Sandman (5e Creature)

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Sandman[edit]

Medium celestial, neutral


Armor Class 17
Hit Points 112 (15d8 + 45)
Speed 40 ft., fly 40 ft.


STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 16 (+3) 16 (+3) 14 (+2) 17 (+3)

Skills Arcana +9, Deception +6, Intimidation +6, Persuasion +6, Religion +9, Stealth +5
Proficiency Bonus +3
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 120 ft., passive Perception 12
Languages Celestial, Common, Sylvan, telepathy 120 ft.
Challenge 5 (1,800 XP)


Sense Magic. The sandman senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

Astride Two Realms. The sandman can enter the Dream from the Material World, and vice versa. It is visible in the Material World while it is in the Verge of Dreams, and vice versa, yet it can't affect or be affected by anything on the other plane. when standing on The Verge, the sandman can see into both the material realm and into The Dream. While in The Verge, the sandman can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Innate Spellcasting. The sandman's innate spellcasting ability is Charisma (spell save DC 15, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: alter self, disjunction, friends, minor illusion
1/day each: dream, suggestion, sleep

ACTIONS

Lashing Sands. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (2d8 + 1) slashing or psychic damage (sandman's choice).

Terrible Scrutiny. Each creature within 60 feet of the sandman that can see it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this sandman's terrible scrutiny for the next 24 hours.

Soporific Clouds. The sandman creates impenetrable, shifting mists in a 20-foot radius around itself. The mists last for 1 minute or until the sandman dismisses them as a bonus action. If a creature starts its turn in the mist, it must succeed on a DC 15 Constitution saving throw or fall unconscious for 1 minute, or until it takes damage or someone uses an action to shake or slap it awake. If a target's saving throw is successful or the effect ends for it, the target is immune to the mists for the next 24 hours.


Mysterious guardian of The Verge, the sandman is one of the strangest dream creatures one is likely to encounter.
Religious canon declares sandmen to have been formed of souls by Sanctuary itself expressly for the purpose of guarding the Verge from creatures of the Dark and to shepherd dreamers deeper into The Dream through the tumultuous Verge.
A fluctuating veil of granular fog endlessly condenses into a rough, humanoid shape, only to swirl and disperse whenever the sandman moves or acts. As its name implies, the sandman seems to be constituted of sand, powder, and flowing mists. Oftentimes, these streams of dust seem to move impossibly slowly or in reverse, as though the perception of time is somehow skewed for these beings.
A sandman is most often sent when a message must be personally delivered from the Dreaming Powers to an important recipient. They guard sites and personages deemed important to The Dream. They are sent to attack individuals considered a threat, and sandmen are invariably the focus of efforts to coordinate less powerful dream creatures.

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