Hag, Baba Yaga

Hag, Baba Yaga (CR 10)1
Medium monstrous humanoid
Init 18; Senses darkvision; Notice 37
Aura fear (30 ft., W-DC 20)
Defense
AC 22, flat-footed 18; SR 20
(+4 Dex, +8 natural)
HP 114 (12d10+48)
Fort +8; Ref +12; Will +14
DR 10/cold iron and magic; Immune charm, fear, sleep; Resist cold 10, fire 10
Offense
Speed 30 ft.; forest stride
Melee 2 claws +17 (1d6+5 plus grab), bite +17 (1d8+5)
Special Attacks decaying hex (DC 22), evil eye (W-DC 22), rend (2d6+7)
Spells Prepared (CL 12th; caster check +22):
6th—greater dispel magic, flesh to stone (F-DC 22), mass suggestion (W-DC 22)
5th—dominate person (W-DC 21), feeblemind (W-DC 21), hold monster (W-DC 21), summon monster V
4th—enervation, ice storm, poison (F-DC 20)
3rd—bestow curse (W-DC 19), dispel magic, fly (DC 19), screech (DC 19), spit venom (DC 19)
2nd—alter self, death knell (F-DC 18), enthrall (W-DC 18), hold person (W-DC 18), touch of idiocy, web (R-DC 18)
1st—cause fear (W-DC 17), charm person (W-DC 17), dancing lantern, force armor, obscuring mist, sleep (F-DC 17)
0th (at will)—bleed (W-DC 16), dancing lights, putrefy food and drink (DC 16), touch of fatigue (F-DC 16)
Statistics
Str 20, Dex 19, Con 19, Int 23, Wis 18, Cha 19
Base Atk +12; CMB +17; CMD 31
Combat Maneuvers +4 grapple
Feats Combat Casting, Empower Spell, Improved Initiative, Iron Will, Mass Spell, Quicken Spell
Skills Deception +16, Intimidate +16, Knowledge (arcana) +18, Knowledge (nature) +21, Knowledge (planes) +18, Perception +19, Sense Motive +16, Spellcraft +18, Stealth +19, Use Magic Device +16
Languages Abyssal, Common, Draconic, Giant, Infernal, Sylvan
Ecology
Environment arctic, forest, plains
Organization solitary or coven (3)
Treasure Value 5,450 gp
Special Abilities
Aura of Fear (Su; fear; Cha) This aura functions as a fear spell (CL 12th). A creature that successfully saves against the baba yaga’s aura is unaffected by the same baba yaga’s aura for one day. A baba yaga can suppress or restart this aura as a free action.
Evil Eye (Su; curse; Int) As a standard action, a baba yaga can crush the will of a foe within 30 feet that she can see. The target must succeed on a DC 22 Will save or take a –4 penalty on attack rolls, saving throws, and skill checks until the evil eye is removed. A creature currently affected by a baba yaga’s evil eye cannot be affected again (by the same or a different baba yaga).
Decaying Hex (Su; death; Int) As a standard action, a baba yaga can place a hex on any living creature within 60 feet. If the creature fails a DC 22 Fortitude save it takes 3d6 points of damage plus 2d6 bleed damage. A creature that fails its save by 5 or more also takes 1d2 points of Constitution damage. The bleeding can be stopped with a DC 15 Heal check or through the application of any magical healing.
Spells A baba yaga casts spells as a 12th-level witch. They do not gain access to any other witch abilities.

Long thought to be a solitary or unique being (similar to the medusa), sages and scholars have come to believe the baba yaga are in fact a race of evil crones related to the hag race. Perhaps this theory is accurate, or perhaps it is what the true Baba Yaga wants the world to believe; no one is quite sure what is true and what isn’t when it comes to the baba yaga. A baba yaga makes its home deep in the darkest and most remote forests. There in the center of the forest is her home: a large wooden hut perched atop two tall and muscular chicken legs. The hut is believed to be highly magical, ten times larger on the inside than it appears outside, and possibly contain portals to other planes. It is also believed by some to be some sort of construct or golem, though no proof of such claims exists. Surrounding the hut is a small dark picket fence which holds the skulls of the baba yaga’s victims. The hut can lower itself to the ground so the baba yaga can enter, but it only functions if she chants, and it only functions for the baba yaga that dwells there. No other creature has figured out how to control the baba yaga’s hut.

Adventurers who have seen a baba yaga on the move say she moves through her forest lair at in a giant mortar, steering it with a large pestle in one hand, and using a magic broom to sweep all traces of her passing with the other. This mortar, rumors say, can only be driven by a baba yaga or high level spellcaster, but again, no one is certain what the truth is. A baba yaga appears as a slightly hunched, old, and hideously ugly crone, with a large nose, long sharp teeth, and hands that end in wicked claws. She dresses in loose fitting ugly brown cloaks. When moving about in civilized areas, a baba yaga often pulls the hood of her cloak over her head, walks slowly, and carries a crooked and rotting walking stick.

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.