b'Mag\xc3\xbci \n'b'  Huge   monstrosity ,  neutral good  \n'b'  Armor Class  17 (natural armor)  Hit Points  133 (14d10 + 56)  Speed  20 ft., swim 40 ft.\n'b' STATS STR: 21 (+5) DEX:  13 (+1)  CON:  19 (+4)  INT:  12 (+1)  WIS:  19 (+4)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Con  +8,  Int  +5,  Wis  +8,  Cha  +7  Skills   Insight  +8,  Nature  +5,  Survival  +8  Damage Immunities  poison  Condition Immunities   charmed ,  exhaustion ,  poisoned   Senses   darkvision  60 ft., passive  Perception  14  Languages  Celestial, Common  Challenge  9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Mother\xe2\x80\x99s Bane . Mag\xc3\xbci are sacred creatures, and a living creature that attacks a mag\xc3\xbci must make a DC 16  Constitution  saving throw at the end of its turn or contract a disease, as the  contagion  spell (determine type of disease randomly). A creature that kills a mag\xc3\xbci on its turn has disadvantage on this saving throw and also takes 8d6 necrotic damage, or half as much on a successful save. This curse has no effect on creatures with  Intelligence  of 3 or less, and creatures that cannot see the mag\xc3\xbci have advantage on their saving throw. \n'b'  Mother\xe2\x80\x99s Jar (1/Day) . The mag\xc3\xbci can gift another creature it deems worthy one of its clay jars that represent the rising springs that give birth to the rivers. The jar can be used as a  decanter of endless water  for one week, and if the mag\xc3\xbci chooses she use this ability to refill a jar that has run dry and extend its power for an additional week. Each day, up to 10 people can drink from the mother\xe2\x80\x99s jar and gain the benefit of eating a goodberry; a creature gains no benefit from drinking from the jar more than once in the same day. \n'b'  Rejuvenation . If it dies, the mag\xc3\xbci returns to life in 1d6 days and regains all its  hit points . Only a  wish  spell can prevent this trait from functioning. \n'b'  Innate Spellcasting . The mag\xc3\xbci\xe2\x80\x99s innate spellcasting ability is  Wisdom  (spell save DC 14). The mag\xc3\xbci can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b'  At will :  control water ,  create or destroy water ,  fog cloud  \n'b'  1/day each :  commune with nature ,  divination ,  greater restoration  \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The mag\xc3\xbci makes one bite attack and one thrash attack. It cannot use both attacks against the same creature. \n'b'  Bite .  Melee Weapon Attack : +9 to hit, reach 10 ft., one creature.  Hit : 15 (3d6 + 5) piercing damage, and the target is  grappled  (escape DC 19). Until the grapple ends, the target is  restrained  and the mag\xc3\xbci can\xe2\x80\x99t bite another target. \n'b'  Thrash .  Melee Weapon Attack : +9 to hit, reach 10 ft., up to three creatures within 10 ft. of each other.  Hit : 12 (2d6 + 5) bludgeoning damage, and each creature must succeed on a DC 17  Strength  saving throw or be Shoved 5 feet away and knocked  prone . \n'b'  Swallow . The mag\xc3\xbci makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is  blinded  and  restrained  and it has total  cover  against attacks and other effects outside the mag\xc3\xbci. An mag\xc3\xbci can only have one Medium or Large creature swallowed at a time. If the mag\xc3\xbci takes 30 damage or more on a single turn from the swallowed creature, the mag\xc3\xbci must succeed on a DC 14  Constitution  saving throw at the end of that turn or regurgitate the creature, which falls  prone  in a space within 10 feet of the mag\xc3\xbci. If the mag\xc3\xbci dies, a swallowed creature is no longer  restrained  by it and can escape from the corpse by using 10 feet of movement, exiting prone. \n'b'\n'b' ABOUT \n'b' The mag\xc3\xbci is a massive maj\xc3\xa1 snake the size of a palm tree with scales of overlapping brown and green and a distinctive pair of small curling horns on each side of its head. The serpent\xe2\x80\x99s jaws can open wide to devour prey of prodigious size, and it has been known to snatch and devour whole oxen or horses that wander too near to their lairs and fishermen avoid the lakes and rivers where they live for fear of their jaws, though they never attack humans. A mag\xc3\xbci grows to 30 feet long and weighs over 2,000 pounds. \n'b' Mother of Waters. While they can be dangerous carnivores, mag\xc3\xbci are no simple beasts. Sages call them madre de aguas, the Mother of Waters, and wherever they lair their lakes or rivers never dry up even in the midst of drought. By legend, they keep the sources of the river or lake in mystical clay jars and can gift these jars to those they deem worthy. \n'b' Mag\xc3\xbci are creatures of great age and wisdom, said to be immortal, and the can dispense advice to those who approach them with humility and grace, especially if they offer gifts of delectable meats. Blessed by the gods, those that dare to strike these benevolent serpents are stricken with a cascade of curses as divine punishment. \n'b' While the legend of the mag\xc3\xbci comes from Cuba, tales of the madre de aguas also exist in countries like Colombia, Venezuela, and Brazil, where she takes the form of a beautiful woman with loose hair that lives on the banks of rivers and springs. Such creatures might be an entirely separate creature perhaps a fey, while a hybrid creature that combined the two versions of the legend might have the following ability: \n'b'\n'b'  Change Shape . The mag\xc3\xbci magically polymorphs into a Medium or smaller humanoid that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the mag\xc3\xbci\xe2\x80\x99s choice). In a new form, the mag\xc3\xbci retains its game statistics and ability to speak, but its AC, movement modes,  Strength ,  Dexterity , and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair  actions ) that the new form has but that it lacks.'