Medium Fey, Chaotic Neutral
Armor Class 17 (natural armor)
Hit Points 82 (15d8 + 15)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
17 (+3)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws INT +7, WIS +7
Skills Deception +7, Insight +6, Perception +6
Condition Immunities Charmed, Frightened
Senses Blindsight 60 ft., Passive Perception 16
Languages Common, Giant, Sylvan
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Innate Spellcasting. The hag’s spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:

At will: detect magic, disguise self

3/day each: dream, hypnotic pattern, sleep (9d8)

1/day each: legend lore, scrying

Magic Resistance. The hag has advantage on saving throws against spells and other magical effects. 

She wields her mortar and pestle which have powerful properties.

Properties of the Mortar. The mortar is a Tiny wooden bowl. However, the mortar increases in size to accommodate anything you place inside, expanding—if there's enough space—up to Large size, meaning it can hold even a Large creature.

While attuned to the Mortar, she may cast the following spells.

At will: acid splash

After she casts the spell, roll a d6. On a roll of 1–5, she can’t cast it again until the next dawn: Nathair’s mischief, cloudkill

If she is more than 10 feet way from the mortar, she is deafened.

Properties of the Pestle. The pestle is a 6-inch-long, worn wooden tool. Once during your turn while you are holding the pestle, you can extend it into a quarterstaff or shrink it back into a pestle (no action required). As a quarterstaff, the pestle is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.

While attuned to the Pestle, she may cast the following spells. 

After she casts each of the following spells, roll a d6. On a roll of 1–5, she can’t cast it again until the next dawn:  ensnaring strike, call lightning, staggering smite

If she is more than 10 feet away from her pestle, she is blinded.

Shared Spellcasting. While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard’s spell list but must share the spell slots among themselves:

1st level (4 slots): identify, ray of sickness

2nd level (3 slots): hold person, locate object

3rd level (3 slots): bestow curse, counterspell, lightning bolt

4th level (3 slots): phantasmal killer, polymorph

5th level (2 slots): contact other plane, scrying

6th level (1 slot): eyebite

For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 15, and the spell attack bonus is +5.

Actions

Multiattack. The hag makes two Nightmare Touch attacks.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage. 

Pestle. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. The pestle has 12 charges. When she hits with a melee attack using the pestle, she can expend up to 3 of its charges to deal an extra 1d8 force damage for each charge expended. The pestle regains all expended charges daily at dawn.

Nightmare Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 18 (4d6 + 4) psychic damage. If the target is unconscious, it takes an extra 10 (3d6) psychic damage and is cursed until the hag dies or the curse is removed. The cursed creature’s hit point maximum decreases by 5 (1d10) whenever it finishes a long rest.

Reactions

Dream Eater. When an unconscious creature the hag can see within 30 feet of her regains consciousness, the hag can force the creature to make a DC 15 Wisdom saving throw. Unless the save succeeds, the creature takes 11 (2d10) psychic damage, and the hag regains hit points equal to the amount of damage taken.

Description

The Baba Yaga resembles a gnarled crone with shriveled orange skin, tangled gray hair, and eyes that burn like hot coals. She has two horns covered by thorny brambles. She sees visions of the future in her dreams, and her magic allows them to influence the dreams of others, sending messages or inflicting nightmares with a touch. Tales talk of ambitious wizards, frantic monarchs, and desperate heroes undertaking quests or making bargains with the Baba Yaga in exchange for its prophecies and visions of the future. But the information gained from her often has a way of causing more pain than joy. She is also an adept alchemist with a garden of rare herbs she is able to concoct for a price.

Dusk Hag Prophecies
d10 Prophecy
1 “A red hat approaches with ill intent. Be wary.”
2 “A ship comes on a sea of bones, but treasure waits behind a silver skull.”
3 “Three days, three deaths, three eyes, three breaths.”
4 “Doom falls on the peacock and the sparrow alike. Best be a raven.”
5 “A white hand on a black field holds the golden key.”
6 “Beware the black horse.”
7 “The fish is your friend.”
8 “The stairs downward lead to that which you seek.”
9 “Look for two crossed swords. There your goal lies.”
10 “If you see two crows, turn back. Beyond is death.”

Lair and Lair Actions

The Baba Yaga lives in a hut deep within the swamp. It is a 30 ft radius circle that is cluttered with her supplies for magic and potions. Surrounding her hut is a grim but thriving garden full of herbs necessary for potions. 

On initiative count 20 (losing initiative ties), the hag can take a lair action to cause one of the following effects, but can’t use the same effect two rounds in a row:

  • Until initiative count 20 on the next round, the hag can pass through solid walls, doors, ceilings, and floors as if the surfaces weren’t there.
  • The hag targets any number of doors and windows that she can see, causing each one to either open or close as she wishes. Closed doors can be magically locked (requiring a successful DC 20 Strength check to force open) until she chooses to make them unlocked, or until she uses this lair action again to open them.
  • One creature the hag can see within 120 feet of her must succeed on a DC 15 Charisma saving throw or be banished to a prison demiplane. To escape, the creature must use its action to make a Charisma check contested by the hag’s. If the creature wins, it escapes the demiplane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.
  • The hag targets up to three creatures that she can see within 60 feet of her. Each target must succeed on a DC 15 Constitution saving throw or be flung up to 30 feet through the air. A creature that strikes a solid object or is released in midair takes 1d6 bludgeoning damage for every 10 feet moved or fallen.

Regional effects

  • Shadows seem abnormally gaunt and sometimes move on their own as though alive.
  • Creatures are transported to a harmless but eerie demiplane filled with shadowy forms, waxy corpses, and cackling. The creatures are trapped there for a minute or two, and then returned to the place where they vanished from.
  • Intelligent creatures see hallucinations of dead friends, family members, and even themselves littering the hag’s realm. Any attempt to interact with a hallucinatory image causes it to disappear.

Monster Tags: Hag

Cleareyed777

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