# Sandman *Medium* *Celestial* *Chaotic Neutral* - **Armor Class:** 14 - **Hit Points:** 82 (11d8 + 33) - **Speed:** walk 40 ft. - **Challenge Rating:** 5 (1,800 XP) - **Source:** Tome of Beasts 2023, page 313 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 11 (+0) | 19 (+4) | 16 (+3) | 13 (+1) | 14 (+2) | 19 (+4) | - **Saving Throws**: Wis +5, Cha +7 - **Skills:** - **Damage Vulnerabilities:** False - **Damage Immunities:** poison, psychic - **Damage Resistances:** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - **Condition Immunities:** charmed, exhaustion, frightened, poisoned, unconscious - **Senses:** truesight 60 ft., passive Perception 12 - **Languages:** Common, Celestial, Umbral, telepathy 60 ft. ### Special Abilities - **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.