Medium Undead, Chaotic Evil
Armor Class 19 Natural Armor
Hit Points 160 (23d8 + 45)
Speed 40 ft.
STR
15 (+2)
DEX
20 (+5)
CON
18 (+4)
INT
14 (+2)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws STR +6, DEX +9, INT +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Senses Blindsight 60ft, Passive Perception 15
Languages Common, Telepathy 30ft
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (2/Day). If the sandman fails a saving throw, it can choose to succeed instead.

False Life. When possessing a body, the sandman appears to be living humanoid creature and resists effects to detect the presence of undead. Additionally, it has advantage to resist the effects to turn undead. 

Magic Resistance. The sandman has advantage on saving throws against spells and other magical effects. 

Detect Dreams. The sandman automatically knows the location of every creature that is sleeping within 1 mile. 

Actions

Multiattack. The sandman can make two claw attacks and, if possible, one Nightmare Touch attack. .

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 5) slashing damage and 4 (1d6) psychic damage. 

Nightmare Touch. The sandman chooses one incapacitated creature within 5 feet of itself. The target must make a DC 16 Wisdom saving throw, taking 30 (5d8) psychic damage on a failed save or half as much on a success. Additionally, on a failed save, the sandman regains hit points equal to half of the damage inflicted. 

Breath of Horrors (Recharge 6) The sandman exhales a cloud of nightmare sand in a sixty-foot cone. Each creature within the cone must make a DC 17 Intelligence saving throw. On a successful save, a creature takes 10(2d8) psychic damage. On a failed save, a creature is stunned for one minute as nightmarish visions wrack their mind. A creature can repeat this save at the end of each of its turns. 

Teleport. The sandman teleports to a point it can see within 60 feet. 

Bonus Actions

Conjure Nightmares (Once per Long Rest) The sandman chooses up to three humanoid creatures that it can see and conjures three nightmare beasts based on their fears. 

Legendary Actions

The sandman can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The sandman regains spent legendary actions at the start of its turn..

Invoke Nightmares (Costs 2 Actions). The sandman makes one Nightmare Touch attack.

Attack. The sandman makes one claw attack.

Shifting Sands. The sandman teleports to one location it can see within 60 feet. 

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Cosmic Dust. Floating through the Astral Sea are innumerable near-microscopic particles of dust. This astral dust, the residue of some long-dead deity, sails along the winds of that plane of existence. Exposure to the inhabitants of the Astral Sea along with the many naturally-occurring gates to other planes imbues the dust with mild psychic effects. A sleeping creature exposed to even a single mote of dust can experience some of the dust's psychic memories, which are mostly attributed to an unusually strong dream. 

Failed Weapon. One mote of dust was captured by a mage named Dr. Elias Rever. Obsessed with trying to weaponize the power of dreams, he performed drastic experiments on the dust. First, he succeeded in drastically expanding both the mote's size and capacity for memory. Then, he proceeded to fill the mote's memories with psychic impressions from unrepentant human criminals, monstrous fiends from the Lower Planes, and his own dark desires for conquest. Nevertheless, the experiments were still considered a failure by Dr. Rever as he could not find a way to properly transport his weapon. Little did Dr. Rever know that as he was retiring for the evening, the mote was making its own plans.

Stolen Identity. Having gained sentience as a result of the experiments, the mote escaped its containment and noticed that the sleeping Dr. Rever was being plagued by nightmares. And at the center of those nightmares, the mote perceived some of its fellow dust motes. Entering into the doctor's mind, the corrupted mote quickly assumed control over its lesser fellows and trapped Rever inside an ultimately fatal nightmare. Seeing an opportunity to expand itself, the mote drew more of its fellows into Rever's body and began to puppet it. Despite disposing of the doctor's mind, the corrupted mote is still consumed with his desire for conquest. However, now it seeks to achieve this conquest by expanding itself. By cultivating nightmares in Rever's patients, it wishes to harvest the Astral dust at their core and expand its own powers. If left to expand unchecked, the corrupted sandman may grow in a matter akin to a virus and bring about in a never ending plague of nightmares. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Urban

RollinsDnDGuild

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