Sandman

Medium celestial, Chaotic Neutral

Armor Class

14

Hit Points

82 (11d8+33)

Speed

walk 40 ft.

Saves

Dex +7, Cha +7

Damage Resistances

cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities

poison, psychic

Condition Immunities

charmed, exhaustion, frightened, poisoned, unconscious

Senses

truesight 60 ft.

Languages

Common, Celestial, Giant, Infernal, Umbral

Challenge

5

Eye-Closer's Curse

If a sandman obtains a critical hit or successful surprise attack against an opponent, its talons scratch a rune onto the target's eyeballs that snaps their eyelids shut, leaving them blinded. This effect can be ended with greater restoration, remove curse, or comparable magic.

Innate Spellcasting

The sandman's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: • At will: darkness, minor illusion, plane shift (at night only), phantom steed, prestidigitation, sleep (11d8) • 3/Day each: hypnotic pattern, major image • 1/Day each: dream, phantasmal killer (5d10)

Stuff of Dreams

Made partially from dreams and imagination, a sandman takes only half damage from critical hits and from sneak attacks. All of the attack's damage is halved, not just bonus damage.

Surprise Attack

If the sandman hits a surprised creature during the first round of combat, the target takes 14 (4d6) extra damage from the attack.

Actions

Multiattack

The sandman makes two claw attacks.

Claw

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Sandman

Medium fey, chaotic evil

Armor Class

14

Hit Points

71 (11d8 + 22)

Speed

35 ft.

Skills

Perception +5, Stealth +6

Condition Immunities

unconscious

Languages

Sylvan, Common

Challenge

4

Dark Stalker

The sandman has advantage on Dexterity (Stealth) checks in dim light or darkness.

Magic Resistance

The sandman has advantage on saving throws against spells and other magical effects.

Shadow Step

While in dim light or darkness, the sandman can teleport as a bonus action up to 60 ft. to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.

Actions

Strangle

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) bludgeoning damage and the target must make a successful DC 14 Strength check or become grappled (escape DC 14).

Magical Sand

The sandman uses an action to sprinkle magical sand. Unless the target makes a successful DC 14 Wisdom saving throw, they fall asleep and are unconscious for 1 hour. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake. The target has terrible dreams during their next long rest. An ally can make a DC 14 Wisdom (Perception) check to notice the target is troubled. They can they then take an action to wake the target. If nobody wakes the target during their one-hour sleep, they take 7 (2d6) psychic damage.