This Bagman is based on a noble Dwarven Cleric known as Bardek Gloomguide. No one knows how he ended up in the Bag of Holding, or how long he has been there, but he will attempt to crawl stealthily out of the bag of holding and go for sleeping prey.
Since sleeping creatures are "unaware of their surroundings", they are automatically surprised. Roll a DC 14 Perception check for each awake member to see if they notice him creeping... Then roll initiative!
Things To Know
- Frightened. A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can't willingly move closer to the source of its fear.
- Grappled. A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
- Unconscious. An unconscious creature is incapacitated, can't move or speak, and is unaware of its surroundings. The creature drops whatever it's holding and falls prone. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage. Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
Astral Anatomy. Space itself bends to the Bagman's will. It can fit into a space as small as 1 inch without squeezing, and can walk on walls and ceilings. It can carry grappled creatures in this way.
Toll the Living. Any creature surprised by the Bagman is frightened. Anyone not surprised has to make a 13 Wisdom Save or be frightened for one minute. Any frightened individual may make a DC 13 Wisdom Save at the end of their turn to end this effect.
Harvest the Fear. The Bagman has advantage on attacks against frightened creatures, and may grapple them as a bonus action.
Multiattack. The Bagman makes two Claw attacks.
Astral Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is frightened, the Bagman deals an additional (4) 1d6 Necrotic Damage.
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.
Harvest the Fear. The Bagman has advantage on attacks against frightened creatures, and may grapple them as a bonus action.
Description
''Your senses are filled with an eerie and unsettling atmosphere. The air grows heavy, tinged with the dampness of the underground and the faint scent of earthy fungus and decaying matter. Strange sounds echo as if suddenly in a cavernous space, creating an unnerving symphony of drips, whispers, and distant echoes.
To those who see it (awake, DC 14 Perception): 'Suddenly, a disturbing presence manifests before you. Emerging from the parties Bag of Holding, a twisted figure steps forward. Before you is what looks to be a once-hill dwarf, hard to tell since the body has been warped, transformed him into something unnatural and malevolent.
The creatures appearance is ghastly. His skin is pale and sickly, stretched tightly over his emaciated frame. His eyes burn with a twisted gleam of madness, and his limbs contort in unsettling angles as he moves. He wears tattered and dirty remnants of clerical robes, hinting at his former identity, now distorted and corrupted.
1. The creature has emerged from the bag, roll initiative
2. The creature is standing over a party member, a hungry look in its eyes.
3. The creature has chosen its prey, and picks up X in a otherworldly strong grapple.
Once the Bagman is seen, and first round attack:
A foreboding silence descends upon the surroundings. The air grows colder, causing a shiver to run down your spines. The twisted figure raises his hand high above its head and gently shakes it from the wrist, as if ringing an imaginary bell. From his fingertips resonates the haunting toll of a bell, echoing through the your souls.. The sound is both mournful and terrifying, carrying with it an otherworldly presence.
Those who fail:
As the toll of the bell reaches your ears, you feel an overwhelming sense of fear wash over you. Dread grips your heart, causing your body to tremble involuntarily. (Frightened for one minute, 9 or lower, paralyzed for one minute.)
The creature carries Restorative Ointment and Elven Chain
Lair and Lair 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.
Folding Space: 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. 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 d6 minutes. Any creatures remaining inside the realm after this time are ejected from a random bag of holding on any plane of existence that bags of holding can function normally.
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