b'Sandman \n'b'  Medium   celestial ,  chaotic neutral  \n'b'  Armor Class  14  Hit Points  82 (11d8 + 33)  Speed  40 ft.\n'b' STATS STR: 11 (+0) DEX:  19 (+4)  CON:  16 (+3)  INT:  13 (+1)  WIS:  14 (+2)  CHA:  19 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Wis  +5,  Cha  +7  Damage Resistances  cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks  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)  Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Magic Resistance . The sandman has advantage on saving throws against spells and other magical effects. \n'b'  Stuff of Dreams . Made partially from dreams and imagination, the sandman isn\xe2\x80\x99t fully real. Any critical hit against the sandman is a normal hit. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The sandman makes two Claw attacks. It can replace one  attack  with a use of Dreamer\xe2\x80\x99s Sand, if available. \n'b'  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\xe2\x80\x99t 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\xe2\x80\x99s 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. \n'b'  Encourage Dreams (Recharge 5\xe2\x80\x936) . 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\xe2\x80\x99s 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\xe2\x80\x99s 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. \n'b'  Dreamer\xe2\x80\x99s Sand (Recharge 5\xe2\x80\x936) . 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. \n'b'\n'b' ABOUT \n'b' Stick-thin and moon-faced with a raptor\xe2\x80\x99s eyes and a mane of hawk feathers, this grinning humanoid pirouettes as nimbly as a dancer. Between its long, taloned fingers trickles sand that gleams with the cold light of stars. \n'b'  Bringers of Nightmares . Sandmen are sinister-looking bringers of sleep and dreams. Visiting the mortal world each night, sandmen ensure that their targets slumber deeply and experience vivid dreams that swell the dream realm\xe2\x80\x99s power. Some sandmen develop a talent for a specific flavor of dream; fantasies of lost love or childhood, prophecies and religious visions, or terrible nightmares. \n'b'  Abduct Dreamers . Powerful dreamers attract both the attention and the protection of sandmen: children, madmen, would-be tyrants, and heroes. They protect such charges fiercely but have also been known to abduct them, taking them on wild adventures to inspire yet greater dreams. To them, all dreams are vital and good, be they uplifting or terrifying. Although they bring horrific nightmares as well as idyllic dreams, sandmen are not specifically baneful. Their actions are motivated by their connection to the dream realm, not by concerns over good and evil. \n'b'  Ethereal Dreamscapes . When not on the Material Plane, sandmen ride bubble-like dreamscapes through the Ethereal Plane, breaching the Sea of Possibilities, nurturing and harvesting its contents. Sandmen are a common and welcome sight in markets across the Fey Realms, elemental planes, and even in Hell\xe2\x80\x94anywhere that dreams or nightmares are a valuable commodity. They are merciless to any who threaten the sanctity of dreams, but especially dream eaters.'