Magical Nature. The body of the sandman is made of sand, bound together by magical forces. It cames from the demiplane of Earth. Its sand is highly requested by arcane spellcasters because it's very appropriate as material component for the sleep spell. As option, the DM can rule that spell cast with this sand as component roll an additional 4d8 to the total hit poits affected by the spell.
Slavery. The Sandman is usually bound the service of the Dao, which uses it to easily capture creatures to be sold at a slave market.
Hatred. The Sandman is full of hate towards Dao and arcane spellcasters. In fight it focus its attack mainly against arcane spellcasters.
Slavery. The Sandman is usually bound the service of the Dao, which uses it to easily capture creatures to be sold at a slave market.
Hatred. The Sandman is full of hate towards Dao and arcane spellcasters. In fight it focus its attack mainly against arcane spellcasters.
Sandman | ||||||||||||||||||||||||||||||||||||||||||||||||
medium elemental, neutral evil | ||||||||||||||||||||||||||||||||||||||||||||||||
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Armor Class 16 (natural armor) | ||||||||||||||||||||||||||||||||||||||||||||||||
Hit Points 37 (6d8 + 12) | ||||||||||||||||||||||||||||||||||||||||||||||||
Speed 20 ft. | ||||||||||||||||||||||||||||||||||||||||||||||||
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STR | DEX | CON | INT | WIS | CHA | |||||||||||||||||||||||||||||||||||||||||||
12 (+1) | 17 (+3) | 15 (+2) | 12 (+1) | 14 (+2) | 10 (+0) | |||||||||||||||||||||||||||||||||||||||||||
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Skills Stealth +7 | ||||||||||||||||||||||||||||||||||||||||||||||||
Damage immunities piercing from nonmagical weapons | ||||||||||||||||||||||||||||||||||||||||||||||||
Condition Immunities petrified | ||||||||||||||||||||||||||||||||||||||||||||||||
Senses darkvision 60 ft., passive Perception 12 | ||||||||||||||||||||||||||||||||||||||||||||||||
Languages understands Terran but can't speak it | ||||||||||||||||||||||||||||||||||||||||||||||||
Challenge 3 (700 XP) | ||||||||||||||||||||||||||||||||||||||||||||||||
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Aura of Sleep. Any creature which starts its turn within 20 feet of the sandman must make a DC 16 Constitution saving throw. On a failed save, the creature falls asleep and it is unconscious for 1 hour or until it takes damage or a creature takes an action to wake it. On a successful save the creature is immune to that effect for the next 24 hours. | ||||||||||||||||||||||||||||||||||||||||||||||||
Magic Resistance. The sandman has advantage on Intelligence, Wisdom e Charisma sving throws caused by magic. | ||||||||||||||||||||||||||||||||||||||||||||||||
Elemental Demise. If the sandman dies, its body disintegrates into crystalline powder, leaving behind only equipment it was wearing or carrying. | ||||||||||||||||||||||||||||||||||||||||||||||||
Sure Footed. The sandman has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. | ||||||||||||||||||||||||||||||||||||||||||||||||
ACTIONS | ||||||||||||||||||||||||||||||||||||||||||||||||
Multiattack. The sandman makes two
unarmed strike attacks.
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Unarmed
Strike. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage. On a successful hit the target
must make a DC 14 Constitution saving throw. On a failed save, the creature
falls asleep and it is unconscious for 1 hour or until it takes damage or a
creature takes an action to wake it..
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