b'Boi\xc3\xbana \n'b'  Gargantuan   beast  ( titan ),  lawful evil  \n'b'  Armor Class  19 (natural armor) \n'b' Hit Points  465 (30d20+150) \n'b' Speed  30 ft., swim 100 ft.\n'b' STATS STR: 30 (+10) DEX:  22 (+6)  CON:  20 (+5)  INT:  18 (+4)  WIS:  22 (+6)  CHA:  26 (+8)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Condition Immunities   charmed ,  grappled ,  restrained  \n'b' Skills   Athletics  +17,  Deception  +16,  Perception  +13 \n'b' Senses   darkvision  60 ft., passive  Perception  23 \n'b' Languages  Aquan, Common \n'b' Challenge  22 (41,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Amphibious . The boi\xc3\xbana breathes air and water. \n'b'  Serpentiginous Rebirth . A creature slain by the boi\xc3\xbana is reincarnated 24 hours later as an ordinary river snake with no recollection of their former life. Their former body (but not their gear) dissolves into mud. Once they are reincarnated, they cannot be returned to life by  raise dead  or  resurrection , though  reincarnate  or  wish  can bring them back in their original form even if their body is not present by simply touching the body of water where they were slain, or the body of the boi\xc3\xbana, or the snake they became when reborn. \n'b'  Siege Monster . The boiuna deals double damage to objects and structures. \n'b'  Steal  Shadow  . A creature that ends its turn adjacent to the boi\xc3\xbana must succeed a DC 23  Charisma  saving throw or have its  shadow  stolen from it. Starting on its next turn, and every hour thereafter, a creature that has its  shadow  stolen must succeed a DC 23  Constitution  saving throw or gain 1 level of  exhaustion . If the boi\xc3\xbana is killed or if  remove curse  is cast on a creature whose  shadow  has been stolen, its  shadow  returns and they no longer need to save against gaining levels of  exhaustion , but any  exhaustion  already accrued remains. The boi\xc3\xbana can suppress or regain use of this ability as a bonus action. \n'b'  Stench . The awful reek of the boi\xc3\xbana causes non-reptilian creatures within 60 feet to become  poisoned  unless they succeed on a DC 20  Constitution  saving throw. They remain  poisoned  until they complete a short rest. A successful save grants immunity to the boi\xc3\xbana\xe2\x80\x99s stench for 24 hours. \n'b'  Unstoppable . The boi\xc3\xbana\xe2\x80\x99s movement is never impeded by  difficult terrain . \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The boi\xc3\xbana makes one bite attack and one tail  attack . \n'b'  Bite .  Melee Weapon Attack : +17 to hit, 60 ft. reach, all targets in a 10-foot square.  Hit : 75 (10d12 + 10) piercing damage. If the boi\xc3\xbana bites a single Large or smaller creature, the target must succeed on a DC 25  Dexterity  or  Strength  saving throw (target\xe2\x80\x99s choice) or be swallowed by the boi\xc3\xbana. A swallowed creature is  blinded  and  restrained , it has total  cover  against attacks and other effects outside the boi\xc3\xbana, and it takes 10 (3d6) acid damage and 21 (6d6) bludgeoning damage at the start of each of the boi\xc3\xbana\xe2\x80\x99s turns. If the boi\xc3\xbana dies, a swallowed creature is no longer  restrained  and can escape from the corpse by using 30 feet of movement, exiting  prone . \n'b'  Tail .  Melee Weapon Attack : +17 to hit, 60 ft. reach, all targets in a 20-foot line, 5 feet wide.  Hit : 48 (14d10 + 10) bludgeoning damage and targets must succeed on a DC 25  Strength  or  Dexterity  saving throw (target\xe2\x80\x99s choice) or be pushed 10 feet in a direction chosen by the boi\xc3\xbana. \n'b'  Change Shape . The boi\xc3\xbana can transform into a Small or Medium humanoid or back into its original form. In this humanoid form, it loses its bite and tail attacks. \n'b'  Enchanting Gaze . A boi\xc3\xbana can attempt to charm a creature within 120 feet of it with its gaze. The creature must succeed a DC 23  Wisdom  saving throw or be  charmed  for 1 minute. \n'b'  Immobilize Ship . The boi\xc3\xbana can turn the power of its gaze on a ship within 120 feet, causing it to halt as if stuck fast on a sandbar or anchor. If the ship has a pilot or captain, they can attempt a DC 23  Wisdom  saving throw to resist this effect. On a success, their ship is immune to this effect for 24 hours. If failed, the ship cannot move for 1 hour unless the boi\xc3\xbana releases it. Casting  remove curse  on the ship grants the pilot or captain a new saving throw with advantage to end the effect. \n'b'\n'b' ABOUT \n'b' This titanic serpent has scales of midnight black above and lighter gray below, glistening with water as it haunts the deepest and widest lakes and rivers. Its massive eyes glow like orange bonfires, and their lambent glow can mesmerize creatures who look upon them with the overwhelming presence of the boi\xc3\xbana. Its onyx scales absorb shadows the living shadows of creatures nearby, sapping their vital energy and causing them to waste and die within days. These titanic beasts keep can grow hundreds of feet long and their bodies may span 20 to 30 feet across. They keep to the deepest freshwater they can find. In dry seasons when lakes and rivers become shallow or dry up, they may gouge new channels with their massive bodies or simply slither through the plains and forests to find a new home. They may dig immense holes underwater to find hidden springs or ensure it has a sufficient water supply. \n'b'  River Kings . Belying its monstrous  size  and appearance, the boi\xc3\xbana is a highly intelligent creature, even gregarious when properly approached by shamans or others performing the proper rites or seances. They occasionally don  human  guise, often appearing as wealthy nobles or merchants, and attend parties and dances as they mingle with mortal. Some keep a hordes of smaller snakes in and around their riverine homes in a serpentine semblance of the kingdoms they visit on land.'