- Innate Spellcasting. Innate Spells. The Hut can use some magical abilities innately. The save DC for the hut’s spells is DC 14, based on its Wisdom score.
- At-Will: Feather Fall, Invisibility (self only), Misty Step. The Hut has an advantage on saving throws against magical effects and spells.
- Magic Weapons. The Hut’s attacks count as magical in nature.
- Regeneration. The Hut regains 5 hit points per round.
- Rebuke Outsider. The Hut may use its magical abilities to eject intruders from its interior. If the Hut is hostile towards a creature, it may force the target to make a Charisma saving (DC 14) throw up to once per round. If the target fails, it is violently flung out of the hut’s main door towards the outside ground below.
Multiattack. The Hut may make up to 2 attacks per round.
Ram. (Recharge 5 or 6) Melee Weapon Attack. +12 to hit, reach 10 ft., targets within reach of impact of 20 ft. horizontal line. Hit: 25 (3d12+6) bludgeoning damage. Creatures hit by this attack must make a dexterity saving throw (DC 20) or be knocked prone and become stunned for 1 round.
Stomp. Melee Weapon Attack. +8 to hit, reach 5 ft., one prone target. Hit:39 (3d10+4) bludgeoning and piercing damage.
Claw. Melee Weapon Attack. +8 to hit, reach 10 ft., one target. Hit: 30 (2d8+3) slashing damage. The Hut can forgo damage and instead pin the target to the ground. While pinned, the target is restrained and must take an escape action to break free.
Horrid Death Screech (Once per day). Ranged Spell Attack. DC 14 Constitution Saving Throw, up to 60 ft. from the Hut, all targets within range. On a success, the target takes 3d6 psychic damage and 3d6 necrotic damage. On a failure, the target drops to 0 hit points. Baba Yaga and her allies are immune to this effect.
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