Alien Mind. If a creature tries to read bagman’s thoughts or deals psychic damage to it, that creature must succeed on a DC 16 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.
Frightful Presence. Each creature of the bagman's choice that is within 120 feet of bagman and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the bagman's Frightful Presence for the next 24 hours.
Grappler. The bagman has advantage on attack rolls against any creature grappled by it.
Innate Spellcasting. The bagman’s innate spellcasting ability is Charisma (spell save DC 21). The bagman can innately cast the following spell, requiring no material components.
At will: plane shift (self only and only to move between bag of holdings )
Legend. When it drops to 0 hit points outside of the bag of holding, the bagman planeshifts into the bag of holding instead of falling unconscious.
Once in the bag of holding, it is then paralyzed until it regains at least 1 hit point. After spending 1 hour in the bag of holding with 0 hit points, it regains 1 hit point.
Legendary Resistance (3/Day). If the bagman fails a saving throw, it can choose to succeed instead.
Magic Resistance. The bagman has advantage on saving throws against spells and other magical effects.
Regeneration. The bagman regains 20 hit points at the start of its turn. If the bagman takes acid or fire 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.
Spider Climb. The bagman can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Unusual Nature. The bagman doesn’t require air, food, drink, or sleep.
Multiattack. The bagman makes three claw attacks.
Claw. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 42 (6d10 + 9) piercing damage. If the target is a creature, the bagman can pull the target up to 10 feet toward itself.
Deadly Reach. In response to a visible enemy moving into its reach, the bagman makes one claw attack against that enemy. If the attack hits, the bagman can make a second claw attack against the target.
The bagman can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The bagman regains spent legendary actions at the start of its turn.
Claw Attack. The bagman makes a claw attack.
Description
Man In The Bag. 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. Any character might know the story of the Bagman. 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? The possibilities for horror adventures are endless, and nowhere—especially not adventurers’ gear—is safe.
It Comes For Thee. Any creature that speak too loudly over an open bag of holding or whisper “follow my voice” into a magical storage space three times, becomes targeted by the bagman. The bagman will try to kidnap the target the next night, and prioritize grabbing them and retreating in combat.
Previous Versions
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9/10/2021 6:59:30 AM
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Posted Oct 13, 2022Phenomenal stat sheet. Might I recommend proficiency in athletics, given that it is a grappling creature?