Keen Smell: The Bagman has advantage on all perception checks relying on scent.
Regeneration: The Bagman regains 10 hp at the begenning of each of its turns. This feature does not function if it has received acid, radiant, or fire damage since its last turn. The Bagman will only die if it begins its turn with 0 hp and does not regenerate.
Grappler: The Bagman has advantage on all attacks against a grappled creature.
Amorphous: The Bagman can move through a space as narrow as one inch without squeezing.
Alien Mind: If a creaturre tries to read the Bagman's thoughts, the creature must succeed a DC 10 intelligence save or be stunned for one minute. The stunned creature can repeat its saving throw at the end of each of its turns, ending the effect on a success.
-Multiattack: The Bagman makes three attacks, one Bite and two Claws
Bite: +7 to hit, 5ft range. Hit : 7(1d6+4) 1d6+4
Claws: +7 to hit, 5ft range. Hit: 11(2d6+4) 2d6+4
-Grasp: +7 to hit, 5ft range. On hit, the target is grappled (escape DC 15). The Bagman has advantage on this roll if it is hidden from the target. If the bagman is attacking from an enclosed container, they may attempt to drag a grappled target into their container, causing 10 (2d10) 2d10 damage per round while the target is squeezed into a tight space. A creature reduced to 0 HP in this way is unconscious and stable, with the Bagman now prioritizing dragging the unconscious creature away into a bag of holding. Escaping the bagman's grapple while squeezed in this way caused the target to be ejected into an unoccupied space within 5ft of the bagman's container, landing prone. The target can also be freed by an ally using their action to succeed on a Strength (Athletics) check to pull them out. When freed in this way, the grappled creature is not knocked prone.
-Teleport: Recharge(5-6) While unobserved, the bagman may teleport to an unoccupied space that is in darkness, or a closed container within 60 ft.