Medium Aberration, Chaotic Evil
Armor Class 14 natural armor
Hit Points 60 (8d8 + 24)
Speed 30 ft., Climb 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
18 (+4)
WIS
9 (-1)
CHA
7 (-2)
Skills Acrobatics +17, Perception +12, Stealth +14
Senses Blindsight 10 feet (while inside an object), Darkvision 60 feet, Passive Perception 12
Languages All, Telepathy
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Damage Resistances: Psychic

Condition Immunities: Charmed, Grappled

Regeneration: Bagman regains 10 hit points at the start of its turn. If the bagman takes psychic/radiant damage, this trait does not function on the following turn. The bagman will not die unless this feature is denied by psychic/radiant damage or it is burned to ash while unconscious. 

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

Amorphous: Bagman can squeeze through a space as narrow as an inch without squeezing. 

Shadow Stealth: While in dim light or darkness, Bagman can take the Hide action as a Bonus Action

 

Actions

Multiattack: Bagman can make two attacks per turn: a bite and claw attack or two claw attacks

Bite: Melee Weapon Attack: +3 to hit, Reach: 5ft., one target. On Hit: 2d6 + 4 piercing damage.

Claw: Melee Weapon Attack: +5 to hit, Reach: 5ft., one target. On Hit: 1d6 + 4 slashing damage.

Suffocate: Melee Weapon Attack: DC13 DEX Saving Throw, Reach: grappled, one target. On Success: target cannot breathe and will become unconscious after 3 rounds if it does not succeed on a DC15 DEX Saving Throw or if Bagman ends the attack. If attacked Bagman is forced to make a DC13 CON Saving Throw or lose its focus.

Bonus Actions

Hide: Bagman can attempt to hide from enemies

Amorphic Escape: Can disengage as a bonus action so long as its escape is into a container.

Reactions

 

 
Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Bagman is the cultivation of a child that was forced into a bag of holding due to abuse by others. The magic that encapsulates the bag deformed the child resulting in an aberration of space that only seeks to kill those who don't suffer as it did. Bagman loses all memories of its past life and merely hunts based on that principle. Bagman resembles a malnourished adult with dark green skin, long black hair, glowing yellow eyes and no mouth. Bagman has the ability to contort his body as if it were liquid, allowing him to squeeze into spaces that no ordinary being could pass through. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

bloopadoop234

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