Files
5ead/monsters/md/tome_of_beasts_2023/sandman-tob1-2023.md
2025-06-07 07:58:30 -05:00

2.6 KiB

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.