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Published by archangel777, 2022-09-10 15:04:35

801632-Dancing_Hut_of_Baba_Yaga

801632-Dancing_Hut_of_Baba_Yaga

30. Divine Armory S B
S
A square chamber of gray stone opens up S
beyond the door. Two wide altars stand against
two separate walls, adorned with the trappings A
and accoutrements of various gods and divine
powers devoted to a singular cosmic force. The C
air hums with power, like a lightning storm about
to break, tingling your skin and spine with the Access
explosive potential of it all.
The only way to access the Divine Armory from
It’s easy to think of the Divine Armory as a place other areas in the Nucleus is to speak the command
where weapons and armor fit for the gods are stored phrase. The command phrase is the following:
in the Dancing Hut. This is not the true purpose of “Divine Armory, Security Clearance Gamma.” If
this area, however. Instead, Baba Yaga designed the the command phrase is not spoken before the door
area to be her arsenal against the divine powers, an is tried, the character must succeed on a DC 22
armory equipped with tools to wage and win a faith- Charisma saving throw or suffer from a random
based conflict. dreadful curse (see Mage of Baba Yaga in the
Appendix for details).
There are three square rooms comprising the
Divine Armory, and each room has two altars each Features of Interest
dedicated to a cosmic balance of power – good
versus evil, law versus chaos, and war versus The following features can be explored here.
agriculture. These three core conflicts form the crux Altars of the Divine. Each of the three square
of Baba Yaga’s ultimate beliefs, and she has placed
numerous idols, statuettes, and symbols of worship chambers contains a pair of altars dedicated to a
surrounding gods dedicated to these spheres of selection of divine beings centered around a broad
influence in order to arm herself against their power. domain. The altars contain holy symbols, small
trinkets, and religious texts related to the gods,
The real secret to the Divine Armory lies in though none are rare or valuable. Gods from across
the space between the three square chambers, the multiverse, current and dead, are represented on
however. Here, the corpse and life essence of a god the altars. The below list contains some examples of
is stored, stolen from the Astral Plane long ago and gods in the generic pantheons who are represented
reanimated with a divine spark through Baba Yaga’s on each altar, but feel free to add others as you see fit
intense research and incredible magical aptitude. to match your campaign setting.
This was Krovana, a goddess of the underworld
on some far away plane, who perished after her Agriculture: Arawai, Chauntea, Daughdha,
worshippers were killed off by a rival temple. Demeter, Gefjun, Hathor, Waukeen

General Features Chaos: Bes, Dionysus, Hermod, Leira, Lugh,
Mask, The Traveler
The following features apply generally to this area.
Ceiling. The ceiling in the three square chambers Evil: Apep, Bhaal, Cyric, The Devourer, Hades,
Hel, Morrigan
is 30 feet high. In the inner cavern, the ceiling rises
50 feet in the air. Good: Apollo, Boldrei, Diancecht, Heimdall, Isis,
Lathander, Sune
Light. Each of the square chambers is lit by the
glow of the altars, providing bright light throughout Law: Anubis, Aureon, Bane, Forseti, Nike, Tyr
the enclosed room. The inner cavern of Krovana is lit War: Ares, Bast, Dol Dorn, Nuada, Sif, Tempus,
only by the wine-red waters, casting dim light in the Torm
area. The altars focus the divine power of Krovana’s
essence, and the electricity humming in each room
Secret Doors. Each square chamber contains
a secret door in the wall leading to the Cavern of
Krovana. The secret door is detectable with a DC 18
Wisdom (Perception) check, but anyone examining
it to find the opening mechanism causes the stone
golem embedded in the wall to strike with assassin-
like force (see Occupants below). Once the stone
golem is defeated, the secret door can be opened
with a minute of investigation.

Dancing Hut of Baba Yaga
100

is a byproduct of that harnessing. If any of the Roleplaying Krovana
accoutrements are taken from the altar area (more
than 5 feet away from the actual altar), a powerful Lost, confused, and mostly powerless, Krovana in
wave of divine power washes out over the room. her current state within the Divine Armory is a shell
Every creature in the area suffers from the divine of her former self. Her mind has slowly repaired
word spell (spell save DC 22). itself over the years of captivity within the Dancing
Hut to the point where she can telepathically reach
This effect breaks some of the normal rules in the out to anyone within the area of the Divine Armory,
Dancing Hut. Specifically, any celestial, elemental, but she has almost no knowledge of where she is or
fey, or fiend creature in the room that fails their what she is doing. She wants to escape, to return to
saving throw is shunted back to their original plane her people and resume her position as judge over
of origin, cast out of the hut by the divine power of the souls of the dead, but she doesn’t know how. Her
Krovana. Baba Yaga is immune to this effect. voice is soft and weak, and she speaks in haltering
confused phrases.
Cavern of Krovana. The secret door in each
square room leads to a roughly hewn cavern carved Freeing Krovana can become the focus of an entire
from dense black stone. The passage from the secret campaign, and it won’t be easy. Baba Yaga has
door slopes down to a long central area filled with worked ancient giant magic into the binding around
bubbling crimson liquid, thick and sticky as tar. This the dais, and only the power of Annam or another
is the physical manifestation of Krovana’s divine equally powerful giant god could undo it. Thanks to
essence, and the truth is that the god’s corpse makes the divine protection Krovana’s essence provides,
up the cavern itself. however, no god can enter the hut.

The sticky red liquid is harmless, and if any Quote. “Please, won’t you help me? It’s so dark here,
amount is removed from the cavern it transforms and Baba Yaga has kept me for so long. Please,
immediately into dust particles as it loses the divine release me.”
spark keeping it together. The pool is 5 feet deep and
counts as difficult terrain. but over time other gods began to resent her position
as the final arbiter of their hard-earned worshipper
Divine Dais. Standing in the middle of the souls.
bubbling crimson liquid in the Cavern of Krovana
is a stone dais, 10 feet wide and rising 5 feet out of Krovana’s priests were attacked, her temples
the divine sludge. The dais is carved simply with a destroyed, and the other gods moved to cut her off
ring of runes etched along its edge. The runes are in from her divine duties. Gods do not die easily, but
Giant and contain ancient words of binding known this was a well-coordinated assault and Krovana was
by Baba Yaga and lost to the rest of the multiverse; unprepared. Her influence was cut off suddenly and
a successful DC 20 Intelligence (History) check by dramatically so she died in the only way gods can –
someone who speaks Giant recognizes them as by losing all of her mortal worshippers. A physical
words used by Annam, the god of giants, long ago. representation of her power, known as a dead god
island, appeared in the Astral Plane.
The dais has a single sinister purpose, however.
In order to keep Krovana “alive” in her current state, All of this was a long game played by Baba Yaga,
sacrifices must be made on the dais. A creature however. She instigated the divine war through long-
must step onto the dais willingly and remain there reaching plans and countless intermediaries, and
for one round. After that, they are allowed a DC 22 the Grandmother of Witches was prepared for the
Charisma saving throw as a powerful force binds aftermath. She grabbed Krovana’s dead god island in
them to the dais; if they succeed they can leap off. If the Astral Plane as it was being formed and captured
they remain or if they fail, they are immobilized as it within the Dancing Hut, and in the process
the red sludge quickly rises up to consume them, and managed to salvage some of the god’s divine essence.
in a round they are destroyed completely. Krovana Baba Yaga had her weapon against divine meddling
may be able to restore them, but even she does not safe and secure now, and she has used Krovana to
know the extent of her powers in this strange form. keep gods from meddling in her affairs.

Occupants Stone Golems. Each door leading into the Cavern
of Krovana from the square chambers is protected by
The following creatures may be encountered here. a stone golem built into the very wall. If a creature
Krovana. Long ago on an isolated Material Plane, detects the secret door and tries to open it, the
golem lurches forward out of the stone, striking with
Krovana was the goddess of the underworld. She advantage and inflicting an automatic critical hit
stood in judgement over the souls of the dead before if their first attack lands successfully on their first
sending them onto their final resting place across round. Once the golem is defeated, the secret door
the multiverse, and so she was an impartial deity of can be opened without issue (see General Features
death and final rest. Her worshippers were plentiful, for more details).

Dancing Hut of Baba Yaga
101

31. Well of Madness C

This wide hexagonal chamber is bare gray stone A
except for one central feature – an enormous
well set into the center. The 30-foot-wide B
circular opening is ringed by a low wall of black
stones, and there appears to be nothing but Access
impenetrable darkness within. A soft echo rises
up from the darkness after a moment, a sound The only way to access the Well of Madness from
like gurgling laughter. other areas in the Nucleus is to speak the command
phrase. The command phrase is the following:
It took Baba Yaga many years to find the Well of “Well of Madness, Security Clearance Epsilon.” If
Madness. She hunted down rumors of its location the command phrase is not spoken before the door
across the planes, moving from site to site and is tried, the character must succeed on a DC 22
sending her most loyal ogre guards to track down Charisma saving throw or suffer from a random
information regarding its resting place. It seemed dreadful curse (see Magic of Baba Yaga in the
to move across the multiverse with the same ease Appendix).
as the Dancing Hut, but wherever it landed strange,
terrible, and wondrous things occurred to the people Features of Interest
around it.
The following features can be explored here.
The Well of Madness was actively sought by many Well. The central feature of the room (and its
adventurers throughout the years for its ability to
glimpse the past, present, and future. Legends of namesake) is the well in the middle of the floor. The
the yawning black pit said that it was the home opening is 30 feet wide and ringed by a 3-foot-high
of a mortal who sought to know all things – and wall of black stone. Any inanimate object dropped
when their wish was granted it brought nothing but into the well falls for about 30 feet before it is
madness. To know everything was to go mad, it turns swallowed by the darkness and claimed by Sotos.
out, and the burden of omniscience was too much for The mad atropal can be convinced to give them
the mortal to bear. up, but they are always returned altered in strange
ways, often with a different color, shape, size, or
This turned out to be largely the truth, though proportion.
the transformation to omniscience created what
is known as an atropal – a divine being caught in If a living creature enters the well, Sotos pulls
stillbirth. For Sotos, the mortal wizard who wanted them down and devours their minds completely. This
to know everything, the transformation into the is the only way the undead monstrosity can feed,
atropal was part of his downfall, and he hid himself though it is sustained wholly on its own madness
in a deep well to try and keep the information of – it doesn’t need to feed any longer. Sometimes,
existence out of his head. It failed, but his new form Sotos just wants to taste things for their own sake,
latched onto the well and turned it into his home and and he may bargain with creatures in exchange for
prison. Baba Yaga knew this all, and she wanted to information.
keep Sotos away from the rest of the multiverse. For
her own purposes? Probably, though none know for
certain.

General Features

The following features apply generally to this area.
Ceiling. The ceiling is 60 feet high in this

chamber.
Light. The well in the center is filled with

impenetrable darkness that blocks darkvision and
devours any light cast into it. Otherwise dim light
suffuse the walls of the room.

Dancing Hut of Baba Yaga
102

Occupants Roleplaying Sotos

The following creatures may be encountered here. Sotos usually speaks in a harsh whisper that echoes
Sotos the Mad. The Well of Madness has one up from the depths of his well, but his cackling
voice can increase in tempo or volume with no
permanent occupant – Sotos the Mad, an atropal notice or reason. He often speaks in rhymes using
who was once a powerful sage with a thirst for nonsensical phrases that repeat certain words or
knowledge. He sought to learn the secrets of phrases, though the exact reason isn’t known. Are
existence and to know everything that was, that they key to some piece of important knowledge the
is, and that could be. Sotos’ journey was long and atropal possesses? Are they related to the people
arduous, but in the end he got what he sought – around him? It’s difficult to know for certain.
and it turned him mad. The sheer quantity of the
knowledge ripped his soul apart while his gods Sotos technically knows everything that happened,
watched in smug satisfaction. is happening, or will happen across the multiverse,
a burden of knowledge that forms the crux of his
Sotos was not destroyed, however. He managed permanent madness. Getting useful or relevant
to hold onto a vestige of his power, and in the pieces of this knowledge is difficult and should
process he transformed himself into a semi-divine involve playing the atropal’s strange word games.
being caught between life and unlife. An atropal is These “games” can involve guessing a word or
a rare creature little understood by even the divine number Sotos is thinking about, an actual riddle,
pantheons, but the fact remains that Sotos retained or anything else, and the answers don’t necessarily
his knowledge and his life, in a fashion, though make sense.
the payment was far higher than he thought. He
is irrevocably mad now, a gibbering nonsensical Quote. “Do not pity me! Instead, pity me, for having
creature living in a well of perpetual darkness, doling to pity the pitiful pitiers coming to throw their pities
out words and sentences that seem to have little into my well. This is real pity, yes! Yes, pity is real
meaning. pity, and pity the pity with the pitiful pitiers pitying
pity people. Pity, really. Like a pomegranate. Or an
Baba Yaga knew there was more to Sotos, and so egg.”
did many others who sought the Well of Madness. It
was the Grandmother of Witches who found it and Wraiths. Sotos can summon and command up
captured it, however, and she placed it within the to ten wraiths at any given time, which he uses
Dancing Hut as a tool for future study. Her time spent as warriors to protect the well and his position
conversing and studying the well-bound atropal has in it. He may also send them to test supplicants
been largely unproductive though. Sotos’ ramblings seeking information from him, or on a simple whim.
are difficult to piece together into any form of As befitting an insane undead godling, Sotos is
coherent thought or idea. unpredictable at best.

Nonetheless, Baba Yaga recognizes the
importance of such a capture, and thus she placed
it within the safety of the Nucleus. Interacting with
Sotos is the only thing to do in the room, and if
the atropal wants to “play” with the characters he
may summon wraiths to test them, torment them,
or simply amuse himself. At no point does Sotos
himself emerge from the well, and by all accounts
whatever force keeps him alive forces him to remain
in the darkness. If something were to harm the
atropal, he can seal the well’s entrance with a solid
mass of shadows that are immune to damage from
all sources and spells of all levels, though it also cuts
Sotos off from speaking or being heard.

Dancing Hut of Baba Yaga
103

32. Control Center Features of Interest

This small hexagonal room is made of simple The following features can be explored here.
wooden beams with an earthen dirt floor. A Control Throne. Command of the Dancing Hut
wooden throne, simple yet beautifully carved and
sized for an ogre, sits against the wall opposite and its wondrous interior realm is granted only to
the only door leading out. Two 10-foot-wide the single creature bound to the Control Throne in
mirrors standing up to the 20-foot-high ceiling this room. There is one known way for someone
stand against the walls adjacent to the plain to become bound to the throne itself – the current
wooden door. possessor must willingly give up their position,
and then a new willing target must be seated upon
For all its unassuming appearance, the Control the Control Throne. The hut extracts a deep and
Center is the beating heart of the Dancing Hut. From personal price for control, however, a price unique to
this room, Baba Yaga controls the movements of the each bearer.
hut and can witness anything transpiring within its
confines. It is also the only place where a creature Baba Yaga has been the bound creature to the
can be bound to the mystic artifact, creating a Dancing Hut for as long as anyone can remember,
magical link between the target and the otherwise though truthfully she did not create it. When she
volatile nature of the hut. came upon it, it was a lesser transportation relic
wandering through the multiverse, and when Baba
If she is within the hut, Baba Yaga can usually Yaga went inside she was able to take possession of
be found here, often times in her Wicked personae, the Control Throne. No one knows for sure the price
spying on the various travelers and inhabitants she paid but most assume it had something to do
of her chicken-legged abode. She rarely slips into with Aldemir (see Occupants below).
her Hungry personae here as there are rarely
any visitors, but if pushed by a band of foolish The Control Throne can also be used to bind
adventurers she may call upon this more direct creatures to the Dancing Hut, which allows them
personality to “deal” with them. Baba Yaga the to move more freely through the rooms and bypass
Mother usually wanders the hut rather then certain barriers and effects. There seems to be no
spending her time in the Control Center, especially practical limit to the number of creatures that can be
considering the other occupant – a ghostly boy bound at any given time – all the ogre guards of the
named Aldemir with strange ties to the great witch. Chicken Foot Tribe are bound to the hut along with
Baba Yaga’s adopted daughters. The Grandmother
General Features of Witches does not bestow a binding to anyone, and
those who wish to join her staff must submit to a
The following features apply generally to this area. magical oath swearing to live to in the hut for as long
Ceiling. The ceiling in the Control Center is 15 as the binding remains.

feet high.
Light. Subtle light spreads out from beneath the

control throne, filling the small chamber with dim
light.

Access

The only way to access the Control Center from
other areas in the Nucleus is to speak the command
phrase. The command phrase is the following:
“Control Center, Security Clearance Omega.” If the
command phrase is not spoken before the door
is tried, the character must succeed on a DC 22
Charisma saving throw or suffer from a random
dreadful curse (see Magic of Baba Yaga in the
Appendix).

Dancing Hut of Baba Yaga
104

While seated on the Control Throne, Baba Yaga Roleplaying Aldemir
also gains the ability to use her legendary actions
without limit. She can also extend her power When he appears, Aldemir is timid and shy, but with
through the viewing mirrors, granting her actions a sharp inquisitive mind and keen deductive skills.
against anyone within the Dancing Hut if she wanted He has observed everything occurring around Baba
to intervene with invaders or travelers. Yaga for centuries, but coaxing information out of
him requires time and patience – something the
In addition, the creature bound to the Control cantankerous ogre witch rarely allows visitors to
Throne can enter any area of the Dancing Hut from have in the Control Center. Aldemir has not been
any door, bypassing all locks and magical barriers in seen outside this area, though whether this is due to
the process. The door to the destination can remain his recalcitrant nature or an actual magical ward is
open for as long as the controller wills it, allowing not known.
incredible flexibility in reaching any room. Baba
Yaga uses this regularly to move to wherever she is If Baba Yaga is not present, Aldemir may materialize
needed, though often sends her simulacrum in cases and shyly ask what the characters hope to
where things are overtly dangerous. accomplish. He may be able to offer some details
about Baba Yaga if pressed, though it isn’t clear
To bind a creature to the Dancing Hut, the what the ghost wants. He seems resigned to his
creature bound to the Control Throne must only eternal fate bound to the Control Center and he
spend an action. Baba Yaga enjoys adding some absolutely fears Baba Yaga. If the Grandmother of
dramatic flairs to the process, however, especially Witches is present, she ignores Aldemir coldly and
when bringing on new ogres in the Chicken Foot dismisses his presence with a wave of her gnarled
Tribe. She may demand characters be bound to the hand.
hut as part of a bargain, though she does not reveal
the true extent of her visibility over such targets. Quote. “Why have you come to this dark place?
What possible reason could you have for getting this
Viewing Mirrors. The two mirrors on the walls of far into Baba Yaga’s home?”
this room grant great visibility to the creature bound
to the Control Throne (Baba Yaga currently). One Regardless of his origin, Aldemir is dressed in
mirror can be commanded mentally to show any simple homespun clothing suitable for life in a cold
place within the Dancing Hut, and the view shows climate among poor farmers. He constantly watches
the area as if under the effect of a true seeing spell. Baba Yaga and may have details about a scheme
The second mirror grants visibility to any creature or plan of hers relevant to the characters, and if
bound to the Dancing Hut wherever they are across the great witch is not present Aldemir may share
the planes with a similar true seeing effect on the this information willingly. He hates and fears Baba
surrounding area. Yaga and wishes to see her wicked schemes end in
disaster, but he is also largely powerless to take any
The mirrors allow Baba Yaga to see what’s going direct action.
on in her hut as well as track down specific creatures
in the witch’s sphere of influence. It is therefore very Aldemir acts nervously around Baba Yaga’s
difficult to surprise Baba Yaga while she remains in daughters, and he stammers frequently in their
the Dancing Hut, or to escape her wrath after they’ve presence while tripping over his words. He seems
agreed to certain terms. to be smitten with all of them. Does Baba Yaga
choose her adopted daughters deliberately to torture
Occupants Aldemir? Or is it simply a byproduct of a lonely ghost
watching a complex world but unable to interact
The following creatures may be encountered here. with it? Aldemir’s knowledge of the hut’s layout and
Aldemir. What little has been gleaned about Baba occupants suggests he can operate the Viewing
Mirrors in the Control Center while Baba Yaga is not
Yaga’s early days before her control over the Dancing present, but he has thus far not shared this with any
Hut stems directly from Aldemir, a seemingly visitor.
permanent fixture of the Control Center. Aldemir
appears as a ghost of a sickly, frail man, abnormally Baba Yaga. Baba Yaga is often found in this room.
tall and gaunt, the reason for which may explain his Refer to the Baba Yaga, Grandmother of Witches
knowledge. Some have guessed that Aldemir was section in the Appendix for details on the great
an ogre, perhaps a brother or cousin of Baba Yaga in witch.
her days before claiming the title of Grandmother of
Witches.

Dancing Hut of Baba Yaga
105

Magic of Baba Yaga

Baba Yaga is an accomplished magic-user who Baba Yaga’s Mortar and Pestle
wields arcane power like living creatures breathe air
and drink water. It’s become second nature to her, Wondrous item, artifact (requires attunement)
and her phenomenal magical aptitude allows her to This set was constructed by Baba Yaga long ago,
create and maintain magical effects that would make and serves as the primary means of her conveyance
even greater archmages green with envy. outside the Dancing Hut. The artifacts are detailed in
Tasha’s Cauldron of Everything.
She keeps most of this power to herself, but
over the centuries, some secrets and techniques Cauldron of Binding
have managed to escape the Dancing Hut and
reach the wider worlds. These include a number of Wondrous item, rare
potent magical items, such as the array of magical This large black cauldron with iron lid was designed
cauldrons she and her adopted daughters have originally by the great archmage Tasha during her
perfected over the years, along with some stranger time in the Dancing Hut. She wanted an item that
items to be found loose within the hut. would aid her on her quest to steal knowledge from
the powerful denizens of the multiverse. One of these
In her younger days, Baba Yaga developed a items remains in her room within the hut, but the
handful of spells as well, and these she seems less secrets of their construction have spread along with
concerned about getting out into the spellbooks of stories of Tasha across the planes.
wizards and other spellcasters. She developed them
for specific reasons, few of which remain relevant When filled with an alchemical mixture of herbs
to her now, and she enjoys the small bit of notoriety and rare ingredients totaling 1,000 gp, the cauldron
that comes along with their knowledge and casting. of binding can be used to cast the planar binding spell
Several magical universities and libraries have as an action rather than the regular one-hour casting
copies of these spells, including the halls of the time (spell save DC 18) through the application of a
Izzet League in Ravnica and the Library Fortress of series of powerful magical words. If the target fails
Candlekeep on Faerun. the saving throw they become bound to the cauldron
itself, which forms an extradimensional space within
Baba Yaga guards her most powerful magical the water to house the creature. The caster of the
tool very carefully, however. The creation and spell can call upon the bound creature to demand
utterance of Dreadful Curses is a signature feature answers to questions, but the creature cannot leave a
of the Grandmother of Witches, and few in all 60-foot-radius around the cauldron.
the multiverse – divine or not – can match her
propensity for the obscure art of curse magic. If the lid is placed on the cauldron while a
Travelers who penetrate to the Nucleus of the creature is bound inside, the bound creature cannot
Dancing Hut must face these powerful effects manifest outside the cauldron. If the lid is removed,
regularly, and anyone standing up to Baba Yaga runs the bound creature can create a physical form within
the risk of her enacting a debilitating Dreadful Curse range of the spell.
upon them.
The cauldron of binding can only hold one
New Magical Items creature at a time, and if the liquid in the cauldron
is ever spilled the bound creature is immediately
There are many wondrous magical treasures to be released. The caster of the planar binding spell can
found within the Dancing Hut. Some of them were release the bound creature with an action as well.
created by Baba Yaga or her daughters, while others While bound to the cauldron, however, the creature
simply ended up in the hut after a longer history. inside cannot affect the cauldron with any direct
physical or magical effect.
Some of these items, notable the comb and
handkerchief of the ancient forest, could also be The cauldron of binding weighs 600 pounds empty
found outside the Dancing Hut, and are useful tools and holds 100 gallons of liquid. When filled with
for anyone wishing to avoid Baba Yaga’s wrath. liquid, the cauldron weighs about 1,500 pounds.

Dancing Hut of Baba Yaga
106

Cauldron of Alchemy • You have advantage on Wisdom (Survival)
checks.
Wondrous item, very rare
Cauldron magic is an ancient form of alchemy • While you are within a forest, you cannot
practiced by hedge wizards and swamp witches in become lost, and you always know how to find
remote regions of the planes. Baba Yaga is either the food and water for you and up to eight other
originator of this practice or simply its most famous creatures.
practitioner, but regardless the Grandmother of
Witches created one of the seminal tools in this form • Once per day, you can cast the hallucinatory
of magic – the cauldron of alchemy. terrain spell to create the illusion of a forest. The
area of effect for the spell is increased to a 5-mile
The cauldron of alchemy is made of cast iron radius (spell save DC 18).
and holds 50 gallons of liquid. When filled with
water, it functions as alchemist supplies, and grants While you are attuned to the handkerchief, you gain
advantage on any check made with it. In addition, the following features:
once per day, the cauldron can be commanded to
create a potion or elixir of uncommon rarity as • You can breathe water as well as air.
long as 25 gp worth of ingredients are added to the • You leave no scent for others to detect. Creatures
cauldron. Once per week, it can create a rare potion
or elixir with the expenditure of 100 gp, and once per who track by smell, such as wolves and
month it can create a very rare potion or elixir with other creatures with the Keen Smell feature,
500 gp worth of ingredients. automatically fail to detect your presence if you
are hiding from them.
Comb and Handkerchief of the Ancient • One per day, you can cast the hallucinatory
Forest terrain spell to create the illusion of a winding
river, up to 1 mile long and 50 feet wide (spell
Wondrous item, very rare (each item requires save DC 18).
attunement)
Over her many years, Baba Yaga has encountered Fiend Claw
countless foes, both magical and mundane. Several
stories about the Grandmother of Witches focus on Weapon (longsword), legendary (requires attunement
the clever and lucky fooling Baba Yaga and escaping by a creature of non-evil alignment)
with some prize. One of the best known stories Fiend Claw was forged at the request of a band of
like this tells of a young girl who visited the great warriors long ago to aid in the eternal Blood War
witch out of respect. Baba Yaga put the girl to work against the demons and devils of the Lower Planes.
at impossible tasks around the Dancing Hut and At first, the longsword was simply a magical blade –
promised to eat her if she failed. Terrified, the girl sharp and potent, but not intelligent. It was wielded
went to work but she was setup for failure. by a braggadocios fighter in combat who loved to
flourish it in combat before cutting fiendish limbs,
Vladimir the cat came to her rescue, and he gave but the warrior’s hubris eventually got the better of
her two items – a comb and a handkerchief. The him in a fight against a great pit fiend. The warrior
talking cat told the girl the handkerchief would was defeated and tossed into a yawning pit on the
create a river that would fool Baba Yaga’s sense, Abyss along with the magical blade.
and the comb would create a forest to hide her in.
When Baba Yaga returned and found the girl had not The body of the warrior and the sword landed
completed the impossible tasks, the girl fled with the in the River Styx, and something happened then
great witch following close behind in her magical that disjointed the fighter’s mind and transferred it
mortar and pestle. To escape, the girl used the to Fiend Claw. He forgot his name and deeds but
handkerchief first, which threw off her scent from possessed a fervent desire to cut down fiends, and
Baba Yaga, and then she used the comb to create a eventually he passed into the hands of a mercenary.
forest to hide in. Together they fought bravely, slicing down dark
opponents in a years’ long campaign, but the
Frustrated and confounded, Baba Yaga relented mercenary fell to an ancient shadow dragon. A gnoll
and returned to the Dancing Hut. The comb and hero and his allies defeated the dragon later, and
handkerchief passed from the girl to her children, the gnoll claimed Fiend Claw for his own. The two
many of whom did not believe the stories, but the fought for many years until the gnoll succumbed
items held on to their magical properties. to old age. The exact path of Fiend Claw becomes
murky at this point, but there are many stories
The comb and handkerchief each require suggesting Baba Yaga won the weapon in a game of
attunement. While you are attuned to the comb, you cards.
gain the following features:

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You gain a +3 bonus to attack and damage rolls Dreadful Curses
made with this magical weapon. It has the following
additional properties. A curse is an ancient form of powerful magic that
can be laid upon one or more creatures. Many curses
Fiend Strike. When Fiend Claw hits a fiend, it are used as punishment, and they come in a wide
inflicts an extra 1d8 damage. variety. Baba Yaga wields curse magic like a weapon,
and there are few more skilled in its application or
Keen Smell. Fiend Claw automatically detects use than the Grandmother of Witches. Specifically,
the existence of one or more fiends within 120 she commands dreadful curses.
feet, though it cannot pinpoint the exact location or
number. A dreadful curse is like a magical poison. Each
dreadful curse contains four stages to mark their
Magic Resistance. While you are attuned to Fiend progression on a victim, and they advance or
Claw and holding the weapon in your hand, you have decrease normally according to their own schedule
advantage on saving throws against spells and other as outlined in their description. Baba Yaga can
magical effects. command cursed victims to progress through
their stages at an accelerated rate, and the spell
Sentience. Fiend Claw is a sentient chaotic good dreadful curse can be used to inflict a victim with a
weapon with an Intelligence of 14, a Wisdom of 16, debilitating condition.
and a Charisma of 17. It has hearing and darkvision
out to a range of 120 feet. Baba Yaga protects the rooms of the Nucleus
with dreadful curses, and there are several other
The weapon can speak, read, and understand important locations throughout the Dancing Hut
Common, and can communicate with its wielder where adventurers could risk stumbling into one.
telepathically. Its voice is deep and echoing. While The Grandmother of Witches and her daughters
you are attuned to it, Fiend Claw also understands wield magic that can strike opponents with dreadful
every language you know. curses as well, though none are as adept at their use
as Baba Yaga.
Personality. Fiend Claw is a fervent opponent of
fends of all kinds, and it constantly urges its wielder Unless otherwise noted, each stage of the dreadful
to seek out the creatures across the Lower Planes. curse inflicts the penalties of the previous stages as
However, it often acts rashly, and it is prone to well. For example, a character suffering from the
making leaps of logic that clearly are construed only chicken foot curse at stage 3 would suffer the effects
to serve the sword’s purpose. It argues if pressed but of stage 1 and 2 as well.
it gives up once it realizes the truth of the situation,
at which point it may sullenly fall silent for a time. Anytime a victim suffers from a dreadful curse,
they begin at stage 1 unless otherwise noted. A
Zhaleika of Telekinesis creature can suffer from any number of distinct
dreadful curses at any given time, but duplicate
Wondrous item, rare (requires attunement) curses have no additional effect or penalty.
This magical woodwind instrument has 7 charges.
You can use an action to blow the zhaleika and Dreadful Curses
expend a charge to cast the telekinesis spell against
a single target allowable by the spell. You cannot 1d8 Dreadful Curse
change targets unless you blow the zhaleika again
and expend an additional charge. The zhaleika of 1 Chicken foot curse
telekinesis regains 1d3 charges at dawn each day.
If the item’s last charge is expended, roll a d20. On 2 Fused bones curse
a 1, the zhaleika loses its magic and becomes an
ordinary instrument. 3 Gnawing hunger curse

4 Gold lust curse

5 Mad mind curse

6 Morphing flesh curse

7 Old crone curse

8 Shadow rip curse

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Dreadful Curse Progression Alternately, removing a dreadful curse can be
done through divine intervention or the completion
At dawn each day (or once every 24 hours in a place of some esoteric task, which can be gleaned through
without a dawn), the victim of a dreadful curse must divination and other similar spells. Usually the task
make a Charisma saving throw. Consult the below involves traveling to one of the planes of existence
chart to determine how the curse progresses based and finding some rare ingredient to ingest, lick, sleep
on the saving throw result: over, or other action; you can use the tables in the
Codex of the Infinite Planes product to randomly
Dreadful Curse Progression roll for such tasks.

Charisma Saving Dreadful Curse Progression Once the curse has reached stage 4, the victim
Throw Result suffers from some permanent change and no further
progression checks are made (though the curse
15 or lower The curse stage increases by 1. remains in effect).

16 to 22 No change in curse stage. Chicken Foot Curse

23 or higher The curse stage decreases by 1. The seminal curse used by Baba Yaga, the chicken
foot curse is also one of the most iconic – you gain a
The dreadful curse cannot be reduced to below stage branded mark of a chicken foot emblazoned on your
0, which is the dormant stage where the curse has forehead. As the curse progresses, you become more
no direct effect but remains on the target. and more poultry-like, eventually transforming you
permanently into a mindless giant chicken when it
Once the dreadful curse has reached stage 4, reaches its climax.
the victim is permanently marked and no further
progression checks are made. The curse has taken Stage 0. The curse is dormant.
ahold of the victim and it can now only be removed Stage 1. Your feet become bony as your toes fuse
through special means (see below); casting remove and lengthen into ineffectual claws, very much like
curse is only half effective at stage 4. a chicken. This transformation doesn’t affect your
footwear but walking on them is awkward; your base
Removing a Dreadful Curses walking speed is reduced by 10 feet.
Stage 2. You grow chicken feathers over a third
The remove curse spell only provides temporary of your body. You suffer disadvantage on Charisma
relief to a victim suffering under a dreadful curse – ability checks and saving throws as your mind and
the target of the remove curse spell has their stage body become more chicken-like.
reduced to 0 for the purposes of determining its Stage 3. Your chicken feathers extend over two
effects for a period of one hour per level of the spell’s thirds of your body, and your mouth transforms
caster (this doesn’t affect the progression of the into a chicken beak. Your speech is clipped and
dreadful curse, however). If the curse has progressed punctuated by multiple clucks, making conversation
to stage 4, this duration is reduced to one hour per difficult. Whenever you cast a spell or use a feature
two levels of the caster. A wish spell is sufficient to requiring verbal components, roll 1d20; on a roll of
completely remove a dreadful curse. 15 or higher your clucking interrupts you and the
action is wasted (the spell slot is lost if you were
Each dreadful curse can be removed by the real casting a spell).
Baba Yaga (not her simulacrum) as long as she can Stage 4. You transform completely into a fiendish,
see the target, though she usually only does so after flightless chicken known as a lesser diakk*. Your
extracting some heavy price. Defeating one of Baba game statistics, including mental ability scores, are
Yaga’s three forms in combat is sufficient to remove replaced by the statistics of the lesser diakk, though
all active dreadful curses from creatures within a you retain your alignment and personality. You do not
1-mile radius. revert back to your original self if you die as a lesser
diakk while the curse remains at stage 4. While at
Dreadful curses are meant to be story-driven stage 4, you do not suffer the effects of the earlier
afflictions that force the characters to deal with Baba stages.
Yaga on her terms, but alternately you can provide
other means for relieving a dreadful curse. It could
be as simple as casting remove curse using a high-
enough level spell slot, or perhaps casting remove
curse on the victim and then following it up with a
heal spell.

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109

Fused Bones Curse Stage 4. You transform into a ghour*. Your
game statistics, including mental ability scores, are
The fused bones curse stitches your bones together replaced by the statistics of the ghour, though you
until they become one solid lump, petrifying you retain your alignment and personality. You do not
permanently. It’s a painful and unpleasant curse, revert back to your original self if you die as a ghour
especially if you rely on acrobatic prowess to achieve while the curse remains at stage 4. While at stage 4,
your ends. you do not suffer the effects of the earlier stages.

Stage 0. The curse is dormant. Gold Lust Curse
Stage 1. Your joints stiffen and bones begin to
fuse together along your legs and arms. You lose The gold lust curse is insidious, especially to
key shock absorbing functions of your skeleton due adventurers, who find themselves around treasure
to this loss; you have vulnerability to bludgeoning of all kind. You become obsessed with gold and
damage. treasure, hoarding and obsessing over it, and it turns
Stage 2. As your bones stick together at your you into a paranoid, cowardly hermit.
extremities you start to lose your fine motor skills
used for delicate movements and reflexive actions. Stage 0. The curse is dormant.
You suffer disadvantage on Dexterity ability checks Stage 1. You never willingly part with a single
and saving throws. coin unless you have to under pain of death (or you
Stage 3. Your movement becomes unwieldy. Your are purchasing something you need to exist). You
movement speed is reduced by half. constantly count your coins out of view from any
Stage 4. Your bones fuse completely together into onlookers.
one solid mass, permanently petrifying you. While Stage 2. You become miserly not only with your
at stage 4, you do not suffer the effects of the earlier coin but with your time and interests as well. You
stages. snap at people around you, and you begin to have
paranoid thoughts about everyone’s intentions,
Gnawing Hunger Curse including friends and family. You suffer disadvantage
on Charisma-based ability checks and saving throws.
Under the effects of the gnawing hunger curse, you Stage 3. You are absolutely convinced of vast,
become possessed with an insatiable, monstrous confounding conspiracies focused around powerful
appetite. Normal food loses its appeal, and you beings and total strangers working to steal your gold.
quickly begin to crave stranger things, such as Rather than heightening your senses, however, you
flesh, wood, dirt, or mud. Eventually you lose your over-analyze every situation. You cannot take any
humanity and transform into a savage creature reactions.
known as a ghour. Stage 4. Your paranoia and suspicion become
paralyzing as you believe everyone is out to steal
Stage 0. The curse is dormant. your precious treasure. You are frightened of all
Stage 1. Your body is wracked with constant creatures. This effect overrides any immunity to
hunger pangs. You must consume twice the normal being frightened you possess.
amount of food as normal in a day to stave off the
hunger, which does not increase your weight as Mad Mind Curse
the curse itself devours the extra food. If you don’t
eat this extra amount of food, you gain a level of The mad mind curse floods your mind with
exhaustion. confounding and disturbing thoughts. At its earliest
Stage 2. The hunger follows you like a specter stages, the ideas are barely a whisper in your mind,
and you cannot consume enough food to be but as it grows they become more visceral, eventually
satiated. Your skin begins to stretch taut over your sending you into a catatonic state of complete
bones, giving you a haunted look, and you suffer insanity.
disadvantage on Constitution-based ability checks
and saving throws. Stage 0. The curse is dormant.
Stage 3. The hunger is all-consuming. You must Stage 1. You hear whispered voices in your head
eat three times your normal amount per day, and if in a variety of languages, some you understand and
you do not you suffer from two levels of exhaustion. others you don’t. The words and incomplete phrases
This stage supersedes stage 1; it’s effects are not add up to little of substance, providing nothing
cumulative. more than a distraction at this point. You suffer
disadvantage on initiative checks and Constitution
Dancing Hut of Baba Yaga saving throws made to maintain concentration on
110 spells and other effects.

Stage 2. The whispered voices in your head are Old Crone Curse
accompanied by disturbing images of you and your
allies in dreadful circumstances. The images are The old crone curse is a favorite of Baba Yaga’s and
little more than flashes, but you suffer disadvantage goes along with one of her favorite sayings – “people
on Intelligence-based ability checks and saving who know too much grow old before their time.”
throws. Your body begins to rapidly age, becoming feeble and
decrepit at an ever-increasing pace. At the end, you
Stage 3. The images and words take on a more slip into a coma as your organs and mind shut down.
personal and terrifying aspect, depicting torture,
suffering, and death to you and those around you. Stage 0. The curse is dormant.
You gain vulnerability to psychic damage and you Stage 1. Your age visibly increases to “old age” for
suffer disadvantage on any saving throw against your race. You gain a level of exhaustion that cannot
being charmed or frightened. be reduced while the curse remains in effect.
Stage 2. You rapidly age to “venerable” status. You
Stage 4. The visions in your mind become all- gain a level of exhaustion that cannot be reduced
encompassing. You are permanently incapacitated while the curse remains in effect.
while the dreadful curse remains at stage 4. Stage 3. Your age increases to “ancient” as your
body continues to suffer from the advancing aging
Morphing Flesh Curse effect. You gain a level of exhaustion that cannot be
reduced while the curse remains in effect.
The morphing flesh curse transforms your body into Stage 4. The advanced aging affecting your body
a gelatinous mass over the course of its affliction. causes you to fall into a coma. You are permanently
Your body becomes sponge-like until you can no unconscious while the dreadful curse remains at
longer stand of your own power and you collapse stage 4.
into a quivering mass of fleshy ooze.
Shadow Rip Curse
Stage 0. The curse is dormant.
Stage 1. Your muscles soften and weaken, and The shadow rip curse animates your shadow into
you find cuts and slashes are more lethal in your a living entity that attempts to thwart your every
cursed state. You gain vulnerability to slashing move, and as the curse progress your shadow
damage. grows stronger and more impertinent. At the end,
Stage 2. Your body quivers like jelly as you it leaves you completely, taking a large part of your
develop a dark, oily slime over your skin. You can’t personality with it.
control or maintain your form in any constant
state as you find your facial expressions and body Stage 0. The curse is dormant.
shape constantly drooping or sagging. You suffer Stage 1. Your shadow makes subtle movements
disadvantage on Strength-based ability checks and that don’t correspond with your own, pulling and
saving throws. tugging at inconvenient times. It can’t affect anything
Stage 3. Your body becomes more gelatinous and in the physical world, but the separate makes you
you find it difficult to move around, though your new vulnerable to damage from the Positive and Negative
slimy form is pretty sticky. Your movement speed is Energy Planes. You gain vulnerability to necrotic and
reduced by half, but you gain a climbing speed equal radiant damage.
to your new walking speed. Stage 2. Your shadow now moves fully
Stage 4. You transform into a gray ooze. Your independent of your own movements. You feel your
game statistics, including mental ability scores, are willpower sapping away due to the increased level
replaced by the statistics of the gray ooze, though of separation. You suffer disadvantage on Wisdom-
you retain your alignment and personality. You do based ability checks and saving throws.
not revert back to your original self if you die as a Stage 3. Your shadow aggressively tugs and pulls
gray ooze while the curse remains at stage 4. While at its connection to your physical form. Its constant
at stage 4, you do not suffer the effects of the earlier tearing at this connection creates a thinning of
stages. your spirit, making you vulnerable to magic. You
gain vulnerability to damage from spells and other
magical effects.
Stage 4. Your shadow separates from you
completely, leaving you in a befuddled state. You
are permanently stunned while the dreadful curse
remains at stage 4.

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111

Baba Yaga, Grandmother of Witches

Dangerous, evil, and unpredictable, Baba Yaga is one It is up to you how or even if Baba Yaga switches
of the most powerful witches in all the multiverse. between her forms. She may suddenly transform
Some say she was the first to learn the secrets of based on the needs of the moment, or she may
witchcraft, potion brewing, and curse magic, but disappear for a time and reappear in a different
facts about the famous Grandmother of Witches are form. The choice is up to you, but the Grandmother
hard to discern. There are plenty of rumors, stories, of Witches should remain an elusive and at times
and legends circulating across the planes about her, confounding opponent for the characters to face.
and it’s hard to believe they all could be true.
Baba Yaga the Hungry
These stories are often contradictory. Many of
the legends about Baba Yaga involve her eating Baba Yaga the Hungry is the most straightforward
children and warriors alike, but some show she has and savage of her three forms. She appears as
a far more insidious and calculating nature as well. a hunchbacked, grotesque ogre woman, with a
And still others show a more matronly aspect to the hideously wrinkled face, long crooked nose, and
great witch, such as those involving her adopted beady deep-set eyes. Her gnarled hands end in
daughters. Are they all true? jagged black claws and her drooling mouth is
filled with black teeth. When she speaks, it’s often
Yes, but ultimately the reason is up to you. to comment on the juiciness of her target or the
Presented here are the three “versions” of Baba Yaga
– Baba Yaga the Hungry, the ferocious devourer of
people; Baba Yaga the Mother, the wise and matronly
figure; and Baba Yaga the Wicked, the calculating
witch of fantastic power and devious intent. Are they
all the same Baba Yaga? Or are there three sisters
who share the name?

Ultimately, it is up for you to decide based on the
needs of your campaign. And truthfully, the exact
relationship between these three distinct Baba Yaga
forms could remain a mystery of the multiverse.

Each form has different features, capabilities,
and even forms. Presented here are the three forms
of Baba Yaga along with their personality traits and
game statistics (for her Hungry and the Wicked
forms) to help you present the Grandmother of
Witches in your campaign. Each is a formidable
opponent for high-level characters, especially when
confronted in the Dancing Hut. Few have faced Baba
Yaga in combat and lived to tell the tale.

If you don’t have any of Baba Yaga’s forms in mind
for when the characters meet the great witch, you
can roll on the below table to determine which form
is dominant at any given time.

Baba Yaga Forms

1d10 Current Form

1-2 Baba Yaga the Hungry

3-5 Baba Yaga the Mother

6-10 Baba Yaga the Wicked

Dancing Hut of Baba Yaga
112

Baba Yaga the Hungry Actions

Large giant, chaotic evil Multiattack. Baba Yaga uses her Evil Eye. Then she makes three
claw attacks.
Armor Class 18 (natural armor)
Hit Points 304 (32d10+128) Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
Speed 50 ft., climb 50 ft. Hit: 20 (2d12+7) slashing damage plus 26 (4d12) psychic
damage.
STR DEX CON INT WIS CHA
25 (+7) 14 (+2) 19 (+4) 21 (+5) 19 (+4) 10 (+0) Evil Eye. A creature Baba Yaga can see or smell within 60 feet
must succeed on a DC 21 Charisma saving throw. On a failure,
Saving Throws Cha +7, Con +11, Wis +11 they must expend their reaction to make a melee weapon attack
Skills Arcana +12, Perception +18, Stealth +16, Survival +18 against a target of Baba Yaga’s choice.
Damage Resistances bludgeoning, piercing, and slashing from
Reactions
non-silvered weapons
Damage Immunities cold, fire, poison Deflect Spell. If Baba Yaga succeeds on a saving throw against
Condition Immunities charmed, exhaustion, frightened, a spell where she is the target, she can use her reaction to
choose a new target for the spell within range (as if she had cast
poisoned the spell). The new target is treated as if the spell were cast at
Senses blindsight 120 ft., darkvision 120 ft., passive them, with the same spell save DC and other effects. If the spell
requires concentration, it instead lasts until the end of Baba
Perception 28 Yaga’s next turn.
Languages Common, Giant, plus the first ive languages she
Legendary Actions
hears per day
Challenge 21 (33,000 XP) Baba Yaga can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at
Enlarge/Reduce. Baba Yaga can use her action to change size a time and only at the end of another creature’s turn. Baba Yaga
between Small and Large. Her statistics remain the same regains spent legendary actions at the start of her turn.
regardless of her size.
Attack. Baba Yaga attacks once with her claw.
Legendary Resistance (3/Day). If Baba Yaga fails a saving throw, Evil Eye. Baba Yaga uses her Evil Eye action.
she can choose to succeed instead. Festering Curse (Costs 2 Actions). A target Baba Yaga can see
or smell within 60 feet currently suffering from a dreadful curse
Magic Resistance. Baba Yaga has advantage on saving throws has their curse stage increased by one.
against spells and other magical effects. Regroup. If she has already used her reaction, Baba Yaga regains
the use of her reaction.
Uncanny Nose. Baba Yaga has an unnaturally keen sense of
smell. While her sense of smell remains unimpeded, she has
blindsight out to 120 feet and advantage on any Wisdom
(Perception) check involving smelling. She also gains the
benefit of the detect magic spell with a range of 120 feet and
automatically detects the presence of anyone under the effect
of a dreadful curse.

Dancing Hut of Baba Yaga
113

tenderness of their meat. In this form she does Is this a lesson she learned? When the hunger for
not wear her trademark red babushka (regional mortal flesh consumes her, Baba Yaga is prone to
headscarf), instead favoring a blood-stained white making mistakes, a fact that can be exploited by the
babushka over her head. characters if they find themselves facing the great
witch in combat.
As the Hungry, Baba Yaga is also a fantastic
hunter. She can move swiftly on her own through Quote. “Don’t you look like a tasty morsel. I think
the Dancing Hut or the wilderness, and this form is it’s time for Grandmother to feast!”
the one most feared by rural communities across the
planes. She loves the taste of children but she will Baba Yaga the Mother
settle for anything living and fresh – the younger the
better. Some say she devours souls and bodies to fuel Without a doubt, the most welcoming of Baba Yaga’s
her unnatural lifespan. triple forms is that of the Mother. In this form, she
is more welcoming of guests and understanding
Relationships in the Hut of their plight. This should not be construed as
friendliness however – more of a recognition of
Everyone in the Dancing Hut knows to stay out decorum and politeness. Baba Yaga the Mother
of Baba Yaga the Hungry’s way when she’s on a is still capable of great cruelty, but usually this is
rampage. She is rarely kind in any form to the reserved for those who disrespect her or her home.
servants and staff, but in this form she is an absolute
monster, and regularly devours ogres to suit her at In this form, Baba Yaga’s wrinkled face takes on a
any given moment. Baba Yaga’s stooped gait is faster softer note, and her thick eyebrows are less harshly
and more feral in this form, giving inhabitants of the aligned. Her hunchback remains but she usually
hut a bit of warning before she swoops in to claim wears a red babushka (regional headscarf) over her
her next meal. head, and she walks with a tottering gait and a slight
limp. Baba Yaga’s hands remain gnarled and bent,
The only people spared Baba Yaga’s appetite are but the fingers are curled inward to hide the black
her adopted daughters. She may threaten them claws.
with digestion but once she brings them into the hut
as her children and they are allowed to caller her Relationships in the Hut
Mother, Baba Yaga does not inflict physical harm on
them. In her Hungry form, however, she regularly By far, Baba Yaga the Mother is the preferred form
messily devours whatever creature she managed to of the great witch by all occupants of the Dancing
catch in front of them – a reminder that her savage Hut. She is the most agreeable in this state, and
reputation is well-earned. while her wit remains sharp and acerbic, she rarely
takes violent action against servants or staff. Baba
Roleplaying Baba Yaga the Hungry Yaga often takes on the Mother guise when dealing
with her daughters. Is this due to a maternal instinct
Primal, savage, and direct, Baba Yaga the Hungry is or something else? Kazakova and Inessa both have
the most dangerous physical form of the great witch learned to recognize the various forms of their great
known to exist. She is a ferocious combatant who mother, and if the Mother is not present they often
uses all of her abilities to keep her “meals” from steer clear of her path.
escaping, and she taunts her opponents mercilessly
during any exchange – though she lacks some of the Roleplaying Baba Yaga the Mother
finesse and biting sarcasm of her other forms.
While Baba Yaga is far from kind, in her Mother form
Baba Yaga the Hungry is also easier to fool. She she is at least courteous of strangers and willing to
makes mistakes in this form, and her most famous listen to their pleas – assuming they also observe
mistake happened under this guise. Baba Yaga had a the rules of etiquette. As long as supplicants speak
young girl trapped in her hut and was getting ready with respect and call her “grandmother,” Baba Yaga
to cook her when the young girl admitted to not the Mother is willing to listen to almost any plea
knowing how to sit on a shovel before being shoved or request. She is also most likely to grant such
into the oven. requests though her gifts are never given without
extracting some kind of payment.
The great witch showed her how to do it to teach
her a lesson, and then was prompted shoved into Baba Yaga the Mother is also known to offer gifts
her own oven! The girl escaped and Baba Yaga the to those less fortunate, especially young women in
Hungry was defeated. bad family settings. She may give out a magical item

Dancing Hut of Baba Yaga
114

key to obtaining freedom from a rough situation, Crystal Grotto (area 19).
and she rarely asks for it back. If she sees a spark of
some greatness, Baba Yaga the Mother may bring Roleplaying Baba Yaga the Wicked
the girl back to the Dancing Hut for protection or for
eventual grooming into one of her daughters. Baba Yaga the Wicked is the consummate villain
who enjoys tormenting her foes and taunting
Quote. “Ah who do we have here? Someone lost them with her superior intellect, skill, and magical
in the cold? Come in and warm your bones, child.” aptitude. She loves a challenge, however, and truly
enjoys situations where intruders or opponents
Baba Yaga the Mother Statistics have the nerve to stand up to her directly. It gives
her a chance to flex her claws, whether it’s a game
In combat, use the statistics for Baba Yaga the of riddles or intellectual challenges. She’s also not
Wicked* for her Mother form except her alignment afraid to deal with foes using her array of magical
is lawful evil. However, her goals in combat are abilities, many of which focus on controlling the
focused around containment and escape. She makes actions of those around her.
judicious use of the Lair Actions of the Dancing
Hut in this form to contain violent aggressors, and This form of Baba Yaga is also the most selfish.
usually teleports away to let cooler heads prevail. She is concerned with increasing her own power and
If the threat remains against her, her children, or status at the cost of others, and even her daughters
her house, she likely returns in her more aggressive are not spared her conniving plots or diabolic plans.
Baba Yaga the Hungry form to deal directly with Baba Yaga the Wicked deals with devils, demons,
opponents. yugoloths, and other fiends on a regular basis, and
she keeps a long-running list of allies and enemies.
Baba Yaga the Wicked She never forgets a debt owed, and she tries to make
sure she is not the one owing the debt as well. But if
Bent, cruel, and vicious, Baba Yaga the Wicked is a she does, Baba Yaga the Wicked always pays up – in
villain through and through. She delights in torment her own time and way, of course.
and suffering, and she enjoys playing games with
competent opponents – games where the stakes Quote. “So that’s the game, eh? I’m up for the
are high and the penalty for failure, death. She is challenge. Let’s see how ready you are when Baba
conniving, underhanded, and willing to bend rules to Yaga is on the board.”
suit her own needs at any given moment.
Baba Yaga Quotes
In this form, Baba Yaga remains a hunchbacked
woman with leathery, wrinkled skin and a hooked “Did you come of your own free will, or at
nose. She smiles widely, revealing rows of black another’s bidding?”
razor teeth, and one of her sunken eyes stands out
as larger than the other. She usually flexes her large “There’s wisdom in bones if you know how to find
clawed hands reflexively, often crushing rocks or it.”
large nuts absently in order to intimidate others. Like
the Mother, Baba Yaga the Wicked wears a scarlet “Nothing is so dirty that it cannot be cleaned, and
babushka (regional headscarf). nothing is so clean that it cannot be dirtied. Knowing
the difference is the key.”
Relationships in the Hut
“People who know too much grow old before their
Baba Yaga the Wicked is the reason residents of the time.”
Dancing Hut fear for their very lives on a regular
basis. Most of the time, she remains in the Control “The hand of friendship takes many forms, and
Center (area 32) or her own chambers (area F), but often hides a bitter heart.”
when Baba Yaga is out and about around the hut she
often does so under the guise of the Wicked. She has “Thieves who focus on little riches end up paying
a wicked tongue and demands outrageous tasks of the most.”
the ogre staff whenever she comes across them, and
she never forgets a task she has doled out no matter “Beards are no judge of wisdom.”
the scale or timetable. Failure to complete or comply “Never underestimate the ingenuity of
with her wishes often results in imprisonment within desperation.”
the Prison of the Lost (area 29) or drudgework in the “Kings and commoners alike can afford to pay
respect.”
“A full belly is a lazy belly.”
“Hey you, my faithful servants! Cut the wild heads
off these uninvited guests!”

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Baba Yaga the Wicked Uncanny Nose. Baba Yaga has an unnaturally keen sense of
smell. While her sense of smell remains unimpeded, she has
Large giant, chaotic evil blindsight out to 120 feet and advantage on any Wisdom
(Perception) check involving smelling. She also gains the
Armor Class 18 (natural armor) benefit of the detect magic spell with a range of 120 feet and
Hit Points 304 (32d10+128) automatically detects the presence of anyone under the effect
Speed 40 ft. of a dreadful curse.

STR DEX CON INT WIS CHA Actions
20 (+5) 14 (+2) 19 (+4) 24 (+7) 19 (+4) 26 (+8)
Multiattack. Baba Yaga uses her Evil Eye. Then she makes four
Saving Throws Cha +15, Con +11, Wis +11 Witch Bolt attacks.
Skills Arcana +14, History +14, Investigation +14, Nature +14,
Evil Eye. A creature Baba Yaga can see or smell within 60 feet
Perception +11 must succeed on a DC 23 Charisma saving throw. On a failure,
Damage Resistances bludgeoning, piercing, and slashing from the target suffers from a random dreadful curse at stage 1.

non-silvered weapons Witch Bolt. Ranged Spell Attack: +15 to hit, range 120 ft., one
Damage Immunities cold, fire, poison creature. Hit: 47 (6d12+8) psychic damage.
Condition Immunities charmed, exhaustion, frightened,
Reactions
poisoned
Senses blindsight 120 ft., darkvision 120 ft., passive Counter Charm. Baba Yaga throws a powerful charm to disrupt
a creature she can see or smell within 60 feet in the process
Perception 21 of casting a spell. If the creature is casting a spell of 5th level
Languages Common, Giant, plus the first ive languages she or lower, its spell fails and has no effect. If it is casting a spell
of 6th level or higher, the creature must succeed on a DC 23
hears per day ability check using its spellcasting ability; on a failure, the spell
Challenge 23 (50,000 XP) fails and has no effect.

Enlarge/Reduce. Baba Yaga can use her action to change size Legendary Actions
between Small and Large. Her statistics remain the same
regardless of her size. Baba Yaga can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at
Legendary Resistance (3/Day). If Baba Yaga fails a saving throw, a time and only at the end of another creature’s turn. Baba Yaga
she can choose to succeed instead. regains spent legendary actions at the start of her turn.

Magic Resistance. Baba Yaga has advantage on saving throws Attack. Baba Yaga attacks once with her Witch Bolt.
against spells and other magical effects. Evil Eye (Costs 2 Actions). Baba Yaga uses her Evil Eye action.
Festering Curse (Costs 2 Actions). A target Baba Yaga can see
Spellcasting. Baba Yaga is a 20th-level spellcaster. Her or smell within 60 feet currently suffering from a dreadful curse
spellcasting ability is Charisma (spell save DC 23, +15 to hit has their curse stage increased by one.
with spell attacks). She regains expended spell slots when she Regroup. If she has already used her reaction, Baba Yaga also
finishes a short or long rest. She knows all warlock cantrips and regains the use of her reaction.
all 1st through 6th level wizard spells. She has 6 spell slots, and
any spell she casts using a spell slot is cast at 6th level.

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Monsters of the Dancing Hut

Animated Cage Greater Animated Cage

Medium construct, unaligned Large construct, unaligned

Armor Class 18 (natural armor) Armor Class 18 (natural armor)
Hit Points 102 (12d8+48) Hit Points 152 (16d10+64)
Speed 40 ft. Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 8 (-1) 19 (+4) 1 (-5) 3 (-4) 1 (-5) 24 (+7) 10 (+0) 19 (+4) 1 (-5) 3 (-4) 1 (-5)

Saving Throws Con +7 Saving Throws Con +8
Damage Immunities poison, psychic Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, Condition Immunities blinded, charmed, deafened, exhaustion,

frightened, paralyzed, petrified, poisoned frightened, paralyzed, petrified, poisoned

Senses blindsight 120 ft. (blind beyond this radius), passive Senses blindsight 120 ft. (blind beyond this radius), passive
Perception 6 Perception 6

Languages -- Languages --
Challenge 7 (2,900 XP) Challenge 10 (5,900 XP)

Antimagic Susceptibility. The cage is incapacitated while in Antimagic Susceptibility. The cage is incapacitated while in
the area of an antimagic field. If targeted by dispel magic, the the area of an antimagic field. If targeted by dispel magic, the
cage must succeed on a Constitution saving throw against the cage must succeed on a Constitution saving throw against the
caster’s spell save DC or fall unconscious for 1 minute. caster’s spell save DC or fall unconscious for 1 minute.

False Appearance. While the cage remains motionless, it is False Appearance. While the cage remains motionless, it is
indistinguishable from a normal iron-barred cage. indistinguishable from a normal iron-barred cage.

Actions Actions

Multiattack. The cage makes two slam attacks. Multiattack. The cage makes three chain attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Chain. Melee Weapon Attack: +11 to hit, reach 10 ft., one
Hit: 20 (4d6+6) bludgeoning damage. target. Hit: 25 (4d8+7) bludgeoning damage.

Encage. The cage opens its door and leaps at a target creature Encage. The cage opens its door and leaps at a target creature
within 5 feet. If the target is Large or smaller, it must succeed within 5 feet. If the target is Huge or smaller, it must succeed
on a DC 16 Dexterity saving throw or be magically pulled into on a DC 18 Dexterity saving throw or be magically pulled into
the cage. While encaged, the creature is restrained, and at the cage. While encaged, the creature is restrained, and at
the beginning of each of the encaged creature’s turns it must the beginning of each of the encaged creature’s turns it must
succeed on a DC 16 Wisdom saving throw or be stunned until succeed on a DC 18 Wisdom saving throw or be stunned until
the start of its next turn. To escape, the encaged creature must the start of its next turn. To escape, the encaged creature must
use an action to make an opposed Strength check against the use an action to make an opposed Strength check against the
cage, and if the encaged creature succeeds it exits prone in an cage, and if the encaged creature succeeds it exits prone in an
unoccupied space adjacent to the cage. A cage can only have unoccupied space adjacent to the cage. A cage can only have
one creature encaged at a time. one creature encaged at a time.

Animated Objects Forcecage (1/Day). The cage creates a forcecage lasting 1 hour
around any creature encaged within it. The forcecage moves
Baba Yaga has a fondness for adding mobility and with the cage, and while it is active the encaged creature cannot
the semblance of life to inanimate objects, and in escape or harm the cage. The effect of the spell remains for the
her travels she has perfected two powerful versions entire duration, even if the cage is destroyed.
of animated objects for defense against intruders.
The animated cage appears as a square iron-barred Large size. The animated cage attacks by slamming
cell block, about 8 feet tall and 4 feet wide. When itself into nearby targets.
agitated, it moves to pull in the nearest target into
its magical interior, which can hold a creature up to

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Baba Yaga Simulacrum Ghour

Large construct, neutral evil Medium aberration, chaotic evil

Armor Class 18 (natural armor) Armor Class 14 (natural armor)
Hit Points 247 (26d10+104) Hit Points 22 (4d8+4)
Speed 40 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 13 (+1) 7 (-2) 10 (+0) 6 (-2)
20 (+5) 14 (+2) 19 (+4) 24 (+7) 19 (+4) 22 (+6)

Saving Throws Cha +12, Con +10, Wis +10 Skills Perception +4, Stealth +4
Skills Arcana +13, History +13, Investigation +13, Nature +13, Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 14
Perception +10 Languages Common
Challenge 1 (200 XP)
Damage Resistances bludgeoning, piercing, and slashing from
non-silvered weapons Keen Hearing and Smell. The ghour has advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Damage Immunities cold, fire, poison
Condition Immunities charmed, exhaustion, frightened, Pack Tactics. The ghour had advantage on an attack roll against
a creature if at least one of the ghour’s allies is within 5 feet of
poisoned the creature and the ally isn’t incapacitated.

Senses blindsight 120 ft., darkvision 120 ft., passive Perception Sunlight Sensitivity. While in sunlight, the ghour has
20 disadvantage on attack rolls, as well as on Wisdom (Perception)
checks that rely on sight.
Languages Common, Giant, plus any other five
Challenge 17 (18,00 XP) Actions

Enlarge/Reduce. Baba Yaga can use her action to change size Multiattack. The ghour makes two claw attacks.
between Small and Large. Her statistics remain the same
regardless of her size. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8+2) slashing damage.
Legendary Resistance (3/Day). If Baba Yaga fails a saving throw,
she can choose to succeed instead. The greater animated cage takes one of two forms
in the Dancing Hut. In the Treasure Vaults (area 27),
Magic Resistance. Baba Yaga has advantage on saving throws it appears as a large chest, while in the Prison of the
against spells and other magical effects. Lost (area 29) it takes the form of a hanging crow
cage. Like the normal animated cage, the greater
Spellcasting. Baba Yaga is a 20th-level spellcaster. Her animated cage is designed to immobilize targets, but
spellcasting ability is Charisma (spell save DC 20, +12 to hit it uses a powerful forcecage effect to trap creatures
with spell attacks). She regains expended spell slots when she caught within its interior.
finishes a short or long rest. She knows the following warlock
spells: Baba Yaga Simulacrum

Cantrips (at will): eldritch blast, fire bolt, friends, mage hand, Many times, Baba Yaga finds herself away from
minor illusion, prestidigitation, shocking grasp the Dancing Hut for prolong periods. During these
1-6th level (4 6th-level slots): blight, circle of death, absences, she doesn’t want the staff to become too
counterspell, dispel magic, dream, enervation, fly, hold monster, comfortable or to give the appearance her home is
major image, mental prison, sickening radiance, synaptic static left unguarded. To resolve this, she created a special
simulacrum of herself – a perfect replica if mind
Uncanny Nose. Baba Yaga has an unnaturally keen sense of and body, though lacking in her extreme magical
smell. While her sense of smell remains unimpeded, she has aptitude. She poured her memories and thoughts
blindsight out to 120 feet and advantage on any Wisdom into the construct to the point where the simulacrum
(Perception) check involving smelling. She also gains the believes without a shadow of a doubt that it is the
benefit of the detect magic spell with a range of 120 feet and real Baba Yaga.
automatically detects the presence of anyone under the effect
of a dreadful curse.

Actions

Multiattack. Baba Yaga makes three claw attacks.

Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., one
target. Hit: 18 (2d12+5) slashing damage plus 13 (2d12)
psychic damage.

Evil Eye. A creature Baba Yaga can see or smell within 60 feet
must succeed on a DC 20 Charisma saving throw. On a failure,
the target suffers from a random dreadful curse at stage 1.

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Force Golem Lesser Diakk

Medium construct, unaligned Small fiend, neutral evil

Armor Class 17 (natural armor) Armor Class 15 (natural armor)
Hit Points 190 (20d8+100) Hit Points 15 (4d6+6)
Speed 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 20 (+4) 3 (-4) 11 (+0) 1 (-5) 14 (+2) 13 (+1) 15 (+2) 5 (-3) 11 (+0) 16 (+3)

Damage Immunities force, poison, psychic; bludgeoning, Damage Immunities poison
piercing, and slashing from nonmagical attacks Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 10
Condition Immunities charmed, exhaustion, frightened, Languages --
paralyzed, petrified, poisoned Challenge 1/2 (100 XP)

Senses darkvision 120 ft., passive Perception 10 Innate Spellcasting. The diakk’s spellcasting ability is Charisma
Languages Understands Giant but can’t speak (spell save DC 13, +5 to hit with spell attacks). It can innately
Challenge 10 (5,900 XP) cast the following spells, requiring no material or somatic
components.
Immutable Form. The golem is immune to any spell or effect
that would alter its form. At will: jump

Magic Resistance. The golem has advantage on saving throws Magic Resistance. The diakk has advantage on saving throws
against spells and other magical effects. against spells and other magical effects.

Magic Weapons. The golem’s weapon attacks are magical. Actions

Illumination. The golem magically sheds bright light in a 30-foot Bill Stab. Melee Weapon Attack: +4 to hit, reach 5 ft., one
radius and dim light for an additional 30 feet. This light goes target. Hit: 5 (1d6+2) piercing damage.
out when the golem is destroyed, but can also be dimmed or
removed by the controller of the Dancing Hut or a creature Ghour
bound to the hut.
Ghours are savage predators known to inhabit
Actions the Underworld of the Plane of Dreams. They
are humanoid, with long loping arms and thickly
Multiattack. The golem makes two slam attacks. muscled legs, but their faces have a canine look to
them. They are flesh eaters with no regard for life.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 19 (3d8+6) force damage. Golem, Force

Slow (Recharge 5-6). The golem targets one or more creatures Force golems are featureless constructs that exist as
it can see within 30 feet of it. Each target must make a DC 17 an extension of the Dancing Hut itself. They obey the
Wisdom saving throw against this magic. On a failed save, a commands of the hut’s controller and anyone bound
target can’t use reactions, its speed is halved, and it can’t make to it without delay, hesitation, or emotion. Each force
more than one attack on its turn. In addition, the target can take golem appears as a blank-faced humanoid made of
either an action or a bonus action on its turn, not both. These luminescent shimmering pale flesh.
effects last for 1 minute. A target can repeat the saving throw at
the end of its turns, ending the effect on itself on a success. Diakk, Lesser

It isn’t, and when the real Baba Yaga is in the A diakk (plural diakka) is a chicken-like creature
Dancing Hut, she stores the simulacrum in her native to the Lower Planes. They are found in great
chambers (area F). She regularly keeps the construct herds across the gloomy planes of Hades as well
updated with new memories and information, and as many layers of the Abyss and the Nine Hells.
the simulacrum is so perfect that the staff and most The lesser version is smaller and skinnier than the
inhabitants cannot tell them apart. Baba Yaga’s regular variety, but all are featherless, flightless, red-
daughters can always tell when it’s a simulacrum, skinned fiends, with long bills and beady eyes.
however, but they play along with the construct’s
fantasy.

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Noble Dao Chicken Foot Ogre

Large elemental, neutral evil Large giant, lawful evil

Armor Class 18 (natural armor) Armor Class 18 (plate armor)
Hit Points 315 (18d10+126) Hit Points 85 (10d10+30)
Speed 130 ft., burrow 30 ft., fly 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 24 (+7) 12 (+1) 13 (+1) 18 (+4) 21 (+5) 10 (+0) 16 (+3) 8 (-1) 10 (+0) 10 (+0)

Saving Throws Int +6, Wis +6, Cha +9 Condition Immunities charmed, frightened
Condition Immunities petrified Senses darkvision 60 ft., passive Perception 10
Senses darkvision 120 ft., passive Perception 11 Languages Common, Giant
Languages Terran Challenge 5 (1,800 XP)
Challenge 13 (10,00 XP)
Brute. A melee weapon deals one extra die of damage when the
Earth Glide. The dao can burrow through nonmagical, unworked ogre hits with it (included in the attack).
earth and stone. While doing so, the dao doesn’t disturb the
material it moves through. Improved Critical. The ogre scores a critical hit on a natural
attack roll of 19 or 20.
Elemental Demise. If the dao dies, its body disintegrates into
crystalline powder, leaving behind only equipment the dao was Actions
wearing or carrying.
Multiattack. The ogre makes two greataxe attacks.
Innate Spellcasting. The dao’s innate spellcasting ability is
Charisma (spell save DC 17, +9 to hit with spell attacks). It Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one
can innately cast the following spells, requiring no material target. Hit: 21 (3d10+5) slashing damage.
components:
Javelin. Ranged Weapon Attack: +7 to hit, reach 5 ft. or range
At will: detect evil and good, detect magic, passwall, move 30/120 ft., one target. Hit: 15 (3d6+5) piercing damage.
earth, see invisbility, stone shape, tongues
3/day each: conjure elemental (earth elemental only), Noble Dao
disintegrate, gaseous form, invisibility, phantasmal killer, plane
Amongst the genies of the Plane of Earth, the noble
Actions dao are the richest and most powerful. Most serve
as administrators within the Great Dismal Delve, the
Multiattack. The dao makes three fist attacks or three gem- center of dao power across the Inner Planes. A noble
studded maul attacks. dao is richly appointed with gems and other jewelry,
but for the most part they look like a regular dao.
Fist. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Their attitudes are just as arrogant and haughty as
Hit: 15 (2d8+6) bludgeoning damage. their lessers.

Gem-Studded Maul. Melee Weapon Attack: +11 to hit, reach Ogre, Chicken Foot
5 ft., one target. Hit: 24 (4d8+6) bludgeoning damage. If the
target is a Huge or smaller creature, it must succeed on a DC The ogres of the Chicken Foot Tribe are given
19 Strength check or be knocked prone. better equipment and training than their commonly
encountered brethren. They live to serve Baba Yaga,
Legendary Actions but they are also duty-bound to obey any creature
bound to the Dancing Hut.
The noble dao 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 noble
dao regains spent legendary actions at the start of its turn.

Gem Shield. The noble dao creates a shimmering shield of
force, adding +3 to hits AC until the start of its next turn.
Maul Attack. The noble dao makes a gem-studded maul attack.
Spell (Costs 2 Actions). The noble dao casts one of its at will or
3/day innate spellcasting spells.

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Oil Jelly Shambling Graveyard

Large ooze, unaligned Huge plant, neutral evil

Armor Class 8 Armor Class 14 (natural armor)
Hit Points 76 (8d10+32) Hit Points 153 (18d12+36)
Speed 40 ft., climb 40 ft. Speed 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 7 (-2) 19 (+4) 2 (-4) 6 (-2) 1 (-5) 20 (+5) 7 (-2) 14 (+2) 5 (-3) 10 (+0) 1 (-5)

Damage Immunities acid, fire, lightning, slashing Damage Resistances cold, fire
Condition Immunities blinded, charmed, deafened, exhaustion, Damage Immunities necrotic
Condition Immunities blinded, charmed, deafened, exhaustion
frightened, grappled, prone Senses blindsight 60 ft., passive Perception 10
Languages -
Senses blindsight 60 ft. (blind beyond this radius), passive Challenge 8 (3,900 XP)
Perception 8

Languages --
Challenge 3 (700 XP)

Flammable. If the jelly is subjected to fire damage it catches Presence of the Grave. The shambling graveyard gives off an
fire. While it is on fire, any creature in the same space as the unholy emanation as a result of its unnatural composition. Any
jelly suffers 14 (4d6) fire damage at the beginning of the jelly’s living creature within 60 feet of the shambling graveyard must
turn. The jelly remains on fire for 1 minute. make a DC 16 Wisdom saving throw or be frightened for 1
minute. A creature can repeat the saving throw at the end of
Slick Form. The jelly can enter a hostile creature’s space and each of its turns, ending the effect on itself on a success. If a
stop there. It can move through a space as narrow as 1 inch creature’s saving throw is successful or the effect ends for it,
wide without squeezing. Creatures that start their turn in the the creature is immune to the shambling graveyard’s Presence
same space as the jelly must make a DC 13 Dexterity saving of the Grave for the next 24 hours.
throw or fall prone.
Actions
Actions
Multiattack. The shambling graveyard makes two slam attacks. If
Multiattack. The jelly makes two pseudopod attacks. both attacks hit a Large or smaller target, the target is grappled
(escape DC 16) and the shambling graveyard uses its Engulf on
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one the target.
target. Hit: 8 (1d10+3) bludgeoning damage. The target must
succeed on a DC 13 Dexterity saving throw or fall prone. Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 15 (2d10+4) bludgeoning damage. The target suffers 11
Oil Jelly (2d10) necrotic damage at the start of their next turn as the
wound festers with black tainted dirt.
Oil jellies are believed to be native inhabitants of
Mechanus, the plane of endless gears. There, these Engulf. The shambling graveyard engulfs a Large or smaller
oozes serve an important function - lubricating creature grappled by it. The engulfed target is blinded,
the great gears, which they do by simply slithering restrained, and unable to breathe, and it must succeed on a
through them. They are otherwise amorphous black DC 16 Constitution saving throw at the start of each of the
puddles. shambling graveyard’s turns or take 15 (2d10+4) bludgeoning
damage. If the shambling graveyard moves, the engulfed target
moves with it. The shambling graveyard can have up to 4
Medium creatures or 1 Large creature engulfed at a time.

Shambling Graveyard

A shambling graveyard is a vaguely humanoid-
shaped mound of black dirt crusted with broken
tombstones, crushed bones, and other ghastly
accoutrements.

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Terror Mole Warwraith

Large beast, chaotic evil Medium undead, lawful evil

Armor Class 14 (natural armor) Armor Class 14
Hit Points 136 (16d10+48) Hit Points 136 (16d8+64)
Speed 30 ft., burrow 50 ft. Speed 0 ft., fly 60 f.t (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 17 (+3) 4 (-3) 11 (+0) 5 (-3) 22 (+6) 15 (+2) 19 (+4) 7 (-2) 8 (-1) 14 (+2)

Skills Perception +6 Damage Resistances acid, cold, lightning, thunder; bludgeoning,
Damage Resistances bludgeoning, piercing, and slashing from piercing, and slashing from nonmagical weapons

nonmagical weapons Damage Immunities fire, necrotic, poison
Condition Immunities charmed, exhaustion, grappled, paralyzed,
Condition Immunities blinded, charmed, frightened petrified, poisoned, prone, restrained
Senses blindsight 120 ft. (blind beyond this radius), passive
Senses darkvision 60 ft., passive Perception 9
Perception 16 Languages the languages it knew in life
Challenge 8 (3,900 XP)
Languages --
Challenge 6 (2,300 XP)

Blind Senses. The mole can’t use its blindsight while deafened Berserk Frenzy. If the warwraith is reduced to half its hit points
and unable to smell. or lower, it enters into berserk frenzy. It gains advantage on all
attack rolls, and attack rolls against it are made with advantage.
Keen Hearing and Smell. The mole has advantage on Wisdom
(Perception) checks that rely on hearing or smell. Incorporeal Movement. The warwraith can move through other
creatures and objects as if they were difficult terrain. It takes 5
Actions (1d10) force damage if it ends its turn inside an object.

Multiattack. The mole makes three attacks: one with its bite and Actions
two with its claws.
Multiattack. The ragewraith makes two spectral blade attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8+4) piercing damage. Spectral Blade. Melee Weapon Attack: +10 to hit, reach 5
ft., one creature. Hit: 13 (2d6+6) slashing damage and 27
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. (6d8) necrotic damage plus the target must succeed on a DC
Hit: 9 (1d10+4) slashing damage. 16 Wisdom saving throw. On a failure, the target suffers a
cumulative -1 penalty on attack rolls as the warwraith drains
Terror Screech (Recharge 5-6). Each creature in a 30-foot cone their fighting ability. The penalty lasts until the target takes a
originating from the mole must succeed on a DC 14 Wisdom long rest.
saving throw or be stunned for 1 round and frightened of the
mole for 1 minute. Creatures immune to being frightened are
immune to the effects of the mole’s terror screech.

Terror Mole Warwraith

As large as a horse, the terror mole’s smooth skin is pitch On Acheron, some soldiers die sudden and ignoble
black while its claws and teeth shine with a malevolent deaths far from the battlefield. Their purpose on the plane
red hue. It is a skilled tunnel hunter, using a paralyzing unfulfilled, sometimes their spirits linger on after their
screech that sends prey into a panicked frenzy, and it bodies collapse, rising as hateful warwraiths. Appearing
normally hunts in packs of three to four through the deep as a shadowy spectral version of their former selves,
underground of Bytopia. Crazed cultists of Urdlen have warwraiths are consumed with bloodlust and dedicated
been known to tame terror moles and use them as mounts to stealing the combat abilities of any opponent they cross
on their crusade against the gnome powers. spectral blades with. Their armor and weapons are as
misty as their bodies, and they are sleet gray in color with
the exception of their burning red eyes.

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