SANDMAN

Medium-Size Elemental (Earth)

Hit Dice: 4d8+4 (22 hp)

Initiative: +0

Speed: 30 ft

AC: 17 (+7 natural)

Attacks: Slam +3 melee

Damage: 1d6 and sleep

Face/Reach: 5 ft by 5 ft/5 ft

Special Attacks: Sleep

Special Qualities: SR 15, protection from arrows

Saves: Fort +5, Ref +1, Will +1

Abilities: Str 11, Dex 11, Con 12, Int 10, Wis 11, Cha 10

Skills: Hide +5, Listen +6, Move Silently +5, Spot +6

Feats: Alertness

 

Climate/Terrain: Any land and underground

Organization: Solitary or gang (2-4)
Challenge Rating:
3

Treasure: Double coins

Alignment: Usually neutral evil

Advancement: 5-12 HD (Medium-size)

 

A native of either the Elemental Plane of Earth or the Quasi-Elemental Plane of Dust (scholars are not sure which), the sandman appears as a human constructed entirely of sand.

   They hate all humans and attack them on sight because they believe humans purposefully slay sandmen to use their bodies in magical experiments.

   When a sandman is slain its body crumbles to dust.

 

COMBAT

A sandman avoids combat if possible, preferring to attack at night, where it can slip away from combat if things are going against it.

   A sandman attacks using its fists if pressed, but almost always relies on its sleep ability to affect those within range. Once a creature goes to sleep, the sandman will not attack it.

   Sleep (Su): 20-foot radius or by touch, Will save (DC 13) or sleep for 30 minutes. For the first 30 minutes of sleep, nothing short of dispel magic (or more powerful magic) will awaken a sleeping creature.

   Each 1 minute thereafter, the victim must succeed at a Will save (DC 13) to wake up. For each minute that passes, the DC decreases by 1. Violent shaking or attacking a sleeping creature will wake it at this time. Constructs, undead, and any other creature immune to sleep effects are immune to this ability.

   Protection From Arrows (Ex): A sandman is protected by a permanent protection from arrows as cast by a 4th-level sorcerer. This ability is inherent and cannot be dispelled.

   Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits. Sandmen have darkvision 60 feet.

 

 

The Sandman first appeared in the 1e FF (1981).