Baba Yaga’s Walking Hut

Gargantuan construct, unaligned

Armor Class 12 (Natural Armor)
Hit Points 105 (10d12 + 40)
Speed 45 ft.

20 (+5) 11 (+0) 18 (+4) 6 (-2) 10 (+0) 8 (-1)

Saving Throws Constitution +7, Strength +9
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities psychic
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses passive Perception 10
Languages understands Common, but can’t speak
Challenge 5 (1,800 XP)
Proficiency Bonus +4


  • Structure. Creatures may ride inside the walking hut. A creature attacking the hut from inside makes its attacks with advantage.
  • Fortified. If the walking hut was summoned by the Baba Yaga’s Walking Hut spell, the hut reduces any damage it takes from any source by an amount equal to the caster’s spellcasting ability modifier (before applying vulnerabilities or resistances).


  • Multiattack. The walking hut makes two slam attacks. If there are creatures inside the hut, it may substitute one of these slam attacks for its whirling hut attack.
  • Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 5) bludgeoning damage.
  • Whirling Hut. The walking hut spins in place. Each creature inside the walking hut must succeed on a DC 13 Dexterity saving throw, taking 12 (1d12+5) bludgeoning damage and falling prone on a failed save, or half as much damage on a successful one.
Section 15: Copyright Notice

The Witch Hexes, Tinctures, and Bonded Magic Copyright 2017, TBM Games, LLC; author Christopher Knapp

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