Medium Aberration, Chaotic Neutral
Armor Class 17 (natural armor)
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
8 (-1)
WIS
14 (+2)
CHA
6 (-2)
Saving Throws STR +7, DEX +7, CON +6
Skills Deception +7, Insight +6, Perception +6, Stealth +6
Damage Resistances All damage but Force, Radiant, and Psychic
Condition Immunities Blinded, Charmed, Deafened, Unconscious
Senses Darkvision 120 ft., Passive Perception 16
Languages Common Ancient variant, text only unless confronted.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

I Don't Need Eyes To See. The Bagman has blind vision out to 60 feet, and no other vision or senses. 

 

Innate Magic Resistance. The Bagman has advantage on saving throws against spells and other magical effects.

 

Behind You. The Bagman is innately and permanently invisible, as well and magically finding objects to hide behind even if spotted to prevent its true form from being spotted, including if necessary a ball of arms and hands sprouting from behind itself. 

 

Forgotten Face. The Bagman has been twisted from whatever race they once were. Unless forced to confront its own lost Visage, the Bagman will heal from lethal damage at nightfall every day, regaining half of its maximum hit points and half of its hit dice. While the Bagman is reduced to 0 hp, it can be grappled, with three successful grapple or opposed combat checks allowing the attacker to force the Bagman to reveal its true face to itself and the world, leaving it vulnerable to being slain, exorcised, or freed. The Bagman can also be convinced through a series of diplomatic actions to attempt the same action. 

Actions

Claws.(Hag Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Disturbing Reach. The Bagman has a 10" melee reach, it's endless arms and hands sprouting from improbably occluded areas to swarm and swipe before retreating. 

Etherealness. The Bagman magically enters the Ethereal Plane from the Material Plane, or vice versa. This ability is only active so long as the Bagman is inside his domain pocket dimension in the cursed bag of holding. 

Nightmare Feast (1/Day). While on the Ethereal Plane, the Bagman magically touches a humanoid on the Material Plane and ritually devours a small piece of their flesh- usually a finger. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. While their flesh is being eaten, he target has dreadful visions if the Bagman's past. If the Feast is allowed to continue uninterrupted for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and the target's body becomes permanently possessed by the Bagman. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.

Legendary Actions

The Bagman has 3 legendary actions, these refill at the start of each round. 

 The Bagman also has one legendary resistance that refills at the start of each evening. 

 

Unpleasant Movement. The Bagman moves up to its speed without provoking opportunity attacks. 

 

Bizarre Strike. The Bagman may make one melee attack against any target within reach.

 

Crawling Constriction. The Bagman may make one melee attack roll against any target in melee range. If successful, the Bagman may choose one of the following effects to apply to his target:

Blind, Immobilized, Deafened, Restrained, or Prone

Unless the target would notice the change (using a sense that's no longer there, trying to move once restrained or immobilized, etc), the Bagman may roll these actions from stealth, rolling both the attack and stealth rolls at disadvantage, but on success the target is unaware of the long, spider-like hands crawling slowly, softly up their limbs before locking on with abominable strength. The target or ally may attempt to pull the limbs free with an opposed strength check, or attack the hands- they have AC 10 and hp 5, any damage in excess is halved, then applied to the victim.

Monster Tags: abberation

Haraka

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