Large Humanoid (Hag), Chaotic Evil
Armor Class 17 Natural Armor
Hit Points 225 (10d10 + 4)
Speed
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
16 (+3)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws CON +9, WIS +9, CHA +10
Skills Arcana +6, Deception +10, Intimidation +10, Perception +8, Persuasion +10, Stealth +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120ft, Passive Perception 18
Languages Common, Sylvan Common, Sylvan
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits
  • Haunted Hut: The hut is a 20-foot-tall, 10-foot-wide, and 10-foot-deep wooden structure that moves on chicken legs. The hut has AC 15, 50 hit points, and immunity to poison and psychic damage. It can move up to 30 feet per round.

  • Cauldron of Boiling Oil: The cauldron is a large, metal pot filled with boiling oil. Baba Yaga can throw the cauldron at a point within 120 feet of her. Each creature within a 10-foot radius of that point must make a DC 18 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

  • Staff: The staff is a magical weapon that deals an extra 1d6 necrotic damage on a hit. It also has the following properties:

    • Reach. The staff has a reach of 10 feet.
    • Magic Weapon. The staff is a magic weapon, which means it gains a +1 bonus to attack and damage rolls made with it.
    • Cursed. Any creature other than an elf or undead that is hit by an attack made with the staff must make a DC 18 Wisdom saving throw. On a failed save, the creature is cursed for 1 minute. While cursed, the creature can't regain hit points except by magical means. The curse can be ended by succeeding on a DC 18 Wisdom saving throw made at the end of each of its turns.

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Baba Yaga is described as a 20th-level spellcaster who uses Intelligence as her spellcasting ability. She has access to all class spell lists and can cast a variety of spells, including eldritch blast, mending, minor illusion, prestidigitation, thaumaturgy, vicious mockery, command, disguise self, hideous laughter, blindness/deafness, darkness, enthrall, clairvoyance, counterspell, lightning bolt, banishment, blight, polymorph, animate objects, and insect plague. She can also cast spells from the innate spell list of her grandmother's teeth, which includes the spells eldritch blast, message, minor illusion, and spare the dying. Baba Yaga's spellcasting abilities make her a powerful and dangerous foe.

Actions

Multiattack: Baba Yaga can make two attacks with her staff.

Staff: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 4) bludgeoning damage. If the target is a creature other than an elf or undead, it is also cursed for 1 minute. While cursed, the target can't regain hit points except by magical means. The curse can be ended by succeeding on a DC 18 Wisdom saving throw.

Cauldron of Boiling Oil (Recharge 5-6): Baba Yaga can throw a cauldron of boiling oil at a point within 120 feet of her. Each creature within a 10-foot radius of that point must make a DC 18 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

Haunted Hut (1/Day): Baba Yaga can summon her haunted hut to her side. The hut is a 20-foot-tall, 10-foot-wide, and 10-foot-deep wooden structure that moves on chicken legs. The hut has AC 15, 50 hit points, and immunity to poison and psychic damage. It can move up to 30 feet per round.

 

Bonus Actions
  • Eldritch blast: A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
  • Message: You whisper a message to a creature within range. The target must be able to hear you, and it must be within a range of 120 feet. The target can reply in a whisper that only you can hear.
  • Minor illusion: You create a sound or an image of an object within range that lasts for the duration. The illusion can't create sound louder than a whisper, light brighter than dim light, or an object larger than a 5-foot cube.
  • Spare the dying: You touch a creature and stop it from bleeding out. The target regains 1 hit point. This spell has no effect on undead or constructs.
Reactions
  • Anger: If you threaten her or her home, she might become angry and attack you.
  • Fear: If you are a powerful being, she might be afraid of you and try to avoid you.
  • Disdain: If you are weak or foolish, she might look down on you and treat you with contempt.
  • Intrigue: If you are clever or mysterious, she might be intrigued by you and want to learn more about you.
  • Respect: If you are a worthy opponent, she might respect you and treat you as an equal.
Legendary Actions

Baba Yaga can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Baba Yaga regains spent legendary actions at the start of her turn.

  • Move: Baba Yaga can move up to her speed without provoking opportunity attacks.
  • Cast a Spell: Baba Yaga can cast a spell from her spell list.
  • Attack: Baba Yaga makes one attack with her staff.

Description

 

  • Powerful witch: Baba Yaga is a powerful witch with a wide range of magical abilities. She can fly, cast spells, and summon creatures from the spirit world.
  • Cruel and dangerous: Baba Yaga is often depicted as a cruel and dangerous witch. She has been known to kidnap children, eat them, and steal their souls.
  • Grants wishes: Baba Yaga is also known for her ability to grant wishes. However, she is not always benevolent, and she may grant wishes in a way that is harmful to the person who made the wish.
  • Mysterious: Baba Yaga is a mysterious figure, and her origins are unknown. She is often associated with the forest and the wilderness, and she is said to have powers over nature.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: undeadaberration

Habitat: DesertForestMountainSwamp

danielakc09

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