Sandman — fantasy monster illustration. Sandman is a medium celestial (Challenge Rating 5).

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Sandman

Medium Celestial, Chaotic Neutral

AC
14
HP
82
Speed
40
CR
5

False


Armor Class 14

Hit Points 82 (11d8 + 33)

Speed 40 ft.


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

Saving Throws Cha +7, Wis +5

Damage Vulnerabilities False

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, Umbral, telepathy 60 ft.

Challenge 5


Traits

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

Stuff of Dreams. Made partially from dreams and imagination, the sandman isn't fully real. Any critical hit against the sandman is a normal hit.

Actions

Multiattack. The sandman makes two Claw attacks. It can replace one attack with a use of Dreamer's Sand, if available.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) psychic damage. Damage from this attack doesn't wake an unconscious creature, unless the unconscious creature is below half its hp maximum. If the sandman scores a critical hit, the target is cursed with the eye-closer's curse. While cursed, the creature is blinded until it finishes a long rest or until the curse is lifted by remove curse or similar magic.

Encourage Dreams (Recharge 5-6). The sandman encourages powerful dreams in the minds of up to three unconscious creatures it can see within 30 feet of it. Each target must make a DC 15 Charisma saving throw. On a failure, nightmares fill the target's mind, and the target takes 35 (10d6) psychic damage, wakes from its sleep, and is frightened for 1 minute. On a success, pleasant dreams fill the target's mind, and the target regains 10 (3d6) hp and can choose to remain unconscious or awaken. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Dreamer's Sand (Recharge 5-6). The sandman throws magical sand in a 30-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or another creature uses an action to wake it.

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Sandman — fantasy monster illustrationPrimary
FTTHelper · auto-generated · monster · monster

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022