All Creatures
Abilities | Monsters | NPCs
All | Families | Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z


Bagman

Stories abound of fey who steal away people, and many have a grain of truth. No fey embodies the fear in such tales quite like the bagman. These pale, greasy fey are gluttons who delight in eating sentient creatures. They capture their prey within bloody sacks, spiriting them away to murder the victim and devour everything but their fat. That, they save, rendering it into foul alchemical elixirs which they then gleefully sell to the unsuspecting settlement from which they kidnapped their victim.

Bagmen don't need to eat for sustenance, nor do they care for wealth—they merely enjoy spreading suffering. They're masters of disguise and often appear as traveling peddlers of medicinals, wearing deep cloaks and wide-brimmed hats, cruelly offering products to townsfolk crafted from missing loved ones.

Elite | Normal | Weak
Proficiency without Level

BagmanCreature 4

Uncommon Medium Fey 
Source Feybound pg. 92
Recall Knowledge DC 21 (includes +2 from Uncommon) • Fey (Nature)
Perception +14; low-light vision, scent (imprecise) 30 feet (humanoids only)
Languages Common, Fey
Skills Acrobatics +8, Athletics +12, Crafting +12, Deception +14, Nature +10, Society +10
Str +5, Dex +2, Con +3, Int +3, Wis +1, Cha +4
A Simple Potion Peddler A bagman needs only 1 minute (and no disguise kit) to assemble a convincing disguise to Impersonate a merchant and hide their fey qualities. They require the normal amount of time and a disguise kit to Impersonate as anything else or a specific individual.
Bagman's Sack A bagman's sack functions as a spacious pouch (type I), except that it can hold only sentient creatures or their remains. After it leaves the bagman's possession, it ejects its contents and becomes a mundane burlap sack. The bag has AC 20, 24 HP (BT 12), and can hold up to two Small creatures or one Medium creature; two Tiny creatures take up the same space as a Small creature. If a bagman's sack is lost or destroyed, they can craft a new one with a week's work.
Elixir of Restored Youth (alchemical, consumable, elixir, polymorph) Ten minutes after a living creature drinks this elixir, they transform into a young adult version of themself, though the effect is merely cosmetic. After 1 hour in this form, the creature must succeed at a DC 23 Fortitude save or become stupefied 1 until they get a full night's rest. The effects of this elixir last for 1 day. Only a bagman can create this elixir using fat extractor.
Fat Extractor (occult) A bagman can use the fat of sentient humanoids to create alchemical elixirs. They can create a single common elixir of 4th level or lower, or any elixir for which they have the formula, from a given creature's fat. This process takes 1 hour. Bagmen always know the formula for the elixir of restored youth.
Items bagman's sack, alchemist's toolkit, elixir of restored youth
AC 20; Fort +14, Ref +8, Will +10
HP 72; Weaknesses cold iron 5
Speed 30 feet
Melee [one-action] sack +14 [+9/+4] (magical, reach 10 feet), Damage 1d6+5 bludgeoningMelee [one-action] claw +14 [+10/+6] (agile, magical), Damage 2d6+5 slashing plus GrabBag Bludgeon [one-action] Requirements The bagman has a creature in its sack; Effect The bagman makes a sack Strike against a creature in reach. If it hits, the target takes an additional 2d6 bludgeoning damage; each creature in the sack also takes this bludgeoning damage.Bag Prey [one-action] (attack, manipulate) Requirements The bagman has a Medium or smaller creature grabbed or restrained, is holding their bagman’s sack, and their sack isn’t full; Effect The bagman stuffs the creature into their sack. While stuffed in the sack, a creature is restrained and slowed 1. If the creature Escapes (DC 21) or the sack becomes broken, the creature is ejected from the sack’s mouth into a random space adjacent to the bagman.

Sidebar - Additional Lore A Vicious Cycle

Bagmen deliberately formulate their alchemical products to be as appealing and addictive as possible. Once a few powerful people in a settlement have grown accustomed to such benefits, the bagman subtly implies that they’ve run out of ingredients. Their victims then transform into predators themselves, providing fresh prey for the gleeful bagman. The common people of the settlement find it almost impossible to avoid the voracious fey when they’re led right into the bagman’s clutches by their own leaders.

Shelyn's Corner

×