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<title>Sandman</title>
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<h1>Sandman</h1>
<p><em>Medium</em> <em>Celestial</em> <em>Chaotic Neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 14</li>
<li><strong>Hit Points:</strong> 82 (11d8 + 33)</li>
<li><strong>Speed:</strong> walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 5 (1,800 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2023, page 313</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>11 (+0)</td>
<td>19 (+4)</td>
<td>16 (+3)</td>
<td>13 (+1)</td>
<td>14 (+2)</td>
<td>19 (+4)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Wis +5, Cha +7</li>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Vulnerabilities:</strong> False</li>
<li><strong>Damage Immunities:</strong> poison, psychic</li>
<li><strong>Damage Resistances:</strong> cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened, poisoned, unconscious</li>
<li><strong>Senses:</strong> truesight 60 ft., passive Perception 12</li>
<li><strong>Languages:</strong> Common, Celestial, Umbral, telepathy 60 ft.</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Magic Resistance:</strong> The sandman has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Stuff of Dreams:</strong> Made partially from dreams and imagination, the sandman isn't fully real. Any critical hit against the sandman is a normal hit.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The sandman makes two Claw attacks. It can replace one attack with a use of Dreamer's Sand, if available.</li>
<li><strong>Claw:</strong> 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.</li>
<li><strong>Encourage Dreams (Recharge 5-6):</strong> 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.</li>
<li><strong>Dreamer's Sand (Recharge 5-6):</strong> 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.</li>
</ul>
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