Sandman Working Draft
Sandman
Medium Outsider
Hit Dice: 9d8+9 (49 hp)
Initiative: +6
Speed: Fly 10 ft. (2 squares) (perfect)
Armor Class: 20 (+6 Dex, +4 deflection), touch 20, flat-footed 14
Base Attack/Grapple: +9/+7
Attack: —
  Full Attack: —
  Space/Reach: 5 ft./5 ft.
Special Attacks: Sandblast,  touch attack
Special Qualities: Airy, darkvision 60 ft., dispersed form, dust body, immunity to mind-affecting powers, regeneration 5
Saves: Fort +7, Ref +12, Will +8
Abilities: Str 6, Dex 22, Con 13, Int 1, Wis 14, Cha 19
Skills: Hide +20, Listen +14, Move Silently +20, Spot +14
Feats: Alertness, Blind-Fight, Improved Initiative, Hostile Mind
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 5
Treasure: 1/10 coins; 50% goods; 50% items
  Alignment: Always neutral
Advancement: 9-13 HD (Medium); 14-27 HD (Large)
  Level Adjustment: —     
Floating on the air is a cloud of fine sand gathered into a roughly manlike shape.
Sandmen are mysterious creatures that are usually encountered in  chambers filled with still air and sand or dust, such as abandoned  bedrooms or desert caves. They are driven by a compulsion to put  intruders to sleep with their sedative sand.
Sandmen do not need to eat, drink or breathe. They may somehow derive sustenance from the creatures they put to sleep.
Sandmen cannot speak.
Combat
A sandman will try to sneak up on its intended victims and spray them   with sleep sand.  I     f a victim stubbornly resists falling asleep and   attacks, the sandman will fly out of melee reach and attack with  abrasive  sand blasts.
 Airy (Ex): Since a sandman's body is made up of a (relatively) small  amount of sand and  lots of empty space, it is difficult to know where  to attack the  creature. Any melee or ranged attack with a piercing or  slashing weapon directed at a sandman has a 20% miss chance. The blow or  missile may pass through  the creature's body without harming it. Even a  true seeing effect is  useless for determining where and how to  strike the creature.
Dispersed Form (Ex): As a standard action, a sandman can disperse its body into a cloud of  very fine sand. This form has the same effects as the spell gaseous form,  with the addition that the sandman moves with perfect silence when  dispersed. A dispersed sandman can remain in that state indefinitely and  has a fly speed of 20 ft. with perfect maneuverability.
 Dust Body (Ex):  A sandman's body is made up of nothing but fine dust, giving it immunity to poison, disease, disintegration, sleep  effects, paralysis, stunning and critical hits. A dead sandman cannot be  brought back to life by raise dead, reincarnation or resurrection, it requires a limited wish, wish, miracle or true resurrection to restore it to life.
Regeneration (Ex): Electricity does normal damage to a sandman. If a sandman is reduced to 0 or fewer hit points it is forced to assume its dispersed form (see above) until it gains a positive hit point score.
Sand Blast (Su):   A sandman can blast 20-foot cones of magical  sand from its hands. They can blast two types of sand, "sleep sand" and  "abrasive sand". Sandmen can produce one sandblast as a standard action  and two sandblasts as a full-round action (one from each hand, both  sandblasts must be the same type).
Sleep Sand     - All  creatures within the area of effect must succeed at a DC 18 Will save or fall asleep for 4d12 rounds.
Abrasive Sand     - All  creatures within the cone take 1d10 damage,  halved with a DC 18 Reflex save.
The save DCs are Charisma-based.
Skills: A sandman has a +8 racial bonus to its Hide and Move Silently checks.