Monstros

Sandman

Medium Celestial

Classe de Armadura:14
Pontos de Vida:82
Índice de Desafio:5

Atributos

FOR11+0
DES19+4
CON16+3
INT13+1
SAB14+2
CAR19+4

Ações

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.