Sandman 2014
CR 5 celestial
Medium celestial, chaotic neutral
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.
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)
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.
If the sandman hits a surprised creature during the first round of combat, the target takes 14 (4d6) extra damage from the attack.
Actions
The sandman makes two claw attacks.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Environments: Arctic or Tundra, Caves, Coast, Desert, Forest or Jungle, Grassland or Plains, Hills, Laboratory, Lake, Mountain, Ocean, Ruins, Sewer, Shadowfell, The Abyss, Astral Plane, Elysium, Ethereal Plane, Feywild, Hell, Material Plane, Plane of Air, Plane of Earth, Plane of Fire, Plane of Water, Swamp or Marsh, Temple, Badlands, Tomb, Underworld, Urban
Other versions
Source: Tome of Beasts (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details