Medium Monstrosity, Neutral Evil
Armor Class 12
Hit Points 52 (8d8 + 2)
Speed 45 ft.
STR
18 (+4)
DEX
16 (+3)
CON
14 (+2)
INT
8 (-1)
WIS
10 (+0)
CHA
7 (-2)
Saving Throws DEX +5
Skills Athletics +6, Stealth +5
Senses Darkvision 60ft, Passive Perception 10
Languages Understands but cannot speak common
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Amorphous. The Bagman can fit through a space as narrow as 1 inch without squeezing.

Grappler. The Bagman has advantage on attack rolls against any creature grappled by it.

Silent Hunter. The Bagman can cast the second level spell 'Silence' once per day

Pocket Dimension Familiarity. The Bagman can find its way through pocket dimensions, magically sensing and finding any entrances and exits. The Bagman can also magically sense any entrances to pocket dimensions within one mile. It cannot however sense what particular pocket dimension the entrance leads to.

Egress. The Bagman can create an entrance to a pocket dimension within 10ft of it. The entrance is large enough to fit through a medium creature easily. The gate can only be summoned when the Bagman is within 30ft of the entrance to a pocket dimension and the gate leads to the inside of that pocket dimension. If there are multiple entrances to separate pocket dimensions the Bagman can choose which dimension to open a gate to. The gate closes 10 seconds after the bagman has travelled through it

Shadow Stealth. While in dim light or darkness, the Bagman can take the hide action as a bons action.

Magic resistance. The Bagman has advantage on saving throws against spells and other magical effects.

Sensitive Skin. On the Bagman's turn, if it is touched by daylight it takes 1d6 damage.

Partial death. The Bagman does not need oxygen to breathe.

Being sense. The Bagman is aware of how strong any beings are that it can see, it uses this to pick its target and if a particularly powerful creature would threaten it, it will run.

Singular being. Bagmen horde the power of the space between spaces for themselves, and as such it is nearly impossible for two bagmen to exist at the same time. 

Actions

Silence. The Bagman casts the second level spell 'Silence' which it does not have to concentrate on.

Grapple. The Bagman makes a strength (Athletics) check against a creature within 5ft of it. The roll is contested by the target's Athletics or Acrobatics roll.

Claw Attack. Claw: +6 to hit, reach 5 ft., 1 target. Hit: 7 (1d6 + 4) slashing damage.

 

Bonus Actions

Open Gate. The Bagman opens a gate to a pocket dimension (as described in the 'Pocket Dimension Door' ability)

Reactions

Stop movement. If a creature within 5ft of it would provoke an opportunity attack it can instead choose to attempt to grapple the creature.

Description

The Bagman is an urban legend, popular among travelers that carry bags of holding with them. Supposedly, the Bagman was once an adventurer that sought to escape certain death by hiding inside a bag of holding, upon trying to leave he became lost in the space between spaces that all bags of holding lead to. Each night the Bagman reaches out of a random bag of holding in an attempt to find his home, if he cannot find it he will take a creature which it replaces with an object from a random bag of holding, the better food the bagman is provided the better the item that it leaves. The Bagman will hunt creatures down by casting silence in the area around a bag of holding and then by capturing a creature and suffocating it inside of the bag of holding where it will consume their corpse. It is unknown if there is only one or multiple Bagmen, or even if there are any at all but many scholars reject the idea of Bagmen existing. Some say that if you speak too loudly over an open bag of holding or say "follow my voice" three times into a magical storage space the bagman will come for you. If an item appears or disappears from your bag of holding overnight is the bagman to blame?

 

What makes the bagman so dangerous is that usually it is only faced by one adventurer at a time, and it can almost completely incapacitate any adventurer within two rounds of combat while still being especially effective against spellcaster that need vocal components for their spells. It is the perfect narrative tool if a player wishes to have a new character and also useful if you want to give the party a magic item for whatever reason. It is also useful to remember that breathing creatures can survive in a bag of holding up to 10 divided by the number of creatures (minimum of one minute) so a quick acting party may be able to save someone that has been taken if they act within ten minutes.

 

The bagman's preferred method of attack is to cast silence while all characters are sleeping, then to grapple and abduct an adventurer before slipping away and waiting for it to suffocate in the space between spaces.

Previous Versions

Name Date Modified Views Adds Version Actions
10/14/2026 4:52:55 AM
10
1
1.5
Coming Soon
FraservanWijk

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