Medium or Small Aberration, Chaotic Evil
AC 12    Initiative +1 (11)
HP 9 (2d8)
Speed 30 ft.
Mod Save
STR 10 +0 +0
DEX 13 +1 +3
CON 10 +0 +0
Mod Save
INT 10 +0 +0
WIS 12 +1 +1
CHA 5 −3 −3
Skills Deception +2, Sleight of Hand +2
Vulnerabilities Radiant
Resistances Psychic
Senses Blindsight 30ft (blind beyond this point); Passive Perception 10
Languages Common
CR 1/4 (XP 50; PB +2)
Traits

Collective Insanity. All creatures within 10 ft of a Baglin has -1 added to each of their Charisma saving throws.

Possessive. Baglins can occupy the same space as other creature by clinging to them, giving disadvantage on Dexterity or Strength based Saving Throw/Skill Checks.

Shared Property. Baglins slain reform in a random location within the Baglands

Actions

Greedy Swipe. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1)Piercing damage plus 1 Necrotic damage.

Reactions

Implied Ownership. As a Reaction Baglins can pick up any dropped item, or item equipped to a Downed/Unconscious creature. (max: 2)

Description

Baglins can resemble any creature dragged into the Baglands by the Bagman. However these creatures have grown clawed fingers or extra hands, and often wear a mask made up of cloth. Creatures transformed into a Baglin cannot be fully restored by any means short of Divine intervention, or Wish, unless the Bagman releases them. Some Baglins attempted to be healed through other means may regain some cognitive function, but retain their accursed forms, and must constantly fight against the Bagman's call.

Habitat: Any

Razerwave

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