Sandman
Stories tell of the Sandmen as either benevolent beings who help the tired find rest or a malevolent force that can put a whole town to sleep. The Sandman is an amorphous pile of living sand that can choose to take a vaguely humanoid shape.
Otherworldly Entities: Sandmen are not native to the Material Plane. They are known to come from the Plane of Dreams, but some sages theorize they may also be native to the Plane of Time. They can only be summoned to the Prime, once there they are in the Prime they are able to summon others from the Plane of Dreams.
Interactions on the Prime: Sandmen tend to not want to stay on the Prime for long. When they first enter the new surroundings they are known to treat it as a giant playground of fun to have. After getting their fill of "the lulz" as it is known they start to become more aggressive and mean spirited.
Returning Home: While the Prime starts out fun all Sandmen eventually long to return home to dream what dreams may come. When a Sandman is acting very aggressive and putting multiple people to sleep at once they are likely trying to find someone who slumbers so deep that their dreams touch the Plane of Dreams.
Sandman Glass: If a Sandman is converted into glass the glass retains the ties the Sandman had with the Plane of Dreams. The glass is treated as magical and, while the effects are not fully explored, can aid in spells and rituals that involve dreaming.
Connection to the Dream
Dream Sight: A Sandman can see and interact with the dream of any creature that is asleep as long as they are in contact with it.
Forced Dreaming: The Sandman sprinkles some of themselves into the eyes of a creature that is sleeping or trancing. This causes the creatures consciousness to be transferred into the dream realm. During this time the target will not need to eat, or drink. The target will only wake up if the Sandman wills it or a month passes unless the sand is washed from their eyes and dispel magic is cast on them.
Born from Dreams: After a creature is has been under the influence of Forced Dreaming for a month, sand begins to pour from their eyes. This sand becomes a sandman 1d4 rounds. This causes no damage to the target.
Entering the Dream: Once a Sandman is ready to return home they only need to find a humanoid who sleeps so deeply that their dreams brush against the Plane of Dreams. Once they have found a target that does that they return to the dream how they left it, through their eyes. This causes no damage to the target and the effect of their Forced Dreaming ends upon their return.
Sandman
Medium Elemental, Chaotic Neutral
- Armor Class 14
- Hit Points 34 (4d8 + 16)
- Speed 30 ft., burrow 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 13 (+1) 14 (+3) 15 (+3) 16 (+3)
- Saving Throws Dex +5, Wis +5
- Skills Athletics +3, Acrobatics +5, Stealth +5
- Damage Vulnerabilities Lightning
- Damage Resistances Piercing, And Slashing From Nonmagical Weapons
- Damage Immunities Poison
- Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
- Senses Darkvision 60ft, Tremorsense 60ft
- Languages Terran
- Challenge 1
Fulgurite Creation. When Sandman takes electric damage fulgurite is created. This allows the Sandman to use Fulgurite Shot, shooting all fulgurite from it's body at once.
Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.
Actions
Lashing Sand. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 1d6 + 3 bludgeoning damage.
Fulgurite Shot. Ranged Weapon Attack: +5 to hit, range 50ft., one target. Hit: 1d6 + 3 slashing damage.
Artist: Unknown - The Legend of Zelda: A Link to the Past
