b'Third Harbinger: Famine \n'b'  Medium   monstrosity ,  neutral evil  \n'b'  Armor Class  19 (natural armor)  Hit Points  345 (30d8+210)  Speed  30 ft.\n'b' STATS STR: 21 (+5) DEX:  18 (+4)  CON:  24 (+7)  INT:  15 (+2)  WIS:  24 (+7)  CHA:  17 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Int  +9,  Cha  +10  Skills   Insight  +14,  Nature  +16,  Perception  +14,  Persuasion  +17  Damage Resistances  cold; bludgeoning, piercing, and slashing  Damage Immunities  necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons  Condition Immunities   charmed , disease,  frightened ,  poisoned   Senses   darkvision  120 ft., truesight 60 ft., passive  Perception  24  Languages  all  Challenge  23 (50,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Ageless . Famine cannot suffer from frailty of old age, die from old age, or be aged magically. \n'b'  Innate Spellcasting . Famine\xe2\x80\x99s innate spellcasting ability is  Wisdom  (spell save DC 22, +14 to hit with spell attacks). Famine can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  blight ,  cloudkill ,  contagion ,  control water ,  detect poison and disease ,  fly ,  move earth ,  phantom steed  \n'b'  3/day each :  control weather ,  detect thoughts ,  insect plague , mirage arcana,  plane shift  \n'b'\n'b'  Legendary Resistance (3/Day) . If Famine fails a saving throw, it can choose to succeed instead. \n'b'  Magic Resistance . Famine has advantage on saving throws made against spells and other magical effects. \n'b'  Magic Weapons . Famine\xe2\x80\x99s weapon attacks are magical. \n'b'  Shapechanger . Famine can use a bonus action to  polymorph  into a Small, Medium, or Large beast or humanoid it has seen, or back into its true form. Its statistics, other than its  size  and the ability to breathe water, are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . Famine uses its Frightful Presence and attacks twice. \n'b'  Withering Touch .  Melee Spell Attack : +14 to hit, reach 5 ft., one target.  Hit : 51 (8d10+7) necrotic damage. If the target is a creature and takes more than 50 necrotic damage, it makes a DC 22  Constitution  saving throw or gains one level of  exhaustion . \n'b'  Sap Vitality .  Ranged Spell Attack : +14 to hit, range 50/200 ft., one creature.  Hit : The target gains one level of  exhaustion . At the end of its next turn, if the target is still alive it can make a DC 22  Constitution  saving throw to immediately recover from the last level of  exhaustion  inflicted by Sap Vitality. \n'b'  Frightful Presence . Each creature of Famine\xe2\x80\x99s choice that is within 120 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 Famine\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Famine 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. Famine regains spent legendary actions at the start of its turn. \n'b'\n'b'  Decrepit Pod . Famine conjures a decrepit pod of plant seeds in its hands and throws them at a square within 30 feet. When it hits the decrepit pod spreads into a 20-foot-radius sphere of pollen that hangs in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. The sphere spreads around corners and its area is heavily obscured. When a creature other than Famine starts its turn inside of the pollen or first enters into the pollen on a turn, the creature makes a DC 22  Constitution  saving throw or has disadvantage on  attack  rolls and ability checks for 1 round. In addition, any food in the area spoils, and any nonmagical plants in the area that aren\xe2\x80\x99t creatures wither and die. \n'b'  Cast Spell (Costs 2 Actions) . Famine casts a spell. \n'b'  Scales of Starvation (Costs 2 Actions) . Foul energies roil out of Famine in a 40-foot radius. Each creature in the area must make a DC 22  Constitution  saving throw, taking 28 (10d6) poison damage on a failed save, or half as much damage on a successful one. A creature that takes 25 or more poison damage repeats the saving throw or gains one level of  exhaustion . Any plant creatures take double damage. Nonmagical plants in the area wither and die, and food in the area spoils.'