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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Sandman/

Sandman

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)
  • Saving Throws Con +7, Cha +7
  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, poisoned, unconscious
  • Senses truesight 60 ft., passive Perception 12
  • Languages Common, Celestial, Giant, Infernal, Umbral
  • Challenge 5 (1,800 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.

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