Iron Teeth: Baba Roga’s bite attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Innate Spellcasting: Baba Roga’s spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: Detect Magic, Invisibility, Mage Armor
3/day each: Counterspell, Dispel Magic, Fear, Fly
1/day each: Finger of Death, Plane Shift, Power Word Stun, True Seeing
Horrific Appearance: Any creature that starts its turn within 30 feet of Baba Roga and can see her must succeed on a DC 21 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, with disadvantage if Baba Roga is within line of sight, ending the effect on itself on a success.
Multiattack: Baba Roga makes two attacks: one with her Iron Horn and one with her Claws.
Iron Horn: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 5) piercing damage plus 18 (4d8) necrotic damage.
Claws: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 5) slashing damage plus 10 (3d6) poison damage.
Terrifying Roar (Recharge 5-6): Baba Roga releases a terrifying roar. Each creature within 60 feet of her must make a DC 21 Wisdom saving throw, taking 45 (10d8) psychic damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw are also stunned until the end of their next turn.
Shadow Step: Baba Roga can use a bonus action to teleport up to 60 feet to an unoccupied space she can see that is in dim light or darkness.
Frightening Glare: When a creature within 30 feet of Baba Roga that she can see attacks her, she can use her reaction to glare at the attacker. The attacker must succeed on a DC 21 Wisdom saving throw or be frightened until the end of its next turn.
Baba Roga 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 Roga regains spent legendary actions at the start of her turn.
Cantrip: Baba Roga casts a cantrip.
Move: Baba Roga moves up to her speed without provoking opportunity attacks.
Frightening Glare (Costs 2 Actions): Baba Roga uses her Frightening Glare reaction.
Description
Baba Roga is an ancient and terrifying creature, depicted as a very ugly, hunchbacked old woman with a horn on her head and iron teeth. She is a fearsome figure in Southern Slavic folklore, known for stealing naughty children and dragging them to her dark lair. Her presence instills deep fear, and she revels in causing terror and despair. Baba Roga lives in dark, foreboding caves, where she hoards her ill-gotten gains and preys on the unwary.
Lair and Lair Actions
Lair: Baba Roga’s lair is a dark, twisted cave filled with bones and other remnants of her victims. The cave is imbued with her dark magic and exudes an aura of fear.
Lair Actions: On initiative count 20 (losing initiative ties), Baba Roga can cause one of the following effects:
Darkness: Baba Roga causes magical darkness to fill a 30-foot radius centered on a point she can see within her lair. The darkness spreads around corners and lasts until she uses this lair action again or until she dies.
Creeping Shadows: Baba Roga causes shadows to move and grasp at creatures within 20 feet of her. Each creature in that area must succeed on a DC 21 Strength saving throw or be restrained until the end of its next turn.
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