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Baba Yaga

Baba Yaga are a reclusive and enigmatic race of demon-blooded magic wielders, named after ancient legends of wandering witches and forest spirits. These beings walk the line between mortal and fiend, inheriting a natural affinity for sorcery and a deep connection to arcane and eldritch forces. Though often mistaken for mere humanoids at first glance, their unmistakable violet eyes shimmer with latent power, betraying their otherworldly nature.   Baba Yaga typically resemble humans in stature and form, but their features often carry a subtle strangeness—slightly elongated limbs, sharp cheekbones, or hair that seems to shift color with mood or moonlight. Their skin ranges from pale to dusky hues, sometimes carrying faint swirling patterns or arcane runes across their limbs. While not all have visible demonic traits, some are born with small horns, claw-like nails, or faintly glowing tattoos that pulse with inner magic.   They are born with an innate command over magic, particularly in curses, enchantments, and transformative spells. For Baba Yaga, magic is not studied—it is remembered, as if whispered to them in dreams by forgotten ancestors or dark patrons. Many live solitary lives on the fringes of society, acting as witches, hermits, or arcane scholars. Others seek power openly, forming covens or traveling as wandering spellcasters, often bartering secrets in exchange for knowledge or favors.   Despite their fiendish blood, Baba Yaga are not inherently evil. They are pragmatic, cunning, and deeply rooted in tradition, often guided by personal codes or ancestral pacts. They may be cryptic, aloof, or unnerving, but they are also wise and fiercely protective of the natural and magical world.   To meet a Baba Yaga is to face a mystery wrapped in flesh—part demon, part spell, part story. Their presence often signals a turning point in the tale, whether as mentor, menace, or misunderstood guide.

Features

Darkvision: 9 meters

Powerful immune system: you are resistant to non magical poisons and diseases.

Naturally magical: you may begin with a single spell from any of the basic classes. as long as the spell is Level 1.

Poison bite: When you would bite a creature you may roll your favorite stat against the enemy constitution. If they fail they are now positioned for the next 1d6 hours.

Mandatory features

Church Cursed: You may not enter a church or be healed by holy items. If you enter a church you take a moderate wound for each round you're in the church, and when you come in contact with holy water you take 1 minor wound. Other holy items may harm you, and this is decided by your DM.

Sunlight weakness: While in sunlight you gain a -5 to all rolls.
Base hitpoint 4

Attributes

-2 STR, -2 AGI, 0 DEX, -1 REF, +1 INT,
+2 WIS, 0 FAI, 0 CON, +2 CHA

Lifespan: upto 650 years
Height: 5 to 7 feet.
Size: Medium.

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