Baba Yaga (5e Creature)

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Baba Yaga[edit]

Medium fiend, chaotic evil


Armor Class 24 (natural armor)
Hit Points 1007 (106d8 + 530)
Speed 30 ft.


STR DEX CON INT WIS CHA
26 (+8) 23 (+6) 20 (+5) 23 (+6) 20 (+5) 26 (+8)

Saving Throws Str +17, Cha +17
Skills Deception +17, Insight +14, Perception +14, Stealth +15
Proficiency Bonus +9
Damage Vulnerabilities necrotic
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that are silvered
Damage Immunities cold, fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Condition Immunities charmed, poisoned
Senses darkvision 120 ft., passive Perception 24
Languages Abyssal, Common, Draconic, Giant, Infernal, Primordial, Sylvan
Challenge 30 (155,000 XP)


Innate Spellcasting. Baba Yaga's innate spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). She can innately cast the following spells, requiring only verbal components:

At will: counterspell, dancing lights, hideous laughter, minor illusion, sleep, vicious mockery
3/day each: detect thoughts, major image, misty step, phantasmal force
1/day each: contagion, geas, greater invisibility, stone shape, water breathing

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

Horrific Appearance. Any humanoid that starts its turn within 30 feet of Baba Yaga and can see the Baba Yaga's true form must make a DC 18 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Baba Yaga is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Baba Yaga's horrific appearance for the next 24 hours.
Unless the target is surprised or the revelation of Baba Yaga's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against Baba Yaga.

Mimicry. Baba Yaga can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 22 Wisdom (Insight) check.

ACTIONS

Claws (Hag Form Only). Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 4) slashing damage.

Change Shape. Baba Yaga magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

Etherealness. Baba Yaga magically enters the ethereal plane from the material plane, or vice versa.

Nightmare Haunting (1/Day). While on the ethereal plane, Baba Yaga magically touches a sleeping humanoid on the material plane. A protection from evil and good spell cast on the target prevents this contact, as does magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). if the effect reduces the target's hit point maximum to 0 the target dies, and if the target was evil, its soul is trapped in Baba Yaga's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.

Death Glare Baba Yaga targets one frightened creature she can see within 30 feet of her. If the target can see Baba Yaga, it must succeed on a DC 22 Wisdom saving throw against this magic or drop to 0 hit points.


LEGENDARY ACTIONS

Baba Yaga can take 4 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.

Spell. Baba Yaga casts a spell from her Innate Spellcasting, expending a use as normal.

Baba Yaga is a renowned witch in folklore. She is a gaunt old woman often living in the woods in a house with legs that can transport itself. She rides a mortar and pestle and eats children who draw near her abode, adorning her fence with their skulls.

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