Baba Yaga

Baba Yaga
A Russian diety, Baba Yaga leads from the shadows but has the stats to mix it up with heavy hitters. Her mystic powers can add or subtract from other figures' rolls, she regains magic power as figures are destroyed and, in an emergency, she can remove herself from the fight.

Abilities
Flight (symbol) - Figures with the Flying ability may choose, before moving, to start flying, and while flying, figures move as normal, but ignore elevations and obstacles, as well as engagement with any figures they may pass over. If a figure begins flying while engaged, they automatically take all leaving engagement attacks even if they do not move away from these figures.

Magical Combat (symbol) - Attacks made by figures with the Magical Combat ability are considered MAGIC attacks. If a figure with Magical Combat rolls at least 1 shield when rolling defense against a non-MAGIC attack, the most wounds it can take from that attack is 1.

Darkness Calls - Before or after taking a turn with Baba Yaga, you may take a turn with 1 Hero or Squad that you control.

Soul Lantern (Magic) - Baba Yaga begins the game with 4 Soul Lantern markers on her card. At the start of Baba Yaga’s turn, you may move 1 marker from this card to the card of a figure within 6 clear-sight spaces of Baba Yaga. When any figure with a Soul Lantern marker on its card makes a roll, you may remove the marker and choose 1 of the following: Add or subtract 1 skull; add or subtract 1 shield; or add or subtract 4 from a roll of the 20-sided die. If a Unique Hero within 4 spaces of Baba Yaga is destroyed, you may return 1 Soul Lantern marker to this card.

Thrice-10th Kingdom (Magic) - If Baba Yaga would take 1 or more wounds from an attack, you may remove a Soul Lantern marker from her card, ignore any wounds and move Baba Yaga to her card. At the start of the next round, before placing Order Markers, you may place Baba Yaga on any empty space in your starting zone.