourth Harbinger: Death \n'b'  Medium   undead ,  neutral evil  \n'b'  Armor Class  19 (natural armor)  Hit Points  225 (30d8+90)  Speed  30 ft., fly 40 ft. (hover), mounted 60 ft. (fly 90 ft.)\n'b' STATS STR: 20 (+5) DEX:  16 (+3)  CON:  16 (+3)  INT:  17 (+3)  WIS:  15 (+2)  CHA:  25 (+7)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Con  +10,  Int  +10,  Wis  +9  Skills   History  +17,  Insight  +9,  Perception  +9,  Religion  +17  Damage Resistances  cold, psychic; bludgeoning, piercing, and slashing  Damage Immunities  necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  poisoned   Senses  truesight 120 ft., passive  Perception  19  Languages  all  Challenge  23 (50,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Innate Spellcasting . Death\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 22). Death can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  chill touch ,  speak with dead  \n'b'  3/day each :  circle of death ,  detect thoughts ,  plane shift  \n'b'\n'b'  Legendary Resistance (3/Day) . If Death fails a saving throw, it can choose to succeed instead. \n'b'  Magic Resistance . Death has advantage on saving throws made against spells and other magical effects. \n'b'  Nightmares . Death can use a bonus action to summon a  nightmare  that is under its control. \n'b'  Turn Resistance . Death has advantage on saving throws against any effect that turns undead. \n'b'  Undead Fortitude . If damage reduces Death to  0 hit points , it must make a  Constitution  saving throw with a DC equal to the damage taken. On a success, Death drops to 1 hit point instead. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . Death uses its Frightful Presence and attacks three times. \n'b'  Reap .  Melee Spell Attack : +14 to hit, reach 10 ft., one target.  Hit : 17 (3d6+7) magical slashing damage plus 28 (8d6) necrotic damage. If the target is a creature, its hit point maximum is reduced by an amount equal to the necrotic taken. The target dies if this  attack  reduces its hit point maximum to 0. The reduction lasts until removed by the  greater restoration  spell or other magic. \n'b'  Rip Life .  Ranged Spell Attack : +14 to hit, range 100/200 ft., one living creature.  Hit : 25 (4d8+7) psychic damage plus 27 (6d8) necrotic damage. \n'b'  Animate Servants (Recharge 6) . Death conjures 1d4  vampires  or a  mummy  lord each in an unoccupied square within 30 feet. \n'b'  Frightful Presence . Each creature of Death\xe2\x80\x99s choice that is within 60 feet of it and aware of it must succeed on a DC 22  Wisdom  saving throw or become  frightened  for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to Death\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Death can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. Death regains spent legendary actions at the start of its turn. \n'b'\n'b'  Death Ripple . Lifeless energies radiate from Death in a 60-foot radius. Until the end of Death\xe2\x80\x99s next turn, creatures within the area cannot regain  hit points . \n'b'  Reaper (Costs 2 Actions) . Death makes an  attack . \n'b'  Disrupt Life (Costs 3 Actions) . Each non-undead creature within 20 feet of Death must make a DC 22  Constitution  saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. On a failure by 5 or more, a creature\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic taken. The creature dies if this  attack  reduces its hit point maximum to 0. The reduction lasts until removed by the  greater restoration  spell or other magic.'