Sandman
Sandman
Medium celestial, chaotic neutral
- 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 Con +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., passive Perception 12
- Languages Common, Celestial, Giant, Infernal, Umbral
- Challenge 5 (1,800 XP)
- 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.