Immortal Artifact. Upon dropping to 0 HP, the hut will fall over without looking too bad for wear. The hut does not die, but stabilizes in an inert state. After 24 hours, the hut will return to 1/2 of its maximum hit points. Also, it will regain regeneration of HP.
Non-Violent: The Hut will not attacked unless Baba Yaga or the Hut itself is provoked. This could range from outward violence to unintentional antagonism (such as trespassing.) The Hut will not go out of its way to attack if its targets stop their current actions and flee.
Regeneration. The Hut regains 20 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 17) 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.
Magic Resistance: The Hut has advantage on saving throws against magical effects and spells.
Magic Weapons: The Hut’s attacks count as magical in nature.
Innate Spellcasting: The Hut's innate spellcasting is based on wisdom. (DC 17 spell save, +5 to hit)
- At-Will: Feather Fall, Dimension Door, Invisibility (self only), Misty Step, Teleportation Circle
- 3/Day each: Plane Shift, Teleport
Multiattack: The hut makes two claw attacks that can be replaced by either one stomp or one ram attack.
Claw: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: (1d10+2) slashing damage.
Ram: (Recharge 5-6) Melee Weapon Attack. +12 to hit, (Must be at least 20 ft away), targets within reach of impact of 40 ft. horizontal line. Hit: 25 (2d12+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. +5 to hit, reach 5 ft., one prone target. Hit:39 (3d10+6) bludgeoning and piercing damage.
Horrid Death Screech (Once per day): When the Baba Yaga or the hut fall to 0 hit points the hut lets out a horrid death screech. DC 17 Constitution Saving Throw, up to 60 ft. from the Hut, all targets within range. On a failure, the target takes (2d12) psychic damage and (1d12) necrotic damage.
Description
Ages ago, the most powerful female mage ever known spent much of her power in the creation of a magical dwelling of superb character. When she passed to another plane,, her hut disappeared and has only been rumored to have been seen once or twice since. Baba Yaga developed a small hut of ordinary appearance -- a circular, thatched structure of 15' diameter and 10' high. To this dwelling are attached two powerful fowl legs 12' long, which appear to be stilts. Furthermore, the Hut has intelligence (high) and human senses, plus infravisual ability to 120' and ultravision. Inside, the hut is a small palace -- garden, fountains of water and wine, and 30 rooms on 3 floors, all lavishly and richly furnished! Despite the commodious interior, the bird legs can move Baba Yaga's Hut at up to 48" speed over swamp, 36" over rough or normal terrain, 12" over hills, through forests, etc. The Hut will obey commands from 1 person (the one first using a key phrase) and can come to a call from as far away as 1 League. Its legs deliver blows equal to those of a hill giant, 2 attacks per round, to any so rash as to come near without invitation or knowing the command phrase. The legs are armor class 2 and can take 48 hit points damage each, regenerating at 1 hit point/melee round. The walls of the hut are the equivalent of 5' thick granite.
Lair and Lair Actions
Baba Yaga's Lair
Comments