Nightmare Presence. The Bagman exudes an aura of dread. Any creature that starts its turn within 30 feet of the Bagman must succeed on a DC 18 Wisdom saving throw or be overwhelmed by visions of endless wandering in a dark, suffocating space. On a failed save, the creature is Frightened of the Bagman for 1 minute. While Frightened, the creature must use its movement to move as far from the Bagman as possible. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature succeeds on the saving throw, it is immune to the Bagman’s Nightmare Presence for 24 hours.
Creeping Horror. The Bagman is unnaturally quiet and stealthy, able to Hide as a bonus action. While hidden, any creature that moves within 10 feet of the Bagman must succeed on a DC 18 Wisdom saving throw or take 22 (4d10) psychic damage and become Paralyzed with fear until the start of its next turn.
Bag Drag. The Bagman can use a bonus action to reach out and attempt to pull a creature within 5 feet of an adjacent Bag of Holding into it. The creature must succeed on a DC 19 Strength saving throw or be pulled into the Bag of Holding and immediately start suffocating. A creature pulled into the bag must succeed on a DC 17 Intelligence saving throw at the start of its turn or take 33 (6d10) psychic damage from the claustrophobic void. The Bagman can release a creature as a free action, but creatures pulled inside cannot escape unless the Bagman is killed or releases them.
Horrid Form. The sight of the Bagman warps the mind of those who gaze upon it. Any creature that starts its turn within 10 feet of the Bagman must make a DC 19 Constitution saving throw. On a failure, the creature takes 22 (4d10) necrotic damage and has its speed halved until the end of its next turn.
Multiattack. The Bagman makes three attacks: one with its Crushing Grip and two with its Claws.
Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 25 (4d8 + 6) slashing damage.
Crushing Grip. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 18 (2d8 + 6) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 19). The grappled creature takes 11 (2d10) necrotic damage at the start of each of its turns while grappled.
Whispers of the Lost (Recharge 5-6). The Bagman emits maddening whispers from the void. Each creature within 30 feet that can hear it must succeed on a DC 19 Wisdom saving throw or take 44 (8d10) psychic damage and be stunned until the end of their next turn. On a success, the creature takes half damage and is not stunned.
Crawl Through Shadows.
The Bagman teleports up to 60 feet to an unoccupied space adjacent to a Bag of Holding or a shadowy area it can see. If it teleports within 10 feet of a creature, that creature must make a DC 18 Wisdom saving throw or be Frightened for 1 minute. A Frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Dreadful Whisper.
The Bagman targets one creature it can see within 30 feet. The creature hears a sinister whisper in its mind, drawing it closer to the Bagman. The creature must make a DC 18 Wisdom saving throw or use its reaction to move up to its speed toward the Bagman. This movement does not provoke opportunity attacks.
Hide in Plain Sight.
The Bagman melds into the shadows or nearby cover, becoming invisible until the start of its next turn. If it moves or takes an action during this time, the invisibility ends.
Void Step.
Trigger: The Bagman is targeted by an attack.
Reaction: The Bagman briefly shifts into the extra-dimensional space of a Bag of Holding to avoid harm. It gains resistance to all damage from the triggering attack. After the attack, the Bagman can teleport to a space within 30 feet of a Bag of Holding it can see.
Grasp of Despair.
Trigger: A creature within 10 feet of the Bagman attempts to leave its reach.
Reaction: The Bagman lashes out with its long, gnarled claws, grabbing at the fleeing creature. The creature must succeed on a DC 18 Dexterity saving throw or be grappled and take 11 (2d10) necrotic damage.
Terror’s Echo.
Trigger: A creature within 30 feet succeeds on a saving throw against becoming Frightened.
Reaction: The Bagman releases a psychic echo of terror. The creature must succeed on a DC 18 Wisdom saving throw or be stunned until the end of its next turn as it is overwhelmed by lingering fear.
The Bagman can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and it can only be taken at the end of another creature's turn. The Bagman regains spent legendary actions at the start of its turn.
- Claw Attack. The Bagman makes one Claw attack.
- Crawl Through Shadows. The Bagman teleports into any Bag of Holding within 60 feet and reappears from another Bag of Holding within 60 feet of the first.
- Drag Into Darkness (Costs 2 Actions). The Bagman reaches out with extra-dimensional tendrils. One creature within 10 feet of a Bag of Holding must succeed on a DC 19 Dexterity saving throw or be dragged 20 feet closer to the Bagman and knocked prone. If the creature is within 5 feet of the Bagman, it is automatically grappled.
Description
The Bagman is a grotesque figure of nightmares, a twisted remnant of an adventurer lost to the endless void of a Bag of Holding. Pale, emaciated, and skeletal, the creature’s body is stretched and warped from its time spent wandering through the dark, suffocating extra-dimensional space. Its limbs are unnaturally long and gnarled, ending in razor-sharp claws that scrape against reality itself as it crawls free from the bag. The Bagman’s skin is tight over its bones, almost translucent, and its sunken, hollow eyes glow faintly with an eerie green light that betrays the tortured soul trapped within.
Each time the Bagman emerges from a Bag of Holding, it brings with it a sense of oppressive dread. Its mere presence causes the air to grow cold and thick, making it hard to breathe, as if the darkness of the bag itself seeps into the material world. Whispers of forgotten knowledge and lost souls seem to echo from its form, driving all who hear them to the brink of madness.
The Bagman moves with unsettling quiet, slipping between dimensions and shadows with terrifying ease, always watching, always waiting for the moment to drag its next victim into the endless void. It hunts for those who dare reach into the Bag of Holding, hoping to claim their souls for eternity, trapping them in the same nightmare that consumed it long ago.
Those who glimpse the Bagman often wish they hadn’t—its twisted, otherworldly form is so unsettling that it lingers in the mind, filling even the bravest adventurers with fear. For in the end, there is no escaping the Bagman. Once it sets its hollow gaze upon you, it will come for you, dragging you into the suffocating dark, where you will wander lost and forgotten, just as it has for eternity.
Lair and Lair Actions
When fighting inside the extra-dimensional space of a Bag of Holding or in a confined area, 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:
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Suffocating Shadows. The space around the Bagman darkens, filling with thick, suffocating air. Each creature within 30 feet must succeed on a DC 19 Constitution saving throw or begin suffocating. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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Void Tendrils. Dark tendrils erupt from the Bagman’s surroundings, attempting to grab up to three creatures of its choice. Each target must succeed on a DC 19 Strength saving throw or be restrained for 1 minute. The restrained creatures can make a DC 19 Strength check at the end of each of their turns, ending the effect on a success.
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Dimensional Collapse. The Bagman momentarily disrupts the space around it, causing a distortion. Each creature within 30 feet must succeed on a DC 19 Dexterity saving throw or take 36 (8d8) force damage and be knocked prone.
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