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SANDMAN

Medium elemental, neutral evil

DEFENSE

Armor Class 13 (natural armor)
Hit Points 45 (7d8 + 14)
Speed 30 ft.

ABILITY SCORES

STR 10 (+0)DEX 14 (+2)CON 15 (+2)INT 10 (+0)WIS 12 (+1)CHA 10 (+0)

STATISTICS

Skills Perception +3, Stealth +4
Damage Immunities piercing, poison
Condition Immunities exhaustion, grappled, poisoned, restrained
Senses darkvision 60 ft., passive Perception 13
Languages Terran
Challenge 3 (700 XP)

TRAITS

Amorphous. The sandman can move through a space as narrow as 1 inch wide without squeezing.

False Appearance. While the sandman remains motionless, it is indistinguishable from a normal mound of sand.

Sleep Aura. Any creature that starts its turn within 20 feet of the sandman must succeed on a DC 12 Wisdom saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. A creature that successfully saves against the effect is immune to this sandman's sleep aura for the next 24 hours. Undead creatures are immune to this effect.

ACTIONS

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 20 (4d8 + 2) bludgeoning damage.

Sleep Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: The target must make a DC 12 Wisdom saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. Undead creatures are immune to this effect.

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Open Game License