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Baba Yaga, The Witch of Wilds, grandmother of Asmodeus, gourmand of children, and crone of crones

Baba Yaga
Create (midjourney.com)

Baba Yaga is a striking figure, often described as a hideous old woman. She stands around 5 feet tall, with a frail, nearly skeletal frame that accentuates her age. Her skin is a grayish-brown, covered with intricate tattoos of ancient runes that pulse faintly in low light. Her long, warty nose is prominent, and cold, black eyes pierce through the shadows, exuding a menacing gaze. Her gnarled hands end in iron claws, a testament to her predatory nature. She often wears tattered garments made from black and red striped folk cloth, which swirl around her as she moves. Her long, unkempt hair is gray, intertwined with twigs and leaves, and she is frequently depicted crouched over, adding to her sinister presence.

Behavior: Baba Yaga embodies a complex duality. She can be malevolent, threatening to kidnap and eat disobedient children, yet she also possesses a wise and insightful side, sometimes offering guidance to lost souls or heroes who seek her counsel. Her demeanor can shift dramatically depending on the respect shown to her. Politeness and a pure heart are often required to gain her favor, as she is known to be capricious and vindictive toward those who disrespect her. When enraged, her ferocity becomes apparent, and her laugh is said to send chills down the spines of even the bravest souls.

Habitat: Baba Yaga resides in a log cabin that is perhaps the most iconic aspect of her lore. This peculiar dwelling is elevated on chicken legs, allowing it to dance and move at will. Surrounding her hut is a palisade made of human bones, with skulls placed atop each pole, enhancing the foreboding atmosphere. The cabin itself is often described as dark and cramped, with a variety of mysterious objects scattered around, such as herbs, bones, and magical trinkets. Inside, she is attended by invisible servants that fulfill her needs and help her carry out her whims.

Modus Operandi: Baba Yaga’s methods can be both intimidating and cunning. She flies through the air in a giant mortar, using a pestle as a rudder, while a broom made of silver birch sweeps away her tracks, leaving no trace of her passage. When visitors approach her hut, they are often met with elaborate tests or challenges, requiring them to complete seemingly impossible tasks. Should they succeed, they may receive guidance or magical gifts, but failure can lead to dire consequences. Additionally, she is known to employ her magical powers to summon fiends and cast spells, manipulating her environment to suit her needs.

Motivation: Baba Yaga’s motivations are deeply rooted in her enigmatic nature. Primarily, she seeks to maintain her power and dominance over her territory. Her hunger for human flesh drives her predatory instincts, as she often preys on the weak and vulnerable. Yet, she also possesses an insatiable curiosity and desire for knowledge, which attracts heroes and adventurers who come seeking her wisdom. This duality—her thirst for power and her role as a keeper of ancient knowledge—creates a complex interplay that defines her character. Ultimately, Baba Yaga serves as a cautionary figure, representing the unpredictable nature of magic and the importance of respect when confronting the unknown.


  • Baba Yaga 5e
  • Baba Yaga 5e
  • Baba Yaga 3.5
Baba yaga
Create (midjourney.com)

Medium Fey (Hag), Chaotic Neutral

Armor Class: 25 (Natural Armor)
Hit Points: 555 (30d12 + 300)
Speed: 30 ft., fly 80 ft. (in her Mortar)

STRDEXCONINTWISCHA
22 (+6)26 (+8)30 (+10)28 (+9)34 (+12)30 (+10)

Saving Throws: Str +16, Dex +18, Con +20, Int +19, Wis +22, Cha +20
Skills: Arcana +19, Insight +22, Perception +22, Stealth +18, Deception +20
Damage Resistances: Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Necrotic, Psychic, Poison
Condition Immunities: Charmed, Frightened, Paralyzed, Poisoned
Senses: Truesight 300 ft., Passive Perception 32
Languages: Common, Sylvan, Infernal, Abyssal, Draconic, Primordial, plus any other known
Challenge Rating: 30 (155,000 XP)
Proficiency Bonus: +10

Traits

Archfey of the Dark Forest.

  • Baba Yaga’s mere presence corrupts the very fabric of nature. Within a 5-mile radius of her lair, plants grow twisted and monstrous, animals behave unpredictably, and magic is subtly warped. All Wisdom (Survival) and Charisma (Animal Handling) checks made in this area have disadvantage, except by Baba Yaga or her servants.

Mother of All Witches.

  • Baba Yaga can cast any spell from the Warlock, Wizard, or Druid spell lists up to 9th level. She requires no material components, and her spell save DC is 30. She always casts her spells at the highest level available.

Legendary Resistance (5/Day).

  • If Baba Yaga fails a saving throw, she can choose to succeed instead.

Magic Resistance.

  • Baba Yaga has advantage on saving throws against spells and other magical effects.

Regeneration.

  • Baba Yaga regains 50 hit points at the start of her turn. If she takes radiant damage, this trait doesn’t function until the start of her next turn.

Mortar and Pestle.

  • Baba Yaga travels in a Large Mortar made of black ironwood and twisted roots, with a Large Pestle as her weapon. While in the Mortar, she has a flying speed of 80 feet and can hover. The Mortar can magically expand to fit up to 2 Medium creatures.

Aura of Dread (1/Day).

  • As a bonus action, Baba Yaga can emit a wave of fear and despair. Creatures of her choice within 300 feet must succeed on a DC 30 Wisdom saving throw or become Frightened for 1 minute. While Frightened, a creature’s movement speed is halved. On a successful save, a creature is immune to this effect for 24 hours.

Actions

Multiattack.
Baba Yaga makes three attacks with her Pestle or Claw of the Night Hag.

  • Claw of the Night Hag. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 36 (6d8 + 6) slashing damage and 30 (5d10) necrotic damage. The target must succeed on a DC 30 Constitution saving throw or be cursed. While cursed, the creature can’t regain hit points and has disadvantage on saving throws against Baba Yaga’s spells.
  • Pestle Smash. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 50 (8d10 + 6) bludgeoning damage. The target must succeed on a DC 30 Strength saving throw or be knocked prone and stunned until the end of its next turn.

Frightful Gaze.

  • Baba Yaga targets one creature within 60 feet that can see her. The creature must succeed on a DC 30 Wisdom saving throw or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Wrath of the Crone (Recharge 6).

  • Baba Yaga conjures a 60-foot cone of swirling shadows, fire, and blinding light. Creatures in the cone must succeed on a DC 30 Dexterity saving throw or take 90 (20d8) necrotic damage and 90 (20d8) fire damage and be blinded until the end of their next turn.

Reactions

  • Counterspell (Legendary Reaction): Baba Yaga can use one legendary reaction per round to instantly Counterspell any spell cast within 300 feet, without expending a spell slot.
  • Spell Thief (Reaction): When a creature casts a spell within 60 feet of her, Baba Yaga can use her reaction to attempt to steal it. If the spell is of 7th level or lower, it fizzles, and she can cast it once within the next hour without using a spell slot.

Legendary Actions

Baba Yaga can take 5 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 moves up to her flying speed.
  • Pestle Slam. Baba Yaga makes one attack with her Pestle.
  • Spell (Costs 2 Actions). Baba Yaga casts a spell of 5th level or lower.
  • Weave Fate (Costs 3 Actions). Baba Yaga alters destiny. One creature she can see within 300 feet must reroll an attack roll, saving throw, or ability check and use the lower result.
  • Crone’s Curse (Costs 3 Actions). Baba Yaga targets one creature she can see within 60 feet. The creature must succeed on a DC 30 Wisdom saving throw or be cursed for 1 minute. While cursed, the creature has disadvantage on all attack rolls, saving throws, and ability checks.

Lair Actions

On initiative count 20 (losing initiative ties), Baba Yaga can take a lair action to cause one of the following magical effects within her lair:

  • Malevolent Forest. Roots and vines erupt from the ground in a 30-foot radius. Creatures in this area must succeed on a DC 30 Dexterity saving throw or be restrained. As a bonus action on subsequent turns, Baba Yaga can cause the restrained creature to take 3d10 piercing damage.
  • Mirror of Fate. Baba Yaga twists the threads of fate. One creature she can see within 120 feet must reroll one attack roll, ability check, or saving throw. The creature must use the lower result.
  • Witch’s Fire. A 20-foot-radius area erupts in spectral green flames. Creatures in the area must succeed on a DC 30 Dexterity saving throw or take 6d10 fire damage and 6d10 necrotic damage.

Regional Effects

The region containing Baba Yaga’s lair is warped by her presence, which creates the following magical effects:

  • Warped Nature. Within a 5-mile radius, the landscape subtly shifts, making navigation and tracking difficult. Wisdom (Survival) checks to traverse or track in this area have disadvantage.
  • Wandering Spirits. At night, incorporeal undead haunt the area, appearing as shadowy shapes or eerie lights. These spirits do not attack unless provoked, but they make rest and recovery impossible without magical warding.
  • Mother of Nightmares. Sleeping creatures within a 3-mile radius are plagued by horrific visions. They must succeed on a DC 20 Wisdom saving throw or gain no benefit from rest. Creatures immune to being frightened are immune to this effect.

If Baba Yaga is slain, these effects fade over the course of 1d10 days.

Baba Yaga’s Dancing Hut
Create (midjourney.com)

Gargantuan Construct (Unaligned)


Armor Class 25 (Natural Armor)
Hit Points 600 (40d12 + 320)
Speed 60 ft., burrow 40 ft., climb 60 ft.


STRDEXCONINTWISCHA
30 (+10)15 (+2)26 (+8)10 (+0)16 (+3)12 (+1)

Saving Throws Str +18, Dex +10, Con +16, Wis +11
Skills Perception +11, Stealth +10, Athletics +18
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Cold, Fire, Poison, Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 120 ft., Tremorsense 60 ft., Passive Perception 21
Languages Understands Common and Sylvan but can’t speak
Challenge 23 (50,000 XP)


Traits

  • Burrowing Ambush. The Hut can use its burrowing speed to sink into soft terrain and hide, leaving only the top of its thatched roof exposed. While burrowed, it has advantage on Dexterity (Stealth) checks, and creatures have disadvantage on Perception checks made to detect it. When the Hut emerges from the ground, all creatures within 10 feet of its emergence point must make a DC 24 Strength or Dexterity saving throw (target’s choice) or be knocked prone and take 44 (8d10) bludgeoning damage.
  • Magical Immunity. The Hut is immune to spells of 6th level or lower unless it wishes to be affected. It has advantage on saving throws against all other spells and magical effects.
  • All-Around Vision. Due to its constant spinning and swiveling chicken legs, the Hut gains a +4 bonus to Perception checks and cannot be flanked.
  • Arcane Defense. Baba Yaga’s Hut is protected by powerful enchantments. Any creature that starts its turn within 30 feet of the Hut and can see it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Actions

  • Multiattack. The Hut makes two attacks with its Claws and one Smash attack.
  • Claw. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) slashing damage.
  • Smash. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 38 (6d8 + 10) bludgeoning damage and the target is grappled (escape DC 24). Until this grapple ends, the target is restrained, and the Hut can’t smash another target.
  • Hurl. The Hut can throw a grappled creature up to 60 feet away. The creature takes 35 (10d6) bludgeoning damage on impact and must succeed on a DC 24 Constitution saving throw or be stunned until the end of its next turn.

Legendary Actions

The Hut 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. The Hut regains spent legendary actions at the start of its turn.

  • Trample. The Hut moves up to its speed in a straight line. Each creature in its path must succeed on a DC 24 Dexterity saving throw or take 44 (8d10) bludgeoning damage and be knocked prone.
  • Whirlwind. The Hut spins rapidly in place, kicking up a violent gust of wind and debris. Each creature within 20 feet must make a DC 22 Strength saving throw or be pushed back 15 feet and knocked prone.
  • Teleport. The Hut magically teleports up to 120 feet to an unoccupied space it can see.

Lair and Regional Effects

When Baba Yaga’s Hut is active in a region, the surrounding area is suffused with dark magic:

  • Distorted Time. Time flows strangely around the Hut. Every hour spent within 1 mile of the Hut feels like half the time or twice the time, depending on Baba Yaga’s whims.
  • Whispering Trees. The trees and vegetation within 1 mile of the Hut are animate, whispering secrets and warnings to those who listen. They can also create false trails, leading unwanted visitors astray.
  • Shadowed Fog. The Hut is always shrouded in a thick, dark fog that reduces visibility to 30 feet and lightly obscures all creatures within. This fog is not dispersed by wind.

If Baba Yaga’s Hut is destroyed, these effects end immediately.(Investigation) check to find a specific item. Those who fail become lost within the maze-like dimensions of the Hut for 1d4 hours.

Mythological Figures: Baba Yaga (5E)

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The Witch of Wilds, grandmother of Satan, gourmand of children, and crone of crones

Mythological Figures: Baba Yaga (5E) | EN World | Dungeons & Dragons | Tabletop Roleplaying Games

Baba Yaga is a capricious figure of Slavic folklore and the witch of witches—when you think of a witch, you’re probably thinking of her whether or not you know it. She eats children and others who become lost in the forest, but is often sought out for her great knowledge and wisdom. The crone is wont to offer aid however as she ages one year for each question she answers, and though she can make a blue rose potion to reverse her aging she’s got better things to do. She’s likely best known for her chicken-legged hut and if you ever come across the walking building, remember: turn your back to the forest, your front to me.

Design Notes: I’m not sure a proper RAW build exists for Baba Yaga—she does a lot of very weird things—so in a change of pace she’s getting monster treatment. Fortunately a very excellent RPG company (Paizo!) already put her together (in Pathfinder #72: The Witch Queen’s Revenge of the Reign of Winter adventure path which also includes Rasputin Must Die!) and I’m going to convert their statistics for her over to 5th Edition. Her Pathfinder Roleplaying Game statblock is very big (absolute maximum official challenge rating boss monster) but I’m watering it down as far as it seems proper and tweaking things to be a little more accessible. It’d be heresy to not include her infamous hut but nobody requested that so I suggest this Reddit thread (which has two versions at CR 7 and 17) that will do in a pinch if statistics for her weird sidekick prove necessary. In closing I’ll add that if you have not played a Baba Yaga homage character, I had a great time doing so in a Shadow of the Demon Lord game (see Fringe) and highly recommend it (provided the group you’re in can handle someone of that ilk).

Baba Yaga
Medium humanoid, lawful evil

Armor Class
 20 (Intelligence)
Hit Points 262 (25d8+150)
Speed 30 ft., fly 60 ft. (in mortar and pestle)

STRDEXCONINTWISCHA
16 (+3)​17 (+3)​22 (+6)​24 (+7)​19 (+4)​21 (+5)​

Skills Arcana +14, Deception +12, Insight +11, Intimidation +12, Perception +11, Persuasion +12, Stealth +10, Survival +11
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities necrotic, poison
Condition Immunities charmed, disease, frightened, madness, petrified, poisoned
Senses darkvision 60 ft., detect magic and see invisibility, passive Perception 21
Languages Abyssal, Celestial, Common, Draconic, Giant, Infernal, Primordial, Sylvan
Challenge 24 (62,000 XP)

Agonizing Cackle. Baba Yaga can use a bonus action to cackle wildly, focusing her ire on a creature able to hear her that she can see within 60 feet. The target makes a DC 22 Constitution saving throw or is racked with intense pain and stunned. At the end of each of its turns, the target makes a new saving throw to resist the effect. On a success, the condition ends. A creature targeted by Baba Yaga’s agonizing cackle becomes immune to it for 24 hours after resisting its effects.

Dancing Hut. Baba Yaga lives and travels in a chicken-legged hut.

Child Scent. Baba Yaga has advantage on Wisdom (Perception) checks that rely on smell, but only with respect to humanoid children and immature animals.

Contingency (1/Day). When Baba Yaga is attacked, she is affected by mislead.

Elongating Limbs. Baba Yaga has a natural reach of 15 feet.

Fell Magician. While she is conscious, Baba Yaga’s AC equals 10 + her Dexterity modifier + her Intelligence modifier.

Legendary Resistance (3/Day). If Baba Yaga fails a saving throw, she can choose to succeed instead.

Lifegiver (1/Day). Baba Yaga can use an action to touch a dead creature and bring it back to life.

Long-Lived. Baba Yaga has greatly expanded her lifespan with complex arcane rituals. She adds +3 to any ability check she makes that doesn’t already include her proficiency bonus.

Magic Items. Baba Yaga has a magic broom (see below), a portable hole disguised as a wicker basket, a gem of seeing, a hat of disguise, a ring of free action, a gigantic mortar and pestle (which functions as a carpet of flying), and any other magic item the GM deems fit.

Magic Resistance. Baba Yaga has advantage on saving throws against spells and other magical effects.

Regeneration. Baba Yaga regains 15 hit points at the start of her turn. She dies only if she starts her turn with 0 hit points.

Scar. Baba Yaga can use a bonus action to touch a creature and horribly scar it. The creature makes a DC 22 Charisma saving throw. On a failure it is permanently scarred. These scars are visible through disguises, when the creature shapechanges, and even when the creature is brought back to life. Baba Yaga knows the scarred creature’s location and can target it with her spells as long as it is within range, regardless of whether or not she can see it. Baba Yaga may have up to 7 creatures scarred at a time and can use a bonus action to remove permanent scars from a creature.

Spellcasting. Baba Yaga is a 20th-level spellcaster that uses Intelligence as her spellcasting ability (spell save DC 22; +14 to hit with spell attacks). Baba Yaga has the following spells prepared and access to all class spell lists:

Cantrips: eldritch blast, mending, minor illusion, prestidigitation, thaumaturgy, vicious mockery
1st-level (4 slots): charm person, cure wounds, faerie fire, feather fall, hideous laughter, hunter’s mark, magic missile
2nd-level (4 slots): blindness/deafness, mirror image, suggestion, web
3rd-level (3 slots): bestow curse, dispel magic, fireball, haste, lightning bolt, protection from energy
4th-level (3 slots): confusion, dominate beast, greater invisibility, polymorph
5th-level (3 slots): dominate person, geas, legend lore, scrying
6th-level (2 slots): chain lightning, disintegrate, eyebite, heal
7th-level (2 slots): finger of death, symbol, teleport
8th-level (1 slots): clone, control weather, feeblemind
9th-level (1 slots): foresight, time stop, weird, wish


Sorcery Points (17/Day). 
Baba Yaga can use sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.

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  • Creating Spell Slots & Sorcery Points. As a bonus action on her turn, Baba Yaga can expend one spell slot and either gain a number of sorcerer points equal to the slot’s level or create a spell slot by expending sorcery points (1st-level—2 points, 2nd-level—3 points, 3rd-level—5 points, 4th-level—6 points, 5th-level—7 points).
  • Metamagic: Distant Spell. When Baba Yaga casts a that has a range of 5 feet or greater, she can spend 1 sorcery point to double the range of the spell. When Baba Yaga casts a spell that has a range of touch, she can spend 1 sorcery point to make the range of the spell 30 feet.
  • Metamagic: Quickened Spell. When Baba Yaga casts a spell that has a casting time of 1 action, she can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
  • Metamagic: Subtle Spell. When Baba Yaga casts a spell, she can spend 1 sorcery point to cast it without any somatic or verbal components.
  • Metamatic: Twinned Spell. When Baba Yaga casts a spell that targets only one creature and doesn’t have a range of self, she can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell’s current level.

ACTIONS

Broom. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 4 (1d4+6) magical bludgeoning damage.

Death Curse. Baba Yaga uses an action to point at a living creature she can see within 30 feet. The target makes a DC 22 Wisdom saving throw at the start of each of its turns. On a failure it gains one level of exhaustion. The creature continues making saving throws until it has 2 successes or dies. A creature targeted by Baba Yaga’s Death Curse becomes immune to it for 24 hours after resisting its effects.

Baba Yaga’s Broom
Weapon (club), artifact (requires attunement)
This artifact has the statistics of a +3 weapon and dancing sword (on a critical hit the target is blinded for 1 round), and while attuned to it you can innately cast pass without trace and nondetection at will. In addition, you can use a bonus action to knock the broom against a lock, door, lid, shackles, chains, or the like to open them. Once you have used this feature 3 times, you require a long rest before you can do so again.

Baba Yaga
Baba Yaga, by Viktor Vasnetsov.

Baba Yaga , is, in Slavic folklore, a witch-like character who flies around on a giant mortar, kidnaps (and eats) small children, and lives in a house on chicken feet. In most tales, she is portrayed as an antagonist; however, some characters in other mythological folk stories have been known to seek her out for her wisdom, and she has been known on occasion to offer guidance to lost souls, although this is seen as rare.

Folklore

Baba Yaga is portrayed as a hag who flies through the air in a mortar, using the pestle as a rudder and sweeping away the tracks behind her with a broom made out of silver birch. She lives in a log cabin that moves around on a pair of dancing chicken legs, surrounded by a palisade with a skull on each pole. The keyhole to her front door is a mouth filled with sharp teeth; the fence outside is made with human bones with skulls on top, one pole lacking its skull, leaving space for the hero or heroes.

The house is connected with three riders: one in white, riding a white horse with white harness, who is Day; a red rider, who is the Sun; and one in black, who is Night. Baba Yaga is served by Invisible stalkers inside the house. She will explain the riders if asked, but may kill a visitor who inquires about the servants. Baba Yaga is sometimes shown as an antagonist, and sometimes as a source of guidance; there are stories where she helps people with their quests, and stories in which she kidnaps children and threatens to eat them. Seeking out her aid is usually portrayed as a dangerous act. An emphasis is placed on the need for proper preparation and purity of spirit, as well as basic politeness.

In the folk tale Vasilissa the Beautiful, the young girl of the title is given three impossible tasks that she solves using a magic doll given to her by her mother. Vasilissa is sent to visit Baba Yaga on an errand and is enslaved by her, but the hag’s servants — a cat, a dog, a gate, and a tree — help Vasilissa to escape because she has been kind to them. In the end, Baba Yaga is turned into a crow. Similarly, Prince Ivan in The Death of Koschei the Deathless is aided against her by animals whom he has spared.

Monstrous witches living in gingerbread houses are also commonly named Baba Jaga. Baba Jaga, flying on a mop, wearing black and red striped folk cloth.

Baba Yaga

This hideous old woman walks crouched over. Her nearly skeletal limbs are gray-brown and tatooed with runes, and her gnarled hands end in iron claws. Cold black eyes sit above her long, warty nose, and her chin juts out beneath a mouth full of pointed teeth.

Originally Posted by EnWorld Converted Creature Catalogue

On this Web Page

Baba Yaga
Medium outsider (Evil, Native)
Hit Dice30d8+240 (375 hp)
Initiative+11
Speed30 ft. (6 squares)
Armor Class42 (+7 Dexterity, +7 natural, +10 deflection, +8 insight), touch 35, flat-footed 35
Base Attack/Grapple+30/+39
AttackClaw +39 melee (1d8+9/19-20)
Full Attack2 claws +39 melee (1d8+9/19-20) and bite +34 melee (2d6+4)
Space/Reach5 ft./5 ft.
Special AttacksAura of horror, consume spirits, deadly rending, spell-like abilities, spells
Special QualitiesChange shape, damage reduction 15/magic (15/magic and non-metal within her hut), Darkvision 120 ft., immunity to mind-affecting spells and abilities, magical aging effects, and necromantic effects, knowledgeable, resistance to cold 10 and fire 10, regeneration 3, Scent, “sniff out knowledge”, Spell Resistance 41, tongues
SavesFort +25, Ref +24, Will +27
AbilitiesStrength 29, Dexterity 24, Constitution 26, Intelligence 32, Wisdom 30, Charisma 27
SkillsBluff +41, Concentration +41, Decipher Script +44, Diplomacy +45, Disguise +41 (+43 acting), Hide +40, Intimidate +43, Knowledge (Arcana) +44, Knowledge (local) +44, Knowledge (nature) +46, Knowledge (the planes) +44, Listen +43, Move Silently +40, Search +44, Sense Motive +43, Spellcraft +46 (+48 scrolls), Spot +43, Survival +43 (+45 following tracks, +45 on other planes), Use Magic Device +41 (+45 scrolls)
FeatsBrew Potion [B], Empower Spell, Extend spell, Heighten Spell, Improved Critical (claw), Improved Initiative [B], Improved Metamagic, Improved Spell Capacity (x2), Intensify Spell, Maximize Spell, Power Attack, Quicken Spell
EnvironmentTemperate and cold forests
OrganizationSolitary
Challenge Rating25
TreasureDouble standard
AlignmentAlways neutral evil
Advancement
Level AdjustmentBy character class

Baba Yaga is the most famous of witches. Rumored to be the mother of Louhi, her power rivals that of many archfiends and demigods. She is said to be related to both hags and fiends.

Baba Yaga preys on humanoids, eating as many as ten per day. She ranges wide in her predations, traveling in her Dancing Hut. She sometimes wanders the planes to meet with fiendish allies or to search for powerful artifacts.

Although evil and known to feed on men, many sages and heroes seek her out for her great knowledge. She will accept audience with those who remain polite, and may even be helpful, requiring the requestors to accept a geas for a nearly impossible quest in return for her information.

Baba Yaga never harms children or particularly weak non-evil creatures (1 HD or less), fearing retribution from good-aligned deities. She sometimes takes children in as servants, often rewarding them with great gifts.

Most evil creatures fear Baba Yaga’s power, and fiends generally fulfill her commands quickly in order to be free from her.

Baba Yaga stands 5 feet tall and weighs 100 pounds.

Baba Yaga speaks Abyssal, Common, Draconic, Infernal, and Sylvan, but can speak with almost any creature because of her tongues ability.

Combat

Baba Yaga relies heavily on protective spells, and generally has used divinations before combat to best prepare for that battle. She summons fiends to her aid, knowing they fear and respect her. Baba Yaga prefers to attack weaker creatures with her claws and teeth.

Aura of Horror (Su): Baba Yaga can radiate a 15-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 33 Will save or be affected as though by a fear spell (caster level 20th). A creature that successfully saves cannot be affected again by Baba Yaga’s aura for 24 hours. The save DC is Charisma-based.

Change Shape (Su): Baba Yaga can assume the form of any Small, Medium, or Large animal or
humanoid.

Consume Spirits (Su): When Baba Yaga slays a humanoid opponent, she can devour its life force, as a full-round action. This prevents any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish, miracle, or true resurrection spell can restore a consumed victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic.

Baba Yaga heals 10 hit points per Hit Die of the creature whose spirit she consumes.

Deadly Rending (Ex): If Baba Yaga hits with both claw attacks and her bite attack, she latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 4d6+13 points of damage. Additionally, the victim must succeed on a DC 34 Fortitude save or die. This is a death effect. The save DC is Strength-based.

Knowledgeable (Ex): Baba Yaga makes Knowledge checks for any Knowledge skills as if she had a minimum of 10 ranks in that skill. To surpass the 10-rank minimum, she must assign more than 10 ranks to the skill as normal.

Regeneration (Ex): Fire and acid deal normal damage to Baba Yaga. If Baba Yaga loses a limb or body part, the lost portion regrows in 3d6 minutes. She can reattach the severed member instantly by holding it to the stump.

Sniff Out Knowledge (Su): If Baba Yaga successfully detects a creature via her Scent ability, she gains a +10 circumstance bonus on Knowledge checks made to identify monsters and their special powers or vulnerabilities. She may also discern the creature’s nationality if she succeeds on a Knowledge (local) check (DC equals 10 + creature’s HD). With a standard action, she may discern a creatures alignment as if using detect chaos/evil/good/law.

Spell-Like Abilities: At will–comprehend languages, detect magic, discern lies (DC 22), read magic. Caster level 20th. The save DCs are Charisma-based.

Spells: Baba Yaga casts spells a 25th level wizard. Baba Yaga can also add spells found on scrolls, or other sources, containing divine spells to her arcane spellbook. Baba Yaga can learn and thus prepare divine spells in this fashion as if they were on the sorcerer/wizard spell list at the same level.

Typical Wizard Spells Prepared (CL 25th, save DC 18 + spell level)

Tongues (Su): Baba Yaga can speak with any creature that has a language, as though using a tongues spell (caster level 20th). This ability is always active.

Skills: Baba Yaga has a +4 racial bonus on Listen and Spot checks.

1984 Wizards of the Coast, Inc. Originally found in Dragon Magazine #83

Originally Posted by EnWorld Converted Creature Catalogue

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Baba Yaga’s Hut
Huge construct
Hit Dice40d10+40 (260)
Initiative+2
Speed120 ft. (24 squares)
Armor Class30 (-2 size, +2 Dexterity, +20 natural), touch 10, flat-footed 28
Base Attack/Grapple+30/+53
AttackClaw +43 melee (4d6+15/19-20)
Full Attack2 claws +43 melee (4d6+15/19-20)
Space/Reach15 ft./15 ft.
Special
Attacks
Improved grab, hurl, smash
Special
Qualities
All-around vision, construct traits, damage reduction 15/adamantine and epic, Darkvision 60 ft., fast healing 3, immunity to acid, cold, electricity, and fire, immunity to divinations, immunity to magic, immunity to water, Low-Light Vision, reflective exterior, stability
SavesFort +18, Ref +18, Will +18
AbilitiesStrength 40, Dexterity 14, Constitution -, Intelligence 14, Wisdom 11, Charisma 11
SkillsClimb +59, Jump +105, Perform (dance) +46, Search +6, Spot +4, Swim +69
FeatsCombat Expertise, Dodge, Epic Fortitude, Epic Reflexes, Epic Skill Focus (Jump), Epic Skill Focus (Swim), Epic Will, Improved Critical (claw), Legendary Leaper, Mobility, Power Attack, Run, Spring Attack, Whirlwind Attack
EnvironmentAny
OrganizationSolitary or with Baba Yaga
Challenge
Rating
25
TreasureSee below
AlignmentNeutral
Advancement
Level
Adjustment

This small, windowless log cabin is hexagonal in shape, with a decorated wooden roof. It is fifteen feet wide and stands nearly twelve feet high at the peak of the roof, with a small chimney on top. A pair of twelve-foot-long chicken legs extend from the bottom, upon which the hut begins to dance.

Baba Yaga’s Hut is rarely found far from Baba Yaga.

The Hut “dances” by rapidly spinning on its chicken feet, completing a revolution every six seconds and stamping the ground every half second. The Hut can withdraw its legs into a small crawlspace on its underside, allowing it to rest securely on the ground to allow visitors to enter or exit it interior.

While the Hut has no treasure of its own, it generally contains the bulk of Baba Yaga’s treasure.

Combat

An opponent can make Sunder attempts against the Hut’s legs as if they were weapons. Each leg has 48 hit points. Severing a leg deals 24 points of damage to the Hut. The Hut reforms severed legs in 1d10+10 days.

  • All-Around Vision (Ex): Due to its constant spinning, Baba Yaga’s Hut gains a +4 racial bonus on Spot and Search checks, and it can’t be flanked.
  • Immunity to Divinations (Ex): No method of divination – even a wish or miracle – will reveal the Hut’s current location.
  • Immunity to Magic (Ex): Baba Yaga’s Hut is immune to any spell or spell-like ability that allows Spell Resistance.
  • Immunity to Water (Ex): Baba Yaga’s Hut is immune to the detrimental effects of spells with the water descriptor.

Improved Grab (Ex): To use this ability, the Hut must hit a Large or smaller opponent with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to smash or hurl the opponent.

Hurl (Ex): The Hut can hurl a grappled creature as a standard action. A hurled creature travels 2d6 x 10 feet, and takes 1d6 points of damage per 10 feet traveled. The victim must also succeed on a DC 45 Fortitude save or be stunned for 2d6 rounds. The save DC is Strength-based.

Plane shift (Sp): At will, Baba Yaga’s Hut can plane shift (as the spell) itself and any creatures or objects inside it.

Reflective Exterior (Ex): The Hut’s walls are powerfully enchanted, deflecting all rays, lines, cones, and even magic missile spells. There is a 30% chance of reflecting any such effect back at the caster; otherwise, it is merely negated.

Smash (Ex): The Hut may attempt to smash a grappled creature to the ground as a free action. With a successful grapple check, the victim takes 4d10+22 bludgeoning damage and is considred pinned. The Hut usually hurls a smashed opponent in the following round.

Stability (Ex): Regardless of the Hut’s actions (such as spinning, fighting, or running), the interior always remains stable and calm.

1984 Wizards of the Coast, Inc. Originally found in Dragon Magazine #83

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