Devil's Sight. Magical darkness doesn't impede the bagger's darkvision.
Magic Resistance. The bagger has advantage on saving throws against spells and other magical effects.
Multiattack. The bagger makes two attacks: one with its fork and one with its bag.
Fork. Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit: 6 (1d8+3) piercing damage.
Bag of Horrors. Melee Weapon Attack: +5 to hit, reach 5ft, one creature. Hit: 6 (1d8+3) bludgeoning damage. The creature is grappled (escape DC16). Until the grapple ends, the creature is restrained inside a bag filled with nightmarish visions. At the start of its turns, a creature inside the bag must make a DC12 Wisdom saving throw, taking 7 (2d6) psychic damage on a failed save or half as much on a success. The bag can only hold one creature at a time. A creature who escapes the Bag of Horrors exits prone in an unoccupied space within 5ft of the bagger. Additionally, the creature is frightened of the bagger until the end of their next turn.
Description
Baggers are tall, gangly devils charged with transporting uncooperative signees to the Nine Hells. They get their name by stuff writhing signees into claustrophobic, cursed sacks. Oftentimes, these bags contain nightmares - a taste of the horrors awaiting the signee at their destination.
Taken from Devil's Advocate A Guide to Infernal Contracts by Justin Arman
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