Baba Yagas Hut
Baba Yagas Hut
Baba Yagas Hut
Yagas
Dancing
Hut
A D&D adventure for characters
of levels 1315
By Craig Campbell
Illustrations by Noah Bradley
and Bernadette Carstensen
Cartography by Mike Schley
I ntroduction
Baba Yagas Dancing Hut is more than an
adventureits a special location within which one
or more adventures can take place. Several scenarios
that Dungeon Masters might use to bring the hut into
their campaigns are provided below. However, as the
DM, you can create your own adventures that take
place wholly or partially within the hut. This article
provides information on the huts characteristics,
capabilities, defenses, and layout, as well as its
inhabitants and visitors.
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A dventure Hooks
Below are four adventure hooks you can use to bring
the characters into the story. You can craft these
hooks into quests appropriate for your campaign.
1. Hostage Rescue
Although Baba Yaga is an archfey and has strong
ties to the Feywild, she travels the multiverse in her
dancing hut, collecting items of power and abducting
others for her own purposes. These victims end up as
slaves (the hag calls them servants) forced to perform
backbreaking, mind-bending labor until they die. A
lucky few manage to escape, but most can only hope
to be rescued. If you use this hook, use people important to the characters as the abductees. Place such
NPCs within the hut where you see fit.
2. Treasure Hunt
In her travels, Baba Yaga has collected countless powerful items and stored them in various rooms within
her hut. Sometimes she takes these items because
she needs them. Other times, she takes them because
they are interesting or unique, and she covets them as
mementos of her travels and accomplishments. In this
case, the hag has an item the characters need or want.
If you use this hook, determine why the hag took the
item in and where in the hut she keeps it.
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T he Hut s L ocation
Baba Yagas dancing hut can be found anywhere on
any plane or world. That said, it is usually found in a
remote or hazardous location, often near or within a
large forest.
Natural wildlife, sensing danger, flees the area
around the hut. Magical beasts are instinctively
drawn to the region instead. Baba Yaga is known to
keep some natural beasts within the huts fence.
Intelligent humanoids residing or traveling in the
area might notice the absence of natural animals and
the increased presence of magical beasts. Sensitive
humanoids might also sense the proximity of something vile and awesome.
If the characters do not have the ability to travel to
the hut magically, they might spend a game session
journeying to its location and dealing with the multitude of monsters that have gathered in the area.
E ncounters
The adventures three opening encounters (E1, E2,
and E3) are described below. When the characters
enter the huts interior, they have the encounter in
room 1 (page 10). After that episode, the order of the
encounters in your playing of the adventure depends
on which rooms the characters visit, and in what
order, while wandering the huts vast interior. The
encounters are numbered 1 through 48. Full-page
maps distributed through the adventure display the
encounter areas in consecutively numbered groups.
The Gate
If the adventurers approach the bone gate, its mouth
begins to twitch. When one of the characters moves
within 2 squares of the gate, the mouth speaks.
The Fence
If a character climbs the fence, its posts grow and
pickets intertwine up to 15 feet, attempting to prevent
passage (Athletics DC 20 to climb). Using the nearby
trees is easier (Athletics DC 10 to climb), but the
fence still grows to 15 feet to block passage. In either
case, the picket skulls immediately begin attacking
those attempting to bypass the fence.
When an uninvited character first sets foot on the
ground inside the fences perimeter, Encounter E2
begins. The gate also speaks.
Please cease your intrusion. Failure to do so will result in
serious repercussions. This is your only warning.
Welcome to Baba Yagas domain. Kindly state your business or be on your way.
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E2: Trespassers
the Fence
Baba Yagas dancing hut cannot leave the fences
confines. If a character attempts to teleport the hut
outside the fence, the teleportation effect fails. If the
hut is pushed, pulled, or slid such that any square of
its new space would be outside the fence at the end
of the forced movement, the hut ends the movement adjacent to the fence but with all squares of
the huts space within the fences perimeter.
If the hut uses kick and would be able to push
a character into a square beyond the fence, the
character must attempt a saving throw. If the
saving throw fails, the characters is hurled over
the fence, landing outside its perimeter.
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12 Picket Skulls
Object
XP 200 each
Detect Perception DC 20
Initiative +10
HP 1; a missed attack never damages a minion.
AC 27, Fortitude 25, Reflex 24, Will
Immune necrotic, poison, psychic, forced movement, all conditions, ongoing damage
Traits
Standard Actions
m Kick F At-Will
Minor Actions
Triggered Actions
M Berserk Hut F At-Will
Standard Actions
Countermeasures
FD
isable: Arcana or Thievery DC 20 (DC 29 as a minor
Run this encounter if the bone gate allows the characters to enter the circle or if they defeat the hut.
Light: Based on the time of day.
If the gate allows the characters to enter, the hut spins
and dances as they approach. Speaking the command
phrase (see below) or defeating the hut (Encounter
E2) forces it to settle.
The cabin portion of the hut is immune to all
damage and cannot be affected by rituals. For example, Passwall fails to create an opening in the hut.
Command Phrase
If the adventurers say, Little hut, little hut, show me
your door, the hut turns its door toward the speaker,
settles, and opens the door.
Arcane Lock
If defeated in combat, the hut sits on the ground, its
door closed. No handle or hinges are apparent, and
the door is warded (Arcana DC 14 to detect). The
The Chimney
If the hut is settled, Small or smaller creatures can
climb down the chimney (Athletics DC 14 to climb
the hut and the chimney). At the bottom of the inner
chimney, a stovepipe that connects to the stove in
room 1 blocks progress. If the pipe is dislodged (Athletics or Thievery DC 29), the chimney allows access
to room 1.
T he Hut s I nterior
Baba Yaga designed the interior of the hut to confound intruders. It is built around a tesseract, a
theoretical four-dimensional construct that is a projection of a three-dimensional cube into the fourth
dimension. Rooms in the hut lie along different sides
of the tesseract and are joined to other rooms with
passageways that break the rules of three-dimensional space.
Each map indicates the number of each other
room the mapped room connects to. A room can
connect to up to six others, with (at most) one passageway on each of four sides, one in the floor, and
one in the ceiling. Some rooms contain fewer than six
connections.
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Doorways
The doorways between rooms in the hut might
be locked, trapped, hidden, or cursed; or passing
through them might require ingenuity. If a room has
such doorways, they are described in a section called
Special Doorways. Ordinary doorways with no special properties are described only if important. On
the room maps, each doorway is numbered the same
as the room to which it leads.
Special Properties
When constructing her hut, Baba Yaga called upon
ancient magical lore to imbue it with many special
properties. These properties hinder how certain kinds
of rituals function within the hut. Unless otherwise
noted in specific encounters, the special properties
described below are in effect throughout the hut.
Divination: Rituals of this sort can be used within
rooms in the hut, but each one can reveal only facts
associated with the room in which it is performed.
Divination effects cannot pass from one room to
another. For example, Magic Map can be used to
locate a creature within a room but cannot be used
to locate a creature that is in another room or outside
Removing a Curse
The Remove Affliction ritual can be used to remove
a curse from a character at any time before he or she
succumbs to stage 4 of the curse. Because Baba Yagas
curses are virulent, they impose a 10 penalty on the
Heal check associated with the Remove Affliction
ritual.
A character who succumbs to stage 4 of a curse
is permanently disabled or transformed. Beyond the
reach of mortal rituals, such an unfortunate can be
rescued only by specific means you devise. A difficult
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R andom
E ncounters
ENCOUNTER DETAILS
ENCOUNTER CHANCE
Uninhabited
Room
5
9
10
18
20
32
33
35
36
37
38
42
43
Chance of
Encounter
1 on d10
1 on d10
1 on d12
1 on d12
1 on d10
1 on d8
1 on d12
1 on d12
1 on d8
1 on d8
1 on d10
1 on d12
1 on d10
Encounter
Details
1d4 + 1
1d4 + 2
1d6 + 4
1d4 + 1
1d6 + 4
2d6
1d4 + 8
1d6 + 3
1d4 + 5
2d6
1d8 + 1
1d8 + 1
1d6 + 6
Roll
2
3
4
5
6
7
8
9
10
11
12
Encounter
Room
Two adventurers seeking a way out; they
T he Grand E xpanse
of the Dancing Hut
The rest of this adventure describes 48 room encounters in the hut. A large number of them are combat
encounters. Others are simple exploration or roleplaying scenarios that allow the characters to make
interesting discoveries.
You can change or develop the encounter details
into whatever you need for your campaign. A room
designed for exploration might be developed to
include a skill challenge that provides the characters with useful information. A combat encounter
with Baba Yagas slaves might become a roleplaying
encounter in which the adventurers promise to free
the slaves in exchange for their help.
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1. Hut Entrance
Exploration Encounter
2. Entry Hall
4 Shadow Puppeteers
Level 14 Lurker
XP 1,000 each
Initiative +17
Perception +9
Darkvision
Traits
Born of Shadows
The puppeteer can make a Stealth check to become
hidden when it has concealment instead of needing total
concealment.
Standard Actions
3. Audience Hall
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Traits
Threatening Reach
The trapper can make opportunity attacks against enemies
within 3 squares of it.
Standard Actions
m Slam F At-Will
Read:
This is a grand chamber constructed of fine masonry with
a vaulted ceiling rising 30 feet above the marble-tiled
floor. A set of tiled stairs leads from the main f loor to an
elevated area that features a throne made of red quartz and
engraved with runes. The wall behind the throne glows red,
illuminating the chamber in an otherworldly light.
Two bird-men sweep the f loor with wooden brooms. As
you enter, they begin to retreat.
Minor Actions
Level 14 Artillery
Standard Actions
XP 1,000 each
Initiative +9
Perception +11
Low-light vision
Minor Actions
Ghostly Escape F Encounter
4. Art Gallery
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Level 12 Soldier
XP 700
Initiative +11
Perception +15
Standard Actions
Triggered Actions
Level 12 Artillery
XP 700
Initiative +12
Perception +14
Standard Actions
Triggered Actions
Petrifying Stare F At-Will
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Level 14 Brute
Traits
Standard Actions
Move Actions
Shadow Glide F Encounter
Triggered Actions
Chamber D contains numerous musical instruments. A funeral dirge plays in here, but the music
has no identifiable source.
Chamber E has a sunken performance area. In the
center of the area is a raised stage.
Each chamber is divided from the others by magic
curtains that deaden all sound passing from one
chamber to the next.
You can develop the chambers in this room
further to provide the characters with interesting
activities. For example, chamber B might be inhabited by a creature that invites the characters to engage
in games of chance, allowing them to place wagers
and perhaps garner information about the hut and its
residents.
7. Attic
Roleplaying Encounter
The huts attic is mostly what one would expect from
the attic of a wooden cabin, but it also holds a strange
creature that the characters might befriend and take
with them.
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8. Bestiary
Traits
Nine Lives
Shelsa initially has eight extra lives. While Shelsa has five
extra lives remaining, she gains a +2 bonus to defenses,
attack rolls, and damage. While she has two extra lives
remaining, this bonus increases to +4.
Standard Actions
m Bite F At-Will
Move Actions
Triggered Actions
Read:
This large stone room contains numerous smaller chambers, each with a doorway of shimmering yellow light. A
glowing ceiling 30 feet above the floor illuminates the
whole room with bright light. The grunts and growls of
various creatures issue from the chambers.
Each chamber magically provides food and water for
its captive and magically removes waste. The shimmering doorways are transparent, so the characters
can see inside each chamber.
The chamber doorways are made of magical
force that is impervious to damage and blocks line
of effect. Characters can open a door by making a
DC 21 Arcana check to dissipate the magic or a DC
29 Thievery check to mar the runes containing the
magic. If a door is opened, the creature in the chamber reacts as described below.
If the characters release one or more monsters, different combat encounters might occur. Any creatures
left behind are fair game for random encounters later.
Chamber A: This chamber imprisons a vampiric mist corrupter. The chamber door is faulty. If
it is opened, two other chamber doors (determined
randomly) also open. If released, the vampiric mist
corruptor attacks the adventurers.
Chamber B: The beholder here has studied the
doors for a long time and has discovered their weakness. It tries to convince the characters to release it.
If released, it attacks. Each time it uses eye ray or eye
ray frenzy, instead of making one of the allowed eye
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Beholder
Traits
All-Around Vision
Enemies cant gain combat advantage by flanking the
beholder.
Standard Actions
m Bite F At-Will
7. Terror Ray (fear, psychic): Ranged 10; +14 vs. Will; 2d8
+ 5 psychic damage, and the beholder pushes the
target its speed.
8. Petrifying Ray: Ranged 10; +14 vs. Fortitude; the target
is petrified (save ends).
Aftereffect: The target is immobilized (save ends).
9. Death Ray (necrotic): Ranged 10; +14 vs. Fortitude;
2d8 + 10 necrotic damage. If the target is bloodied
before or after the attack, it is also dazed (save ends).
First Failed Saving Throw: The target is dazed and
weakened (save ends both).
Second Failed Saving Throw: The target dies.
10. Disintegrate Ray: Ranged 10; +14 vs. Fortitude; 1d8 +
5 damage, and ongoing 10 damage (save ends).
R Eye Ray Frenzy F Recharge 6
Requirement: The beholder must be bloodied.
Effect: As eye rays above, except the beholder makes three
eye ray attacks.
Minor Actions
C Central Eye F At-Will (1/round)
Triggered Actions
R Random Eye Ray F At-Will
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Standard Actions
m Claw F At-Will
Level 12 Brute
XP 700 each
Initiative +11
Perception +10
Darkvision
Triggered Actions
M Flesh-Ripper F At-Will
Night Hag
Medium fey humanoid (shapechanger)
HP 109; Bloodied 54
AC 27, Fortitude 28, Reflex 26, Will 26
Speed 8
Traits
Level 14 Lurker
XP 1,000
Initiative +15
Perception +10
Darkvision
Standard Actions
m Claw F At-Will
Minor Actions
Level 11 Controller
Traits
Standard Actions
m Bite (necrotic) F At-Will
Triggered Actions
C Deathly Howl F Encounter
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Traits
All-Around Vision
Enemies cant gain combat advantage by flanking the hydra.
Many Headed
While stunned or dominated, the hydra can take free
actions.
Regenerating Heads
The hydra starts an encounter with four heads. When the
hydras hit points first go below 372, 248, and 124, one of
its heads is destroyed. Whenever a head is destroyed, the
hydra grows two heads at the start of its next turn unless it
takes cold or acid damage before then.
Threatening Reach
The hydra can make opportunity attacks against enemies
within 2 squares of it.
Standard Actions
m Bite F At-Will
Triggered Actions
M Snapping Jaws F At-Will
9. Fungus Gardens
Exploration Encounter
The Pool
The pool in the center of the room is full of bubbling
cold water that smells of ripe fruit. The pools border
is a short earthen wall.
If a character drinks from the pool, roll a d12 and
find the results on the table below. A creature can
gain an effect only once per day.
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2 Green Hags
Level 12 Controller
Standard Actions
Minor Actions
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XP 1,000
Initiative +14
Perception +17
Standard Actions
Move Actions
Minor Actions
Natures Boon F Encounter
Effect: Close burst 5 (one plant ally in the burst). The target
gains 25 temporary hit points.
Skills Endurance +19, Heal +17, Nature +17
Str 17 (+10)
Dex 20 (+12)
Wis 21 (+12)
Con 25 (+14)
Int 15 (+9)
Cha 15 (+9)
Alignment unaligned Languages Common, Elven
Equipment cudgel
Level 15 Brute
XP 1,200 each
Initiative +10
Perception +12
Traits
Juggernaut Charge
The juggernaut has resist 15 to all damage while charging.
Standard Actions
m Slam F At-Will
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Abyssal Basilisk
Level 13 Artillery
XP 800
Initiative +7
Perception +13
Standard Actions
m Bite F At-Will
2 Flesh Golems
XP 1,400 each
Initiative +4
Perception +5
Darkvision
Traits
Primal Fear
When the golem takes fire damage from an attack, it takes
a free action to move up to its speed, and each square it
moves must place it farther from the attacker. If it cannot
move at least half its speed, it grants combat advantage
until the end of its next turn.
Life-Giving Jolt
When the golem takes lightning damage, it can make a
basic attack as a free action.
Standard Actions
m Slam F At-Will
Triggered Actions
M Berserk Attack F At-Will
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Standard Actions
Level 15 Soldier
XP 1,200 each
Initiative +11
Perception +16
Low-light vision
Triggered Actions
Death Knight
Traits
Standard Actions
Triggered Actions
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If the characters enter chamber B from any location other than chamber E, read:
You enter a large, octagonal stone chamber that is filled
with magical light. The chamber is dotted with a few
articles of furniture, and the walls are adorned with
magnificent tapestries that depict Baba Yaga engaged
in battle. Four silk curtains separate this chamber from
others beyond. A large, roughly finished statue stands in
the middle of the chamber, an enormous metal cauldron at
its feet.
Next to the cauldron are two identical crones dressed in
matching peasant clothes. They speak in one voice. Who
dares interrupt Baba Yaga?
Insight DC 33: One of the crones is trying very hard
to mimic the other. She also appears less imperious and selfsatisfied. Her appearance is likely to be a disguise.
The two crones are the Baba Yaga simulacrum and a
night hag that has used change shape to take the archfeys form. The statue is a clay golem. A slime devil
hides in the cauldron, out of sight at first.
If the party enters from room 46, read:
You drop down into a square stone chamber illuminated
with magical light. It is filled with the arcane accoutrements required for crafting magic items. A silk curtain
hangs on one wall.
Chamber C: This chamber is where Baba Yaga
sleeps on a straw-filled mattress on the floor.
Chambers D and E: In each chamber, tables and
shelves lining the perimeter hold equipment for crafting magic items.
Chamber F: This chamber contains a large loom
and several crates filled with bolts of heavy thread of
various colors.
Special Doorways: Chamber E contains a trapdoor in the ceiling that leads to room 46. This door
is cursed. Any character who touches the door is
attacked by the curse of the mad mind.
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Traits
Standard Actions
m Slam F At-Will
Move Actions
Unstoppable F Encounter
Triggered Actions
M Berserk Attack F At-Will
Slime Devil
XP 3,200
Initiative +9
Perception +16
Blindsight 3
Traits
Level 16 Lurker
XP 1,400
Initiative +18
Perception +13
Darkvision
Traits
Slippery Mind
Any dazing, dominating, or stunning effect on the simulacrum ends at the start of its turn.
Mercurial Body
The slime devil ignores difficult terrain and does not provoke opportunity attacks by moving.
Standard Actions
Move Actions
Minor Actions
Standard Actions
Minor Actions
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Traits
Level 14 Lurker
XP 1,000
Initiative +15
Perception +10
Darkvision
Standard Actions
m Claw F At-Will
Minor Actions
Natasha
Natasha is a nearly perfect replica of Natasha the
Dark as she was when she inhabited the hut. Several
years ago, as Elena spiraled into madness, she unwittingly brought forth a dream version of her sister
while in the conjuring hall (room 28).
Natasha is much like her inspiration: a striking
human woman, tall and slim, with long, black hair
and alabaster skin. Because she is really from Elenas
subconscious, she is unable to harm Elena physically. Her nightmare servitors are also unable to
harmElena.
Natasha is vain to the extreme, exuding an air of
confidence that few can resist. At her core, though,
she is vile and corrupt. She wants to unbind herself
from the hut and believes, rightly so, that Elenas
death will set her free. To this end, she seeks out
anyone she might manipulate into killing Elena.
Most of the huts inhabitants wont help her
because they dont want to incur the wrath of Baba
Yaga, who still cares for Elena. Thus, Natasha uses
every ruse she can devise to convince the adventurers to do the deed. If they resist several manipulation
attempts, she tries to lure them into a trap elsewhere
in the hut or simply attacks them.
Nightmare Servitors
Natasha is accompanied by three nightmare creatures that she brought with her from the Plane of
Dream. Each monster appears as an item that she has
with her at all times. As a free action, Natasha can
call upon the monsters to appear in their true forms
adjacent to her.
Chitin Pauldrons: These items sit on her shoulders. Each is a ruin demon in disguise.
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XP 2,800
Initiative +10
Perception +16
Blindsight 5
Traits
Regeneration
Natasha regains 10 hit points whenever she starts her turn
and has at least 1 hit point. When Natasha takes radiant
damage, her regeneration does not function on her next
turn.
Action Recovery
When Natasha ends her turn, any dazing, dominating, or
stunning effect on her ends.
Standard Actions
Triggered Actions
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Level 16 Skirmisher
Traits
Standard Actions
m Vile Swarm F At-Will
Mirror Mimic
Level 15 Lurker
Standard Actions
m Slam F At-Will
Move Actions
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Standard Actions
m Claw F At-Will
Level 16 Brute
XP 1,400 each
Initiative +13
Perception +12
Low-light vision
Minor Actions
Triggered Actions
Night Hag
Medium fey humanoid (shapechanger)
HP 109; Bloodied 54
AC 27, Fortitude 28, Reflex 26, Will 26
Speed 8
Traits
Level 14 Lurker
XP 1,000
Initiative +15
Perception +10
Darkvision
Standard Actions
m Claw F At-Will
Minor Actions
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XP 2,800
Initiative +11
Perception +11
Traits
Standard Actions
m Staff (weapon) F At-Will
Triggered Actions
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Passion Devil
Level 16 Controller
2 Annis Hags
Level 16 Brute
Traits
Standard Actions
m Claws (fire) F At-Will
Minor Actions
Standard Actions
m Claw F At-Will
XP 1,400 each
Initiative +13
Perception +12
Low-light vision
Minor Actions
Triggered Actions
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18. Bath
Exploration Encounter
The characters come upon the huts bath. Although
this room is often empty, it might contain a random
encounter, likely with one or more hags.
Light: Dim light.
Read:
This rectangular chamber is outfitted with benches and
clothes hooks. Braziers on the walls fill the area with
f lickering light.
Read:
You enter a dark, quiet space. The air here is musty but has
subtle hints of fruity sweetness and tangy bitternesssomething like almond mixed with cork.
19. Cellar
Exploration Encounter
The huts cellar is filled with foul-smelling debris.
Light: Darkness.
Read:
You enter a completely dark chamber and feel spongy earth
under your feet. A putrid odor hangs in the air.
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Level 13 Skirmisher
XP 800 each
Initiative +14
Perception +9
Traits
Guttering Flames
Whenever the archon takes cold damage, it cannot shift
until the end of its next turn.
Standard Actions
Move Actions
Hell Knight
Medium immortal humanoid (devil)
HP 146; Bloodied 73
AC 31, Fortitude 27, Reflex 28, Will 26
Speed 6
Immune fear; Resist 20 fire
Level 15 Soldier
XP 1,200
Initiative +15
Perception +11
Darkvision
Traits
XP 1,600
Initiative +12
Perception +13
Traits
Hells Rider
While the hell knight is mounted, its mount can make Athletics, Acrobatics, or Stealth checks using the hell knights
skill modifiers rather than its own.
Standard Actions
Minor Actions
Standard Actions
Triggered Actions
M Fiery Vendetta F At-Will
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24. Stables
Exploration Encounter
Read:
You enter a large area of interconnected chambers. Dozens
of suits of armor are arrayed about the room, with shields
and helmets decorating the walls. Magical light from the
ceiling fills the area. You can hear the creaking sound of
armor movements from somewhere in these chambers.
Chamber E, the large central chamber, contains suits
of armor that Baba Yaga has collected from various
worlds and planes. Chambers A, B, C, and D contain
more armor, plus shields and helms. Fill in the details
of what the characters find to meet the needs of your
campaign.
The creaking sound comes from several magic
suits of armor that yearn to see battle again. If the
characters investigate, they find a few suits that move
slightly but that do not leave their stands or attack.
The doors in chambers A, B, C, and D lead
nowhere. Baba Yaga created them as enticements.
Any character who touches one of these doors is
attacked by one of Baba Yagas curses (your choice).
Treasure: One set of +3 demonscale armor and one
cold iron shield.
3 Diakkas
Level 14 Skirmisher
Traits
XP 1,000 each
Initiative +15
Perception +11
Low-light vision
Standard Actions
m Claw F At-Will
Read:
You enter a long room that has several smaller chambers
along each side. The entire area is illuminated by magic
torches set into the ceiling 40 feet above the floor. The smell
of animal feed mixes with that of brimstone.
Chambers A, C, and F each contain one nightmare,
tended by a diakka.
The monsters are loyal servants of Baba Yaga and
attack intruders without hesitation. After the characters deal with the guardians, they are free to explore
the stables in more depth.
This room connects to other planes, allowing
Baba Yaga and her allies to ride nightmares to other
3 Nightmares
Level 13 Skirmisher
XP 800 each
Initiative +12
Perception +12
Darkvision
Traits
Alert
The nightmare gains a +2 bonus to AC against opportunity
attacks.
Hells Ride (fire, mount)
The nightmares rider gains resist 20 fire.
Standard Actions
m Hooves (fire) F At-Will
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2 Mezzodemons
Level 11 Soldier
XP 600 each
Initiative +9
Perception +13
Darkvision
Standard Actions
Triggered Actions
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Level 14 Artillery
Standard Actions
XP 1,000 each
Initiative +9
Perception +11
Low-light vision
Minor Actions
Ghostly Escape F Encounter
Piscodemon
Traits
Standard Actions
m Claw F At-Will
Triggered Actions
Read:
You enter a small chamber filled with magical light. The
walls here are lined with wooden shelves containing numerous boxes, jars, and pots. In front of you, a stairway leads
to another chamber. A mixture of earthy and floral smells
fills the room.
This room is filled with alchemical items stored in
various vessels. Given enough time searching the
shelves, alchemists can find nearly any ingredients
they might want.
A piscodemon and three diakkas are spread
throughout the chambers, conducting inventory.
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Traits
Standard Actions
m Claw F At-Will
Unless the characters take care to be quiet, the monsters hear them when they arrive.
Chamber E contains two scarecrow guardians that
have been magically transformed to look like empty,
ramshackle wooden bookshelves. They animate and
take on their true forms only by order of the piscodemon (a minor action).
Baba Yagas servitors do not like being interrupted
and attack as soon as they pinpoint the location of
thecharacters.
Treasure: Extremely rare alchemical components
that have a value totaling 7,000 gp.
Tactics: The piscodemon takes a minor action
to animate the scarecrow guardians as soon as it
Triggered Actions
3 Diakkas
Level 14 Skirmisher
Traits
XP 1,000 each
Initiative +15
Perception +11
Low-light vision
Standard Actions
m Claw F At-Will
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Level 13 Soldier
Standard Actions
m Claws F At-Will
Minor Actions
Read:
In front of you lies a maze of shelves. Each shelf is filled with
sundry containers of varying sizes and made of different
materials.
Triggered Actions
Malleable Straw F At-Will
XP 3,200
Initiative +8
Perception +7
Darkvision
Standard Actions
m Slam F At-Will
Triggered Actions
C Death Burst
Trigger: The golem drops to 0 hit points.
Attack (No Action): Close burst 1 (creatures in the burst);
+22 vs. AC
Hit: 2d12 + 10 damage.
Effect: The golem is destroyed. The area of the burst
becomes difficult terrain until cleared.
Str 24 (+15)
Dex 7 (+6)
Wis 8 (+7)
Con 24 (+15)
Int 3 (+4)
Cha 3 (+4)
Alignment unaligned Languages
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Level 11 Skirmisher
Traits
XP 600 each
Initiative +13
Perception +9
Low-light vision
Residuum Recovery
A dweomer eater consumes any item it destroys. The
residuum from any magic items the dweomer eater has
destroyed can be retrieved from its stomach. The residuum
is worth the full market value of the item.
Standard Actions
m Bite F At-Will
Triggered Actions
XP 3,200 each
Initiative +8
Perception +7
Darkvision
Standard Actions
m Slam F At-Will
Triggered Actions
C Death Burst
Trigger: The golem drops to 0 hit points.
Attack (No Action): Close burst 1 (creatures in the burst);
+22 vs. AC
Hit: 2d12 + 10 damage.
Effect: The golem is destroyed. The area of the burst
becomes difficult terrain until cleared.
Str 24 (+15)
Dex 7 (+6)
Wis 8 (+7)
Con 24 (+15)
Int 3 (+4)
Cha 3 (+4)
Alignment unaligned Languages
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Rakshasa Mage
Level 16 Controller
Standard Actions
XP 1,400
Initiative +10
Perception +11
Low-light vision
Minor Actions
3 Rakshasa Warriors
Medium natural humanoid
HP 142; Bloodied 71
AC 31, Fortitude 29, Reflex 27, Will 26
Speed 6
Standard Actions
Level 15 Soldier
XP 1,200 each
Initiative +13
Perception +16
Low-light vision
Minor Actions
Triggered Actions
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and gladly answers questions about the alchemical laboratory and the rooms connected to it. If the
adventurers are friendly to him, Grik can accompany
them as they continue exploring the hut.
Grik is immune to all damage, and he is bound to
the hut unless he leaves through a room that allows
access to other planes. Although he appears to be
corporeal, Grik is a ghost and can hide in the walls
of any room he occupies. He cannot pass through the
walls since the huts rooms are not physically adjacent
to one another. Despite his immunities, Grik is too
cowardly to scout for the party. He believes anything
can happen inside the hut, including something that
could harm him.
31. Prison
Fire Demon
XP 4,000
Initiative +18
Perception +13
Standard Actions
Move Actions
Minor Actions
Triggered Actions
Vengeful Fire (fire) F At-Will
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Level 15 Soldier
XP 1,200
Initiative +15
Perception +11
Darkvision
Traits
Hells Rider
While the hell knight is mounted, its mount can make Athletics, Acrobatics, or Stealth checks using the hell knights
skill modifiers rather than its own.
Standard Actions
Minor Actions
Piscodemon
Traits
Standard Actions
m Claw F At-Will
Tactics: The fire demon uses drawn to fire to teleport within or adjacent to the zone created by inferno
blast. As soon as the fight proves difficult, the fire
demon releases the piscodemon and the hell knight.
If they still cannot overcome the characters, the
demon also releases the diakkas.
Triggered Actions
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Level 14 Skirmisher
Traits
XP 1,000 each
Initiative +15
Perception +11
Low-light vision
Standard Actions
m Claw F At-Will
sister is not what I hoped for. Perhaps one day I will find
her again. Iggwilv is an ugly name that bites at my heart.
Elena
Exploration Encounter
Read:
A stone hallway with several side doors extends before you.
All is quiet.
Exploration Encounter
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Traits
All-Around Vision
Enemies cant gain combat advantage by flanking the
derghodemon.
Standard Actions
m Claw F At-Will
Move Actions
Minor Actions
M Death Hook F At-Will (1/round)
Triggered Actions
Piscodemon
Traits
Standard Actions
m Claw F At-Will
4 Diakkas
Level 14 Skirmisher
Traits
XP 1,000 each
Initiative +15
Perception +11
Low-light vision
Standard Actions
m Claw F At-Will
Triggered Actions
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Read:
You enter a winding room with several doors. Torches
mounted on the walls illuminate the area with f lickering
orange light.
Read:
You enter an enormous room with stone masonry walls
and a tiled floor. Through the dim light, you make out several doors and stairways as well as bas-reliefs depicting
Baba Yaga and her conquests.
Exploration Encounter
Read:
A large, circular chamber stands before you. The walls are
covered in vines, and the f loor is packed earth. The center
of the room is dominated by a cruciform pool, its sides
composed of white marble. A fountain in its middle throws
bright liquid into the air, filling the pool with luminous
water that bathes the room in a soft glow.
If a character makes an Arcana check to detect magic
within the room, a jolt of magical light stuns him or
her momentarily. The character then realizes that the
pools water is imbued with strong, beneficial magic.
Any creature that drinks from the pool immediately hears these words.
Welcome, mortal. Embrace the waters and choose.
The creature immediately regains all its hit points, as
well as its choice of one of the following benefits.
FG
ain the effects of a Remove Affliction ritual
with a Heal check result of 30.
FG
ain one action point that must be spent before
the recipients next extended rest or it is lost.
Exploration Encounter
Four chambers lie off the main hall, each filled with
ratty straw sleeping pallets and a few trinkets that the
old hags servants have gathered over the years.
Most likely, the chambers are empty because the
servants are engaged in tasks in other parts of the hut.
However, you can place monsters here.
Exploration Encounter
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41. Kitchens
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Standard Actions
m Claw F At-Will
Level 16 Brute
XP 1,400 each
Initiative +13
Perception +12
Low-light vision
Minor Actions
Triggered Actions
Level 12 Controller
Traits
Standard Actions
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Read:
You come upon a large chamber that has several side chambers. The walls are composed of a mishmash of stone, wood,
metal, plants, and the flattened bodies of various monsters
and humanoids. The ceiling is 40 feet high. The area is illuminated by multicolored streams of light arcing between two
swirling miasmas of energy located on either end of the long
main chamber. A large dragon, seemingly composed of living
lava, stands near one of the swirls and looks at you as you
enter. Two sallow-skinned dwarves with sunken eye sockets
stand next to the other swirl. One of them speaks to the other
in Common, saying, Friends or foes, do you suppose?
When the adventurers enter this room, the guardians
are not hostile immediately. They assume that if the
characters have journeyed so far into the hut, they
must be guests of Baba Yaga and have a good reason
for being here.
If the characters ask to use either gate, the guardians question them about their intentions. If the
adventurers keep their answers short and peaceful
and are not caught in a lie, they are allowed to use the
gate (see below for details).
The guardians have been enchanted to be able
to detect lies. If the adventurer speaks dishonestly
in any way, have that character make a DC 30
Bluff check. Failure means the guardians attack
immediately.
Keep the interactions with the guardians tense.
The volcanic dragon and the oath wights examine the
adventurers responses closely. If the characters say
anything that does not seem fully honest, the guardians grow hostile and attack unless the characters
quickly reassure them.
Tactics: If the adventurers provoke combat, all
three guardians attack. The volcanic dragon cares little
for the oath wights and does not hesitate to use powers
that might affect them. The wights fear the dragon and
stay away from it as much as possible, focusing their
attacks on characters far from the magical beast.
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Traits
Standard Actions
m Bite (fire) F At-Will
Minor Actions
Triggered Actions
Sudden Flare (fire) F At-Will
2 Oath Wights
Traits
Standard Actions
Minor Actions
Triggered Actions
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2 Derghodemons
Traits
All-Around Vision
Enemies cant gain combat advantage by flanking the
derghodemon.
Standard Actions
m Claw F At-Will
Move Actions
4 Diakkas
Level 14 Skirmisher
Traits
XP 1,000 each
Initiative +15
Perception +11
Low-light vision
Standard Actions
m Claw F At-Will
Minor Actions
M Death Hook F At-Will (1/round)
Requirement: The derghodemon must not have a creature
restrained.
Attack: Melee 3 (one creature grabbed by the derghodemon); +15 vs. Fortitude
Hit: 2d8 + 5 damage, and the target enters the derghodemons space, is restrained, and takes ongoing 10 damage
(save ends all). If the derghodemon moves, the restrained
creature moves with it.
Triggered Actions
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Developer
Chris Sims
Editor
Ray Vallese
Managing Editor
Kim Mohan
Producers
Greg Bilsland, Christopher Perkins, Stan!
Digital Services Consultant
Dan Helmick
Art Directors
Kate Irwin, Jon Schindehette
Illustrators
Noah Bradley, Bernadette Carstensen
Cartographer
Mike Schley
Graphic Production
Erin Dorries
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