monsters celestial cr-5-10 Tome of Beasts 2023

Sandman

Medium Celestial, CR 5. From Tome of Beasts 2023.

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Sandman

Medium Celestial, Chaotic Neutral

Armor Class 14

Hit Points 82 (11d8 + 33)

Speed 40 ft.

STR
11 (+0)
DEX
19 (+4)
CON
16 (+3)
INT
13 (+1)
WIS
14 (+2)
CHA
19 (+4)

Saving Throws Wis +5, Cha +7

Skills

Damage Immunities poison, psychic

Condition Immunities charmed, exhaustion, frightened, poisoned, unconscious

Senses truesight 60 ft., passive Perception 12

Languages Common, Celestial, Umbral, telepathy 60 ft.

Challenge 5 (1,800 XP)

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

Multiattack. The sandman makes two Claw attacks. It can replace one attack with a use of Dreamer's Sand, if available.
Claw. 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.
Encourage Dreams (Recharge 5-6). 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.
Dreamer's Sand (Recharge 5-6). 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.

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