Huge Aberration, Chaotic Evil
Armor Class 17 Natural
Hit Points 265 (23d10 + 138)
Speed 40 ft., Climb 30 ft.
STR
20 (+5)
DEX
15 (+2)
CON
22 (+6)
INT
13 (+1)
WIS
15 (+2)
CHA
9 (-1)
Saving Throws DEX +8, CON +12, WIS +8, CHA +5
Skills Intimidation +13, Perception +11, Stealth +12
Damage Resistances Necrotic, Poison, Thunder
Damage Immunities Acid
Senses Blindsight 15 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic, Dwarvish, Elvish, Gnomish, Halfling, Orc Knows languages but does not speak
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (1/Day). If the Bagman fails a saving throw, it can choose to succeed instead.

Alien Mind. If a creature tries to read the Bagman's thoughts, that creature must succeed on a DC 16 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.

Amorphous. The Bagman can move through a space as narrow as 1 inch wide without squeezing.

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

Keen Senses. The Bagman has advantage on Wisdom (Perception) checks that rely on smell or hearing.

Regeneration. The Bagman regains 20 hit points at the start of its turn. If the Bagman takes necrotic damage, this trait doesn't function at the start of its next turn. The Bagman dies only if it starts its turn with 0 hit points and doesn't regenerate.

Unusual Nature. The Bagman doesn't require air, food, drink, or sleep. 

Actions

Multiattack. The Bagman makes five attacks: two with its bite and three with its claws. It may replace its claw attacks with a grapple action.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 23 (4d8 +5) [piercing] damage and (2d6) necrotic damage.

Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) [slashing] damage and (2d6) necrotic damage.

Rend. As one claw attack, the Bagman can rend open space with its claw causing a portal to open up within 100 ft of it. The Bagman can attack through the portal, move through the portal, or grapple a creature through the portal and on success, pull them through to him. Attacks, spells or creatures can go through the portal both ways. The portal closes at the end of two turns after the Bagman's turn. The Rend action can only be used once per round whether an action or a reaction.

Bonus Actions

If grappling a creature, the Bagman may use the Death Squeeze bonus action on them, along with any main actions it takes.

Death Squeeze. Strength Saving Throw DC18 for target already grappled. Failed Save: 17 (6d4 + 2) necrotic damage and 9 (1d8 + 5) bludgeoning damage or half on success. On a failed save, the creature must choose whether to use one action or one bonus action on its next turn. In addition, the Bagman heals an amount equal to the amount of necrotic damage dealt.

Reactions

Rend Defense. The Bagman can rend open a portal with its claw and have a portal open near another creature so an attack actually attacks another creature through the portal. Attacks, spells or creatures can go through the portal both ways. The portal closes at the end of two turns after the attack. The Rend action can only be used once per round whether an action or a reaction.

Legendary Actions

The Bagman can take 2 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.

Acidic Claw. A wart type structure on the Bagman's hand pops dripping a puss-like white liquid all over its hands and claws. The Bagman makes one claw attack, and adds an additional 7 (2d6) acid damage to the damage roll.

Detect. The Bagman makes a Wisdom (Perception) check.

Frightening Gaze (Costs 2 Actions). The Bagman fixes its gaze on one creature it can see within 15 feet of it. The target must succeed on a DC 16 Wisdom saving throw against this or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Bagman's gaze for the next 24 hours.

Description

The Bagman Nursery Rhyme

In the dark, the mist, the space between
Lives the one who travels unhindered, unseen
He moves between our magic bags
White eyes behind blackened rags
Three times its name through trembled tongue
I hear the clicking…the clicking…the clicking
My time is done

This old nursery rhyme was told by parents to their children to warn them about sticking their nose into other people's possessions. Otherwise, they may incur the wrath of the Bagman.

This hunched over bony creature has a large chest and small torso. It is about 15 feet tall but looks like it could be 20 feet tall if it stood straight. It's elongated arms and fingers have massive deadly looking black claws at the ends that trail wispy black smoke. Also on its hands and arms are large warts with some oozing a puss-like white liquid. Its long black stringy hair covers its light grey moist skin. Its glowing round eyes are slightly hidden behind a mop of stringy hair over its face. Its grin of sharp teeth that almost reaches from ear to ear is only visible when it's eating you. The Bagman emits strange sounds like a dolphin chirp but infinitely more dreadful.

The Bagman is an urban legend about an adventurer who sought to escape doom by abandoning its party and hiding inside a bag of holding. When it tried to leave, though, it became lost amid a constantly increasing number of extradimensional storage spaces. Over time, the strange forces of this magical in-between place transformed the adventurer into a monstrous creature. Now, every night, the Bagman slips out from a random bag of holding. If it doesn’t find its home, it drags someone back into the bag with it and leaves behind some trinket from its hidden kingdom of lost junk. Some say that if you speak too loudly over an open bag of holding or whisper “follow my voice” into a magical storage space three times, the Bagman will come for you.

The Bagman, while not unusually intelligent, is still fairly shrewd. If it knows itself to be losing a battle, it will retreat back into the bag of holding it arose out of. It can also think tactically, aiming for adventurers who are able to deal it necrotic damage that would stop its regenerative ability.

Lair and Lair Actions

Lair Actions

On initiative count #10 (losing initiative ties), the Bag Man takes a lair action to cause one of the following effects; the Bag Man can’t use the same effect two rounds in a row:

  • Bags of holding in cube-form come flying at all the creatures within the space crushing them. Each creature must roll a DC16 Strength Savings throw. On a fail, they take 2d10 bludgeoning damage or half on a success

 

Monster Tags: aberration

GoGo_DM

Comments

Posts Quoted:
Reply
Clear All Quotes