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Action Oriented Baba Lysaga

Lair Actions
On initiative count 20 (losing initiative ties), Baba can take a lair action to cause one of the following effects,
but can’t use the same effect two rounds in a row:

Tier 1:
Stinging Swarm
Baba summons a massive swarm of insects that fills a 20-foot-radius sphere centred on a point she can see
within 120 feet her. The swarm lasts until initiative count 20 on the next round. Creatures and objects in or
behind the smoke are heavily obscured. A creature that enters the cloud for the first time on a turn or starts its
turn there takes 5 (2d4) piercing damage and 5 (2d4) poison damage.

Whipping Wind
Baba creates a whirlwind in a 40-foot-high, 20-foot radius cylinder centred on a point she can see within 120
feet of her. The effect lasts until initiative count 20 on the next round. The whirlwind lightly obscures every
creature and object in the area for the duration. A creature that enters the whirlwind for the first time on a turn
or starts its turn there is blinded until initiative count 20 on the next round.

Deceitful Double
Baba creates an illusory duplicate of herself, which appears in its own space. As long as she can see her
duplicate, Baba can move it a distance equal to her walking speed as well as make the illusion speak on her turn
(no action required). The illusion has the same statistics as Baba but can’t take actions or reactions. It can
interact with its environment and even pick up and hold real objects. The illusion seems real in every way but
disappears if it takes any amount of damage. Otherwise, it lasts until Baba dismisses it (no action required) or
can no longer see it. If Baba uses this lair action to create a new duplicate, the previous one vanishes, dropping
any real objects in its possession.

Banishing Bane
One creature Baba can see within 120 feet of her must succeed on a DC 17 Charisma saving throw or be
banished to a prison demiplane. To escape, the creature must use its action to make a Charisma check contested
by Baba’s. If the creature wins, it escapes the demiplane. Otherwise, the effect ends on initiative count 20 on the
next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if
that one is occupied.

Telekinetic Turmoil
Baba targets up to three creatures that she can see within 60 feet of her. Each target must succeed on a DC 17
Constitution saving throw or be flung up to 30 feet through the air. A creature that strikes a solid object or is
released in midair takes 1d6 bludgeoning damage for every 10 feet moved or fallen.
Corrupted Copy
Baba chooses one humanoid within the lair and instantly creates a simulacrum of that creature (as if created
with the simulacrum spell). This hideous simulacrum is formed out of mud, roots, algae, slime, and other
detritus, but still generally resembles the creature it is imitating. This simulacrum obeys Baba’s commands and
is destroyed on initiative count 20 on the next round.

Tier 2:
Trapping Terrain
Grasping roots and vines erupt in a 20-foot radius centred on a point on the ground that Baba can see within 120
feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 17 Strength saving
throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to
make a DC 17 Strength check and succeeds. The roots and vines wilt away when Baba uses this lair action
again or when Baba dies.

Terrifying Topiary
A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of Baba.
The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears,
each creature in its area must make a DC 17 Dexterity saving throw. A creature that fails the save takes 18 (4d8)
piercing damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants.
A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through
the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 17
Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8) piercing damage on a
failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points,
vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage.
The wall sinks back into the ground when Baba uses this lair action again or when Baba dies.

Flummoxing Fog
Magical fog billows around one creature Baba can see within 120 feet of it. The creature must succeed on a DC
17 Wisdom saving throw or be charmed by Baba until initiative count 20 on the next round.

Tricky Tides
Bodies of water that Baba can see within 120 feet of it surge outward in a grasping tide. Any creature on the
ground within 20 feet of such a pool must succeed on a DC 17 Strength saving throw or be pulled up to 20 feet
into the water and knocked prone.

Diabolical Darkness
Magical darkness spreads from a point Baba chooses within 60 feet of it, filling a 15-foot-radius sphere until
Baba dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A
creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the
effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the
light is dispelled.
Scratching Swarm
A cloud of swarming insects fills a 20-foot-radius sphere centred on a point Baba chooses within 120 feet of it.
The cloud spreads around corners and remains until Baba dismisses it as an action, uses this lair action again, or
dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 17
Constitution saving throw, taking 7 (2d4) slashing damage and 7 (2d4) poison damage on a failed save, or half
as much damage on a successful one. A creature that ends its turn in the cloud takes 7 (2d4) slashing damage
and 7 (2d4) poison damage.

Legendary Actions:

Detect (Costs 1 Action) Baba makes a Wisdom (Perception) check.

Cantrip (Costs 1 Action) Baba creature casts a cantrip.

Blasphemous Word (Costs 2 Actions) Baba utters a blasphemous word. Each non-undead target within 10 feet
of Baba that can hear the magical utterance must succeed on a DC 17 Constitution saving throw or be stunned
until the end of Baba’s next turn.

Frightening Gaze (Costs 2 Actions) Baba fixes her gaze on one creature she can see within 10 feet of it. The
target must succeed on a DC 17 Wisdom saving throw against this magic or become frightened for 1 minute.
The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the creature’s
gaze for the next 24 hours.

Cast a Spell (Costs 3 Actions) Baba casts a spell from her list of prepared spells, using a spell slot as normal.

Reactions:

Gaslight Gatekeep Girlboss


Baba can cast the following spells at will: Silvery Barbs, Shield, Counterspell

Shapechanger Escape
When hit by a Melee Weapon Attack, Baba Lysaga can use her Shapechanger (Swarm of Insects) ability as a
reaction and move her fly speed without provoking an Attack of Opportunity.
Bonus Actions:

Come, my pretties
Baba Lysaga summons a Swarm of Insects at the feet of a creature she can see within 60ft of her. This swarm
acts immediately after Baba's turn.

Where do you think you're going?


Grasping roots and vines sprout from the soggy ground at the feet of a creature she can see within 60ft of her. If
the creature fails a DC 17 Dexterity Saving Throw they are restrained until the end of their next turn.

Villain Actions:
Villain actions occur on different rounds of combat at different points in time — usually at the end of another
creature’s turn (like legendary actions). Take note that during any given round, only one villain action should
occur.

Come, my precious… (Round 1)


Baba commands her hut to come to life and join the battle.

… and you, my minions! (Round 2)


Each intact scarecrow throughout the ruins collapses into a swarm of insects

Infestation! (Round 3)
Each swarm of insects immediately takes the attack action. Creatures hit must make a DC 17 Constitution
Saving Throw or be poisoned for 1 minute. A poisoned creature can repeat the Saving Throw at the end of each
of its turns.

My baby! (Upon a creature interacting with the crib)


The crib explodes into 1d4 swarms of insects. Attempting to pull out the winery gem while occupying the same
space as a swarm has disadvantage on their dexterity save to grab it.

That belongs to me! (Upon a creature attempting to remove the winery gem)
Baba commands her hut to grapple the creature and throw them 30ft away on a success.

Stay away from my son! (Upon Baba being reduced to 0hp, immediately before dying)
Baba casts Geas on a creature of her choice with the command “Hold no ill will towards Strahd.”
https://www.dndbeyond.com/sources/vgtm/monster-lore#HagLairActions
https://www.dndbeyond.com/monsters/16770-adult-green-dragon
https://www.dndbeyond.com/monsters/16764-adult-black-dragon
https://www.flutesloot.com/guide-to-legendary-actions-and-lairs/#:~:text=Legendary%20actions%20are
%20usually%20attacks,can%20be%20used%20per%20round.
https://www.reddit.com/r/CurseofStrahd/comments/dwhwu0/actionoriented_baba_lysaga_curse_of_strahd/

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