Large Aberration, Typically Chaotic Evil
AC 15 Natural    Initiative +5 (15)
HP 168 (16d10 + 80)
Speed 40 ft.
Mod Save
STR 18 +4 +4
DEX 20 +5 +5
CON 20 +5 +5
Mod Save
INT 10 +0 +0
WIS 16 +3 +16
CHA 7 −2 +4
Skills Perception +7, Stealth +9
Gear 50 lb of Narfin's Incesnse, Astral Key
Senses Darkvision, Truesight; Passive Perception 15
Languages Common
CR 10 (XP 5,900; PB +4)
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

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.

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Blackened claws. Gangly arms. A bleak and sinew-laden humanoid shape. The impossibly narrow opening of a small bag stretches wide to reveal a nightmare beyond nightmares. The legs are just as emaciated and overlong as the arms, with hooked toes to match. The head is imperceivable, enshrouded by a tangle of long, thick hair. From within the darkness of where the creature's face should be, two pitons of glowing white light suggest a malicious gaze.

The Bagman has arrived.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Natewarr1

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