Large Fey, Chaotic Good
Armor Class 12 (natural armor)
Hit Points 65 (9d10 + 20)
Speed 40 ft.
STR
12 (+1)
DEX
15 (+2)
CON
16 (+3)
INT
8 (-1)
WIS
18 (+4)
CHA
22 (+6)
Saving Throws DEX +4, CHA +8
Condition Immunities Charmed
Senses Darkvision 60 ft., Passive Perception 16
Languages Common Understands, Sylvan, Terran
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Potent Fey Magics. The sandman's abilities that put creatures to sleep do so even if they are innately immune to charm magic or cannot magically be put to sleep, but not if they are incapable of sleeping altogether.

Dream Eater. Melee weapon attacks made by the sandman deal an extra 8 (2d6) psychic damage to their target if they are asleep.

Death Burst. The sandman explodes into magic sand upon death. All creatures within 15 feet of it when it dies must make a DC 15 Charisma saving throw or magically fall unconscious for 5 minutes. This slumber ends when the creature takes damage or someone uses an action to wake them.

Actions

Slam. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage.

Surreal Appearance. The sandman’s outline begins to shimmer and become mirage-like in appearance. Creatures within 30 feet of the sandman that can see him must make a DC 15 Wisdom saving throw or have disadvantage on attacks against it until the start of its next turn.

Hypnotic Powder. The sandman sprinkles its sand over a creature. They must make a DC 15 Charisma saving throw or magically fall unconscious for 5 minutes. This slumber ends when the creature takes damage or someone uses an action to wake them.

 

 

Description

Tall, spindly figures coated in a crispy golden-brown crust of sand. They stride throughout the lands, alone or in small groups of 2 or 3, sprinkling their sand upon travelers, wild beasts, and even other fey, sending them into a magical slumber for their own amusement. Sandman dust is often coveted for its sleep-inducing properties in fey and elvenkind.

Monster Tags: feyElemental

KadeStormvale

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