Alien Mind. If a creature tries to read the Bagman's thoughts or deals psychic damage to it, that creature must succeed on a DC 16 Intelligence saving throw or be paralyzed for 1 minute. The paralyzed 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 Hearing and Smell. The Bagman has advantage on Wisdom (Perception) checks that rely on hearing and smell.
Regeneration. The Bagman regains 5 hit points at the start of its turn. If the bagman takes acid, fire, or radiant 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.
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.
Multiattack. The Bagman uses Terrifying Bellow (if available) and makes two claw attacks and one bite attack. If the Bagman hits the same creature with both claw attacks, the creature is grappled (escape DC 15).
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 4) slashing damage.
Despondent Wail. (1/long rest): 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 takes 18 (4d8) psychic damage and cannot be affected by the Bagman's despondent wail for 24 hours.
Extradimensional Jump. If the Bagman starts its turn inside of a bag of holding, handy haversack, portable hole, or similar item, the Astral Plane, or the extradimensional space between bags, it can teleport to the inside of another bag of holding, handy haversack, portable hole, or similar item, the Astral Plane, or to the extradimensional space between bags.
Nightmarish Whispers. While the Bagman is grappling a creature, he can choose to whisper ghastly terrors into the creature's ears. The grappled creature must make a DC 19 Wisdom saving throw or take 18 (4d8) psychic damage and be stunned until the end of their next turn. On a success, the creature takes half damage and is not stunned.
Shadow Stealth. While in dim light or darkness, the Bagman takes the hide action.
The Bagman can take 5 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.
Escape (Costs 1 Actions). The Bagman can enter into any bag of holding, handy haversack, portable hole, or similar item. This counts as a movement and can potentially trigger opportunity attacks.
Finders Keepers (Costs 2 Actions). If currently grappling a creature, the Bagman can drag them toward any bag of holding, handy haversack, portable hole, or similar item a distance equal to or less than half their movement.
Frightening Gaze (Costs 1 Actions). The Bagman fixes its gaze on one creature it can see within 25 feet of it. The target must succeed on a DC 16 Wisdom saving throw against this soul chilling gaze or have disadvantage on their next attack roll. If the target's saving throw is successful or the effect ends for it, the target is immune to the creature's gaze for the next 24 hours.
Into the Sack (Costs 3 Actions). While within 5 feet of a bag of holding, handy haversack, portable hole, or similar item, and while grappling a creature, the Bagman can take an action to attempt to shove a creature inside of the extradimensional space for their later use or meal. The victim must make a DC 13 Strength saving throw or be forced within the bag - their body twisting and rearranging to be packed inside. To exit, they must succeed at a DC 18 Dexterity saving throw as they struggle to make their limbs move in a sensible way once balled up. They may also be released at any time by someone reaching in to grab them, or the bag being turned inside out.
Description
The Bagman is a creature of nightmares and darkness, who slinks around the shadows, stalking his prey. His long, oily-black hair hangs over the pale skin that stretches over his long, skinny, and bony body. The Bagman is the creature children fear in the night, crying out to their parents as he creeps from their closet to under their bed, dragging his claws against the floorboards and disappearing before anyone can see a trace of him.
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