Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Languages
Common, Celestial, Umbral, telepathy 60.0 ft (18.3 m).
Resistances & Immunities
Traits
Magic Resistance
The sandman has advantage on saving throws against spells and other magical effects.
Stuff of Dreams
Made partially from dreams and imagination, the sandman isn’t fully real. Any critical hit against the sandman is a normal hit.
Actions
Claw
+7 to hit, reach 5 ft (1.5 m). Hit: 2d6+4 plus 2d6 psychic damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) psychic damage. Damage from this attack doesn't wake an unconscious creature, unless the unconscious creature is below half its hp maximum. If the sandman scores a critical hit, the target is cursed with the eye-closer's curse. While cursed, the creature is blinded until it finishes a long rest or until the curse is lifted by remove curse or similar magic.
Dreamer's Sand
The sandman throws magical sand in a 30-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or another creature uses an action to wake it.
Encourage Dreams
The sandman encourages powerful dreams in the minds of up to three unconscious creatures it can see within 30 feet of it. Each target must make a DC 15 Charisma saving throw. On a failure, nightmares fill the target's mind, and the target takes 35 (10d6) psychic damage, wakes from its sleep, and is frightened for 1 minute. On a success, pleasant dreams fill the target's mind, and the target regains 10 (3d6) hp and can choose to remain unconscious or awaken. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Multiattack
The sandman makes two Claw attacks. It can replace one attack with a use of Dreamer's Sand, if available.
About Sandman
Sandman is a medium celestial with a Challenge Rating of 5. It has a chaotic neutral alignment.
In combat, this creature maintains an Armor Class of 14 and possesses 82 hit points (derived from 11d8 + 33).
Sandman has communication capabilities including Common, Celestial, Umbral, telepathy 60 ft.. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Sandman
1 tips available
GM Tips: Using Sandman
When using Sandman in your D&D 5e campaign, consider these tactical approaches:
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Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.
Player Guide: Facing Sandman
1 strategies available
Player Guide: Facing Sandman
When your party encounters this creature, keep these strategies in mind:
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Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 5.
Solo Encounter:
A single character of level 7 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 3,000 XP
- Hard: 4,500 XP
- Deadly: 6,000 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Sandman?
- Sandman has a Challenge Rating of 5, making it appropriate for parties of level 5.0.
- What type of creature is Sandman?
- Sandman is a Medium Celestial, which affects how certain spells and abilities interact with it.
- What languages does Sandman speak?
- Sandman can communicate in Common, Celestial, Umbral, telepathy 60 ft..
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