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Sandman 2014

CR 5 celestial

Medium celestial, Chaotic Neutral


Armor Class
14
Hit Points
82 (11d8 + 33)
Speed
40 ft.

STR11 (+0)
DEX19 (+4)
CON16 (+3)
INT13 (+1)
WIS14 (+2)
CHA19 (+4)

Saving Throws
Wisdom +5, Charisma +7
Skills
Resistances
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
poison, psychic
Condition Immunities
charmed, exhaustion, frightened, poisoned, unconscious
Senses
truesight 60 ft., passive Perception 12
Languages
Common, Celestial, Umbral, telepathy 60 ft.
Challenge
5 (1,800 XP) · Proficiency Bonus +3

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.

Other versions

Source: Tome of Beasts 1 (2023 Edition) (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details