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)

Damage Immunities

poison, psychic

Damage Resistances

cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons

Condition Immunities

charmed, exhaustion, frightened, poisoned, unconscious

Senses

truesight 60 ft., passive Perception 12

Saving Throws

Dex +7, Cha +7

Languages

Common, Celestial, Giant, Infernal, Umbral

Challenge

5 (1800 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.

medium
celestial
cr5
tome-of-beasts