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.