The Bagman
The Bagman
The Bagman
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.
Beware the Bagman. Some say “The Bagman” is merely an urban legend.
One version of the story tells of an adventurer who sought to escape certain death by
abandoning his companions and hiding inside a bag of holding. Later, when he tried
to leave the bag, he became lost amid a constantly increasing number of extra
dimensional storage spaces. Over time, the strange forces of this magical in-between
place transformed the adventurer into a monstrous creature. Now, every night, The
Bagman slips out from a random bag of holding. If he doesn't find his home, he drags
someone back into the bag with him and leaves behind some trinket from his hidden
kingdom of lost junk. Some say that if you speak too loudly over an open bag of
holding or whisper "follow my voice" into a magical storage space, space three times,
The Bagman will come for you. Whether this is the true genesis of the bagman or not,
the fact remains that a bagman is a very real threat, and a fate worse than death
awaits those dragged into the realm from which they hail.
“Men”, Not “Man”. The myth of The Bagman would suggest that there is
only one “Bagman”, however, the reality is much more sinister. When a bagman
comes through a bag of holding into the material world, it does so in an attempt to
find its way back to wherever it originally came from. When it is unsuccessful in
finding its home, the creature always attempts to drag another sentient creature back
with it into the bizarre realm it calls home, the “Space Between Spaces”. If its
kidnapping attempt is successful, it will typically abandon the creature before long as
it continues its quest to find a way back home. Creatures who don’t make it back to
the material world will find themselves slowly twisted into a new bagman, destined
to the same nightly ritual of obsessively trying to find their way back to where they
came from. Why bagmen kidnap creatures is a mystery. Some scholars posit that it is
a twisted reflex. That maybe they recognize their own perverse nature and a part of
them hopes to be delivered from their predicament by somebody with their mind still
intact. Others believe they do so at the behest of a dark entity, an unknown evil that
is responsible for the creation of the first bagman who uses them as a means to
gather twisted subordinates for some scheme that is yet to be revealed.
The Space Between Spaces. For ages it was thought that the space inside a
bag of holding was a self contained one, completely separate from the rest of the
multiverse, but this is not so. All of these spaces are mere fragments of a much larger
plane which scholars refer to as the “Space Between Spaces”. Every
extra-dimensional space such as that found within a bag of holding or portable hole
connects to an isolated fragment of this bizarre demi-plane, but for the bagmen and
other creatures native to the “Space Between Spaces”, a bag of holding is not an
isolated area, but a gateway to and from the material world. It is unclear if the first
magic user to create a bag of holding truly knew what they were doing. Did they
know they were linking our world with a nearly empty one governed by monsters? Or
perhaps they never stopped to think that there might be something lurking on the
other side.
Aberrant Nature. Bagmen do not require air, food, drink, or sleep.
---------
“What do you suppose the bagman will do
when he finally finds his way back home?”
Bagman
Large aberration, chaotic evil
STR 18 (+4)
DEX 20 (+5)
CON 20 (+5)
INT 10 (+0)
WIS 16 (+3)
CHA 7 (-2)
Proficiency Bonus +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.
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.