Contortionist. The Bagman can move through gaps small enough for Small creatures without squeezing.
Living Nightmare. Creatures that start their turn within 120 ft. of the Bagman must succeed on a DC 15 Wisdom save or be frightened (and paralyzed, on a 9 or lower). A creature can repeat this save at the end of its following turns. Once a creature saves, it is immune for 1 minute.
Multiattack. The Bagman makes up to 3 claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) slashing damage and a Medium or smaller target may be grappled.
The Bagman can have up to two targets grappled at once, but may not attack with its claws when it does.
Drag. The Bagman uses its movement to drag one or more creatures it has grappled up to 30 feet, ignoring difficult terrain and the weight of its victim(s).
Disappear. The Bagman disappears into a bag of holding within 5 feet, gaining three-quarters cover against all effects originating from outside the bag. It may continue to take actions as normal, but may not use its multiattack from inside the bag. Any creatures grappled by the Bagman are pulled part way inside the bag, causing them to be restrained until the grapple ends.
Emerge. While inside a bag of holding, the Bagman may emerge into an unoccupied space adjacent to any other bag of holding within 500 feet.
Vanish. While inside a bag of holding, the Bagman vanishes without a trace. Any creature(s) it has grappled must succeed on one last grapple check to avoid vanishing with it, perhaps never to be seen again…
Description
Among the adventurers of the multiverse there exists no urban legend more terrifying than the Bagman. This sinister figure is said to have once been an adventurer themselves, who sought refuge inside their bag of holding as their friends were massacred, only to become hopelessly lost within a maze of extra-dimensional spaces.
Others suggest there is not a single bag-man but many, and that these creatures are displaced from their homes whenever a new bag of holding is created, and seek only to have their revenge. Whatever the truth may be, rumours abound of those who have been snatched away in their sleep, disappearing from locked rooms and fortified buildings – the only apparent explanation being that something dragged them away through their nearby bag of holding.
Even seasoned veterans are terrified that there could be the slightest chance that their party's beloved bag of holding could be used as a portal by an unknown horror – for even after they've checked for mimics, confirmed their bag is not of the devouring variety, taken refuge in their magnificent mansion and placed their wards, they still may never truly be safe…
Bagman. The Bagman does not need to breathe, and may emerge from any improperly secured bag of holding at any time and without any advance warning.
Inescapable. The Bagman itself is unaffected by magical means of detection and warding, and as such it cannot be detected by spells such as alarm, or denied entry by spells such as forbiddance.
Strategy
The Bagman prefers to open a bag of holding cautiously to inspect its surroundings and ensure any nearby creatures are asleep before it strikes. When it does attack it uses its claws to grab one or two victim(s) before attempting to drag them into the bag of holding.
If the Bagman succeeds in dragging a creature into a bag of holding and then vanishing with them, your DM will decide whether the creature is slain, or a new quest must begin to recover them from the Bagman's lair…
Lair and Lair Actions
The lair of the Bagman is a strange realm that exists both inside and between the extra-dimensional spaces that make up a bag of holding. It is formed of twisting passages of leather and canvas that undulate and shift in unpredictable ways, leading through the interiors of forgotten bags filled with long lost relics of an adventurer's, possibly short, life. The Bagman will make its home in one of these, poring through the various items of detritus to be found in this strange place.
There is no light, and even darkvision struggles with the lack of any real landmarks within the seemingly endless maze, while maddening glimpses of sensation bleed through cracks into a forgotten corner of the astral sea. Occasionally a creature may encounter an apparent dead end, yet by pressing against it at just the right angle, they can slip through a hidden seam and into a bag of holding that remains in use.
Airless Realm. The bag realm contains no oxygen except that which spills into it when a creature enters. A creature that did not hold its breath before entering can breathe normally for one minute before it will begin to suffocate.
Pockets Dimension. The bag realm may contain bag-sized "pockets" affixed to the tunnel walls, which the Bagman can treat as bags of holding for the purposes of its disappear and emerge actions.
Lair Actions
On initiative count 20 (losing initiative ties), the Bagman takes a lair action to cause one of the following effects; the Bagman can’t use the same effect two rounds in a row:
- Alluring Sights: One creature the Bagman can see within 120 feet must succeed on a DC 15 Wisdom saving throw or find themselves enthralled by valuable loot lost within the bag realm. A creature that is immune to being charmed automatically succeeds. On its turn an enthralled creature can do nothing but move towards and admire the loot. It may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Fabrication: One tunnel opening within 60 feet of the Bagman is sealed off by a wall of fabric. The wall is an object with AC 10, 20 hit-points and vulnerability to acid, fire and piercing damage.
- Reorganise: The bag realm folds around the Bagman and one creature it can see within 120 feet, swapping their locations. After relocating in this way, the Bagman may make a single claw attack.
- Unstable Ground: All other creatures within the bag realm must succeed on a DC 15 Strength saving throw or be knocked prone. In addition, the ground throughout the entire bag realm becomes difficult terrain for all creatures except the Bagman until the next lair action.
If the Bagman dies, the Unstable Ground effect applies as the realm becomes increasingly unstable over the next 3 (d6) minutes(s). Any creature remaining inside the realm after this time is ejected from the bag of holding whose hidden seam is nearest to their current location within the realm. The nearest bag may not be anywhere near the one through which they entered, and may be on any plane of existence where a bag of holding is capable of functioning normally.
ha ha awesome gonna make my party terrified of their bags
This is awesome! Definitely using it in my next campaign
OMGosh please don't show this to my DMs! LOL
My whole D&D club is already scared and I haven't even made them fight it yet...
heh heh heh...
love!love!love!love!love!love!love!love!love!love!love!love!love!love!love!love!love!love!love!love!love!love!love!love! it!
This is almost completely perfect. The only thing I would adjust is adding the regeneration trait of a troll, however instead of fire and acid, the damage to disable it would be radiant.