Emerge From the Embrace (Recharges after a Short or Long Rest). The Bagman emerges from a random bag of holding. This ability can only be use from the Bagman's domain, Nevarfolt.
Call of Nevarfolt (Mythic Trait; Recharges after a Short or Long Rest). If The Bagmanis reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, its body quickly regenerates while its skin hardens. it regains 200 hit points. In addition, its AC increases to 25 and it's walking speed increases to 40.
Keen Smell. The Bagman has advantage on Wisdom (Perception) checks that rely on smell.
Keen Senses. The Bagman has advantage on Wisdom (Perception) checks that rely on smell or hearing.
Regeneration. The Bagman regains 50 hit points at the start of its turn. If the troll 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.
Amorphous. The Bagman can move through a space as narrow as 1 inch wide without squeezing.
Alien Mind. If a creature tries to read the Bagman's thoughts, that creature must succeed on a DC 23 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.
Grappler. The Bagman has advantage on attack rolls against any creature grappled by it.
Shadow Step. As a Bonus Action the Bagman can teleport to any area along with any creature it has Grappled to any space within 30 Feet as long as it does not have bright light.
Spider Climb. The Bagman can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Legendary Resistance (3/Day). If the Bagman fails a saving throw, it can choose to succeed instead.
Detect Life. The Bagman can magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. It knows the general direction they’re in but not their exact locations.
Incorporeal Movement. The Bagman can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Multiattack. The Bagman makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (2d8 + 9) piercing damage plus 5 (1d10) poison damage.
Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 30 (4d8 + 9) slashing damage.
Etherealness. The Bagman magically enters the Ethereal Plane from the Material Plane, or vice versa.
Baleful Bellow (1/day). The Bagman bellows out in strange anguish. This wail has no effect on constructs and undead. All other creatures within 30 feet of it that can hear it must make a DC 23 Constitution saving throw. On a failure, a creature falls unconscious and gains one level of exhaustion. On a success, a creature takes 10 (3d6) psychic damage.
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.
Frightful Eyes. The Bagman locks eyes with one creature it can see within 60ft. That creature must make a DC 23 Wisdom Saving Throw or be (Frightened) of the Bagman for 1 minute.
Prey. The Bagman attempts to grapple a creature within range. The Bagman has advantage on this attempt.
Multiattack. The Bagman makes three attacks: one with its bite and two with its claws.
Claim. The Bagman, while grappling a creature, moves closer to the bag of holding it originated from. The Bagman moves an amount equal to its movement speed.
Etherialness. The Bagman uses its Etherialness ability.
Within the Bag's Embrace. When the Bagman is grappling a creature and is within melee range of the bag of holding it originated from, it can enter the bag with the creature it has grappled. After the Bagman has reentered the bag, a random trinket emerges from the bag. For 2 hours after it has done this, the bag of holding serves as a portal into the domain of the Bagman, Nevarfolt.
Obscure. The Bagman makes a Stealth check. It can do this even when in line of sight with another creature so long as it is night. The Bagman cannot use this legendary action if it is grappling another creature or is grappled.
If The Bagman's mythic trait is active, it can use the options below as legendary actions for 1 hour after using Call of Nevarholt.
Summon Undead (1/Day). The Bagman magically summons five skeletons or zombies (both appear in the Monster Manual) The summoned creatures appear in unoccupied spaces within 60 feet of the necromancer, whom they obey. They take their turns immediately after the Bagman. Each lasts for 1 hour, until it or the Bagman dies, or until the Bagman dismisses it as a bonus action.
Bare Witness. The Bagman can force a creature it has grappled to look into its eyes. The Creature must succeed a DC 23 wisdom saving throw or be paralyzed for 1 minute.
Description
It was long ago that a nameless adventurer slipped into a bag of holding to escape the grizzly fate of their comrades. This cowardice would be the adventurer's undoing. The twisting magic of the space between spaces eventual transformed this coward into an eternally lonely creature, constantly searching for its home.
This tall, deformed monstrosity lurks in the endless caverns of discarded junk it calls home. The land of Nevarfolt, a place made from the forgotten items tossed carelessly into every bag of holding that has ever existed.
Here, the Bagman makes its refuge and hunts for companionship. Every night, the Bagman emerges from a random bag of holding to seek out either its home or a companion to cling to. In the chosen victim's place, a simple trinket from the Bagman's ever-growing collection is left behind. Inevitably, those taken will eventually perish in the labyrinth. Crushed, the Bagman will raise its unwilling companion from the release of death to be a macabre member of its makeshift family. It adorns these undead beings in ruined finery and gathered bobbles. Some of these undead retain their sentience, such as the small coven of Vampires created by the Bagman.
The Bagman is a tall and gangly creature with a face mostly concealed by hair and shadows. The only features visible are two large glowing eyes and a grin of malformed teeth. Its skin is tough and leathery, resembling a dull grey hide. Its hair is long, thick, and matted in many places. It wears ruined robes and cloaks that seem to billow in an unseen wind. Its long, gnarled, hands end in chipped and yellowed talons.
Lair and Lair Actions
The Domain of the Bagman, Nevarfolt, is a seemingly endless labyrinth of junk. Ranging from grand canyons of destroyed furniture, lakes of magical elixirs long discarded, and hallways lined with thousands of forgotten portraits. In the very center of this depraved kingdom is a cavern of gold, jewelry, gems, and trinkets both mundane and magical. Here the Bagman rests and waits to search for its home once more.
Lair Actions
When fighting inside its lair, The Bagman can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the Bagman takes a lair action to cause one of the following effects:
- The Bagman casts phantasmal force (no components required) on any number of creatures it can see within 60 feet of it. While maintaining concentration on this effect, the Bagman can’t take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to the Bagman's phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected.
- The Bagman summons 2d4 undead creatures to fight for it. These creatures can be skeletons, zombies, boneless, or ghosts at the DMs discretion.
- The Bagman chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep slime. Each creature on the ground in that area when the slime appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the slime crystalizes, and the Strength DC to work free increases to 20.
Regional Effects
The region of Nevarfolt is warped by the Bagman's presence, which creates one or more of the following effects:
- Monsters in the tomb have advantage on saving throws against being charmed or frightened, and against features that turn undead.
- Creatures that sleep within Nevarfolt must make a DC 15 Wisdom save or be plagued with nightmares revolving around loneliness.
- Non-Undead creatures that die in Nevarfolt will rise again as a random undead creature 24 hours after their death. These undead serve the Bagman, and the Bagman sees these creatures as family.
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Posted Jul 23, 2024Yes. I am using this. I will forever use this. Thank you.
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Posted Nov 7, 2025I used this my first time as DM.
The Murderhobos get wrecked.