14
82 (11d8+33)
walk 40 ft.
Dex +7, Cha +7
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
poison, psychic
charmed, exhaustion, frightened, poisoned, unconscious
truesight 60 ft.
Common, Celestial, Giant, Infernal, Umbral
5
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.
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)
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.
If the sandman hits a surprised creature during the first round of combat, the target takes 14 (4d6) extra damage from the attack.
The sandman makes two claw attacks.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
14
71 (11d8 + 22)
35 ft.
Perception +5, Stealth +6
unconscious
Sylvan, Common
4
The sandman has advantage on Dexterity (Stealth) checks in dim light or darkness.
The sandman has advantage on saving throws against spells and other magical effects.
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.
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).
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.