Large Aberration, Chaotic Evil
Armor Class 15 natural
Hit Points 168 (168d20 + 8)
Speed 50 ft.
STR
18 (+4)
DEX
20 (+5)
CON
20 (+5)
INT
10 (+0)
WIS
16 (+3)
CHA
7 (-2)
Saving Throws WIS +7, CHA +2
Skills Perception +10, Stealth +14
Damage Resistances Fire
Damage Immunities Necrotic
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision, Passive Perception 13
Languages Common comun
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

TRAITS:

Alien Mind.

If a creature tries to read the bagman’s thoughts, that creature must succeed on a DC 15 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.

Shadow Step.

As a bonus action, the bagman can teleport along with one creature it is grappling to a space within 30 feet that is not in an area of bright light.

 

Actions

ACTIONS:

Multiattack.

The bagman uses its despondent wail if available and then makes three attacks, two with its claws and one with its bite.

 

Draining Bite.

Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.

Hit: 16 (2d10 + 5) piercing damage.  The target must succeed on a DC 16 Constitution Saving Throw or gain one level of exhaustion. If the target is killed by gaining too many levels of exhaustion they return to life as a bagman after 1d4 days.

 

Claw.

Melee Weapon Attack: +9 to hit, reach 10 ft., one creature.

Hit: 14 (2d8 + 5) slashing damage.  The target is grappled (escape DC 16). The bagman has two claws, each of which can grapple only one large or smaller target.

 

Despondent Wail (1/Day).

The bagman unleashes a wretched wail of fear and anguish, making manifest its feelings of loneliness and utter despair at being unable to find its way home. All creatures within 120 feet of the bagman who can hear must succeed on a DC 16 Wisdom saving throw or become frightened of the bagman for 1 minute. Creatures who failed the saving throw can attempt another saving throw at the end of each of their turns to remove the frightened condition. A creature who successfully saves against this ability can’t be affected by the despondent wail of a bagman for 24 hours.

 

Egress.

Using its claw as a blade that can cut through time and space, the bagman creates a magical portal that functions in one of two ways. If the portal is created while the bagman is in the “space between spaces”, the realm to which all bags of holding are connected, it leads to a random bag of holding anywhere in the multiverse and its dimensions are determined by the largest opening of that bag. If the portal is created while the bagman is anywhere else,it leads to the “space between spaces” and it must be touching a bag of holding. The portal appears in the bag’s largest opening. In either case, the portal will remain active for 10 seconds after the bagman passes through it, after which it is permanently sealed.

Reactions

Reaction Name. oportunity

Description

Beware the Bagman. Some say “The Bagman” is merely an urban legend. One version of the story tells of an adventurer who sought to escape certain death by abandoning his companions and hiding inside a bag of holding. Later, when he tried to leave the bag, he became lost amid a constantly increasing number of extra dimensional 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 he doesn't find his home, he drags someone back into the bag with him and leaves behind some trinket from his 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, space three times, The Bagman will come for you. Whether this is the true genesis of the bagman or not, the fact remains that a bagman is a very real threat, and a fate worse than death awaits those dragged into the realm from which they hail.

“Men”, Not “Man”. The myth of The Bagman would suggest that there is only one “Bagman”, however, the reality is much more sinister. When a bagman comes through a bag of holding into the material world, it does so in an attempt to find its way back to wherever it originally came from. When it is unsuccessful in finding its home, the creature always attempts to drag another sentient creature back with it into the bizarre realm it calls home, the “Space Between Spaces”. If its kidnapping attempt is successful, it will typically abandon the creature before long as it continues its quest to find a way back home. Creatures who don’t make it back to the material world will find themselves slowly twisted into a new bagman, destined to the same nightly ritual of obsessively trying to find their way back to where they came from. Why bagmen kidnap creatures is a mystery. Some scholars posit that it is a twisted reflex. That maybe they recognize their own perverse nature and a part of them hopes to be delivered from their predicament by somebody with their mind still intact. Others believe they do so at the behest of a dark entity, an unknown evil that is responsible for the creation of the first bagman who uses them as a means to gather twisted subordinates for some scheme that is yet to be revealed.

The Space Between Spaces. For ages it was thought that the space inside a bag of holding was a self contained one, completely separate from the rest of the multiverse, but this is not so. All of these spaces are mere fragments of a much larger plane which scholars refer to as the “Space Between Spaces”. Every extra-dimensional space such as that found within a bag of holding or portable hole connects to an isolated fragment of this bizarre demi-plane, but for the bagmen and other creatures native to the “Space Between Spaces”, a bag of holding is not an isolated area, but a gateway to and from the material world. It is unclear if the first magic user to create a bag of holding truly knew what they were doing. Did they know they were linking our world with a nearly empty one governed by monsters? Or perhaps they never stopped to think that there might be something lurking on the

Lair and Lair Actions

Home sweet Home: when the bag man is in hes liar he regens 10d8 hit points at the start of hiis turn as a free action.And a 1d100 every time he enter he'' lair

Back home: Every time the bagman enters his liar he get advantage in  dex (Stealth) checks 

I live here: bagman have sneak attack  (10d8)while in hes liar 

Previous Versions

Name Date Modified Views Adds Version Actions
4/29/2024 1:00:32 AM
13
0
5
Coming Soon
5/24/2024 9:35:49 PM
9
1
--
Coming Soon

Monster Tags: aberration

Habitat: Underdark

crowbard5

Comments

Posts Quoted:
Reply
Clear All Quotes