Large Aberration, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 110 (8d10 + 40)
Speed 40 ft.
STR
20 (+5)
DEX
16 (+3)
CON
20 (+5)
INT
14 (+2)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws STR +8, INT +5, WIS +5
Skills Perception +2
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Incapacitated, Poisoned, Stunned, Unconscious
Senses Darkvision 60 ft., Passive Perception 14
Languages All
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

 

Alien Mind: If a creature tries to read the bagman’s thoughts, that creature must succeed on a DC 15 Intelligence saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Amorphous: The bagman can move through a space as narrow as 1 inch wide without squeezing.

Grappler: The bagman has advantage on attack rolls against any creature grappled by it.

Keen Smell: The bagman has advantage on Wisdom  (Perception) checks that rely on smell.

Deathless Nature: You have escaped death, a fact represented by the following benefits:

  • The bagman has advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
  • The bagman has advantage on death saving throws.
  • The bagman doesn’t need to eat, drink, or breathe.
  • The bagman doesn’t need to sleep, and magic can’t put you to sleep. The bagman can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.

Knowledge from a Past Life: The bagman temporarily remembers glimpses of the past, perhaps faded memories from ages ago or a previous life. When the bagman makes an ability check that uses a skill, the bagman can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. The bagman can use this feature several times equal to its proficiency bonus, and it regain all expended uses when its finish a long rest.

Regeneration: The bagman regains 10 hit points at the start of its turn. If the bagman takes acid damage, this trait doesn't function at the start of the bagman's next turn. The bagman dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. The Bagman makes three attacks: one with its bite and two with its claws or a Grapple.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.

Grapple. Melee Weapon Attack: +8

Description

Due to the time spent lost in the multi-dimensional chambers the Bagman's body shifted and changed. He became ragged and skinny, his limbs increased in size until he was ten or twenty feet tall. DC 15 History

Beware the Bagman

The Bagman is an urban legend about an adventurer who sought to escape doom by abandoning his party and hiding inside a bag of holding. When he tried to leave, though, he became lost amid a constantly increasing number of extradimensional storage spaces. Over time, the strange forces of this magical in-between place transformed the adventurer into a monstrous creature. Now, every night, the Bagman slips out from a random bag of holding. If he doesn’t find his home, he drags someone back into the bag with him and leaves behind some trinket from his hidden kingdom of lost junk.

Some say that if you speak too loudly over an open bag of holding or whisper “follow my voice” into a magical storage space three times, the Bagman will come for you.
So you are feeling brave and want to see if the legend of the Bagman is real?
DC 10 History

While there is no way of predicting where or when the Bagman will appear, the legends speak of two ways to get his attention.

First, speaking too loudly near an open Bag of Holding might get his attention.

But if you really (and I mean REALLY) want to test the legends, you can try the second way.

Open your Bag of Holding (or any magical storage space) and whisper his name thrice. As the legend goes, the Bagman will come for you.
DC 15 History

Any character might know the story of the Bagman. (DC 15 History To see if PC know) What the Bagman is and how you use this urban legend is up to you. Is there truly a Bagman, or is he just a story? If an object vanishes overnight or if someone finds something that isn’t theirs in a bag of holding, is the Bagman to blame? Is the Bagman just a monster that preys on adventurers, or is he the Darklord of his own hidden domain? 

Bagman Nursery Rhyme

Close the bag
Close the bag
Close it up tight
Cause if not he will come at night

 

He comes when you’re sleeping
He will give you a fright
Beware of the bag
He steals in the night

 

Think that you’re brave
Think that you’re nice
Just open the bag
And say his name thrice

 

For the third time you speak it
He will come
And will snatch you away
Leaving not but a crumb

Monster Tags: aberration

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdarkUnderwaterUrban

Arkus_Grim

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