Baba Yaga's Hut looks like small, ramshackle hut with a thatched roof that is no more than 15 ft (4.5 m) high and 20 ft (6 m) across. At a distance it seems to be mounted on stilts, though closer inspection reveals that they are giant chicken legs, fully another 12 (3.6 m) feet long. It has an entry door with multiple windows on each of the two floors. The Hut is almost always found in the deep woods, surrounded by a bone fence topped with skulls.
Attunement and sentience. Baba Yaga's Hut has a limited form of sentience. If the owner chooses to end the attunement, the hut no longer regards them as an ally and will teleport away in search of a new owner. If the owner dies and isn't revived within 24 hours, their attunement ends.
Interior. The interior of Baba Yaga's Hut functions the same as Mordenkainen's Magnificent Mansion. When Baba Yaga is attuned to the hut it includes 23 indoor gardens, kitchens, a library, laboratory, armory, bedrooms, and even an observatory. Many of the rooms have windows, but they all give the same view; that of the front windows of the Hut. However if a different person attunes to the hut, it changes its layout to match the owner's wishes. All limitations of Mordenkainen's Magnificent Mansion still apply.
Extended Consiousness. Baba Yaga's Hut works as an extension of the owner's consciousness as long as they are within it. While they are in the hut, they can perceive their environment in 360 degree vision around the building (Darkvision 120 ft). In addition they can telepathically command the hut while they are within 500 ft (150 m) of each other and on the same plane of existence (no action required).
Regeneration. Baba Yaga's Hut fully recovers each day at dawn, no matter how devastatingly it may have been destroyed. Permanently destroying the artifact is a challenging task, even for veteran adventurers. The method of destroying the hut is at your DM's discretion.
Weird Magic. A person that is inside the hut cannot use conjuration (summoning and teleportation) spells or abilities unless they are attuned to the hut.
Random Properties. This artifact has the following random properties, which you can determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide:
2 minor beneficial properties or 1 major beneficial property
1 minor detrimental property
Baba Yaga's Hut
Gargantuan Construct (Artifact)
Armor Class 14 + half the owner's level
Hit Points 60 + 15 per level of the owner
Speed 60 ft.
Damage Resistances bludgeoning, slashing and piercing from nonmagical weapons, necrotic
Damage Immunities poison, psychic
Condition Immunities charmed, frightened,petrified, poisoned, stunned, exhaustion
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages you speak
Challenge — Proficiency Bonus equals half the owner's level + their proficiency modifier
Immutable Form. The hut is immune to any spell or effect that would alter its form.
Innate Spellcasting. The hut's spellcasting ability is Charisma (spell save DC 17). The hut can innately cast the following spells, requiring no material components:
At will: commune with nature
3/day each: expeditious retreat*, plane shift*
* affects the hut and everyone inside it
Magic Resistance. The hut has advantage on saving throws against spells and other magical effects.
Magic Weapons. The hut's weapon attacks are magical.
Actions
Multiattack. The hut makes two melee attacks, one of which can be a ram attack.
Claw. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d12 + 3 + half the owner's level slashing damage.
Ram (Recharge 5-6). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 4d8 + 3 + half the owner's level bludgeoning damage. If the target is huge or smaller, it must succeed on a DC 18 Dexterity Saving Throw or be knocked prone. If the target succeeds it only takes half damage and isn't knocked prone.
Notes: Bard, Druid, Sorcerer, Warlock or Wizard
Previous Versions
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