Spellcasting. The Baba Yaga is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The Baba Yaga has following Warlock spells prepared:
Cantrips (at will): [Ice Knife]
1st level (3 slots): [Vicious Mockery], [Magic Missile]
Illusionist Dodge: The Baba Yaga can focus an action into dodging in which she will replace herself with and physical illusion of herself while she repositions 5ft away from where she previously stood. The illusion is stationary and lacks actions but can take a hit. The illusion has 12 hp and a AC of 2, while the illusion is up the Baba Yaga is invisible but can still be found through magical means. She will stay invisible until the illusion is hit, even if it hasn't died, or she makes another action. She can not use this action twice in a row
Pestle attack Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 10 (1d6 + 3) [Blunt] damage.
Pestle spin: The Baba Yaga enlarges her pestle by 5ft and spins around to attack anyone nearby. Melee Weapon Attack: +4 to hit, reach 10ft circle, any targets within. Hit: 14 ( 1d6 + 5) Blunt damage
Mortar Rush. The Baba Yaga rushes at a target using her mortar and pestle blindly. As she moves forward she spins around hitting anyone withing range and will hit anyone caught in her path will take extra damage. The Target that she runs into can roll a DC 14 Dex save to dodge the attack, If hit the Baba Yaga will stop the attack. Ranged Weapon Attack: +3 to hit, range 25ft/10 ft., Anyone in range target. (Pestle) Hit: 8 (1d6 + 2) [Blunt] damage. (Mortar) +4 to hit only if they are in the path, Hit: + 1d6 Blunt damage
Cackle of demise. The Baba Yaga lets out a loud laugh that can be heard all through her lair +/or 30ft around her that chills the blood of anyone who hears. Anyone who hears this cackle must make a DC 10 wisdom save or a DC 15 wisdom save. On a failed save the player gains Frightened. For every person she frightens or is frightened after this move the Baba Yaga gains 10HP.
Description
A Cannibalistic witch that lures players into her lair so she can feast on them and crush up their bones in her mortar.
Lair and Lair Actions
A haunted looking hut resting on large chicken legs that seems to make the forest move around it
Lair Actions
On initiative count 10 (losing initiative ties), the Baba Yaga takes a lair action to cause one of the following effects; the Baba Yaga can’t use the same effect two rounds in a row:
- A cauldron lights in the Baba Yaga's cabin and begins brewing a stew containing questionable meat. Once this action begins the players must make a d10 roll for damage, this ignores AC and saving throws and will always hit, after the roll they take the amount of damage rolled, the players feel as if they were suddenly missing a limb but they aren't actually affected. This stew takes two rounds to brew and then will instantly be consumed by the Baba Yaga and heals half of the total damage taken by the players.
- A loud cackle seems to ring out everywhere and (1d20) illusions of the Baba Yaga appear everywhere. The Baba Yaga will no longer be disenable and the players will swap places with a random illusion (Choose once the Baba Yaga makes an action so players can't ruin this move just with a simple spell). The baba Yaga's illusions have an AC of 13 and 20 HP. They can not attack but can move around and get in the way of attacks. The illusions last 3 rounds and then move to the real Baba Yaga and fuse into her, when they all fuse the Baba Yaga get 2 HP for every BY she absorbed.
Regional Effects
The region containing a legendary Bab Yaga's lair is eerie and brings fear to anyone near which creates one or more of the following effects:
- A chance for a player with the most amount of health to be forced to make a DC 13 Wisdom saving throw or become frightened. Once a player is frightened they remain so for three rounds, once they become frightened they feel a subtle feeling of being eaten and the Baba Yaga gains 3 Hp. Only one player can be frightened THROUGH THIS ABILITY at a time. If the player is frightened already the Baba Yaga gains an additional d4 HP.
- Any animals summoned or transformed lose 2HP each turn.
If the Baba Yaga dies, these effects fade over the course of 1d12 days. once the days are up the cabin will run recklessly into trees until it breaks to a degree where it can't move anymore. After the cabin can no longer move a cloaked stranger will take the pieces one by one to a location unknown to anyone and will rebuild the cabin far away from where it was broken and the stranger will turn herself into a soup and the Baba Yaga will be resurrected to eat the soup
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Posted Jul 17, 2025Hey, I made this for a friends campaign so it's not perfect and It's also the first I've made public so tell me what needs to change and what I messed up