Sandman

Medium Celestial, chaotic neutral

Armor Class 14

Hit Points 82 (11d8+33)

Speed walk +40

Challenge 5

STR
11
+0
DEX
19
+4
CON
16
+3
INT
13
+1
WIS
14
+2
CHA
19
+4

Saving Throws cha +7, con +7

Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison, psychic

Condition Immunities charmed, exhaustion, frightened, poisoned, unconscious

Senses truesight 60 ft., passive Perception 12

Languages Common, Celestial, Giant, Infernal, Umbral

Special Abilities

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.

Source: Tome of Beasts · OGL/Open