Large Fey, Any Chaotic Alignment
Armor Class 15 Natural armour
Hit Points 210 (22d12 + 10)
Speed 40 ft., Climb 20 ft.
STR
20 (+5)
DEX
20 (+5)
CON
14 (+2)
INT
16 (+3)
WIS
13 (+1)
CHA
15 (+2)
Saving Throws STR +9, DEX +9
Damage Vulnerabilities Radiant
Damage Immunities Acid
Condition Immunities Grappled, Paralyzed, Petrified
Senses Passive Perception 14
Languages All
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

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, Bag.

Call of the bag (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 50 hit points. In addition, its AC increases to 18 and it's walking speed increases to 45.

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 5 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

Actions

Multiattack. The Bagman makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

 

Legendary Actions

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 space between.

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.

 

 

Mythic Actions

If The Bagman's mythic trait is active, it can use the options below as legendary actions for 1 hour after using Call of the bag.

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

The Bagman is an urban legend about an adventurer who sought to escape doom by abandoning his party and hiding inside a bag of holding. When he tried to leave, though, he 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 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 three times, the Bagman will come for you.
Any character might know the story of the Bagman. What the Bagman is and how you use this urban legend is up to you. Is there truly a Bagman, or is he just a story? If an object vanishes overnight or if someone finds something that isn't theirs in a bag of holding, is the Bagman to blame? Is the Bagman just a monster that preys on adventurers, or is he the Darklord of his own hidden domain? The possibilities for horror adventures are endless, and nowhere—especially not adventurers' gear—is safe.

Lair and Lair Actions

The Domain of the Bagman, bag, 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 bag 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 bag must make a DC 15 Wisdom save or be plagued with nightmares revolving around loneliness.
  • Non-Undead creatures that die in bag 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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Previous Versions

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7/30/2024 6:58:43 PM
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Monster Tags: abberation

Habitat: Urban

IsisTheShadowSlayer

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