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Sandman (3pp)

This creature appears as a slender, lithe humanoid constructed of sand. Delicate features can be seen on its face, and its fingers are long and slender.

Sandman CR 3

XP 800
N(E) Medium outsider (elemental, extraplanar, earth)
Init +5; Senses darkvision 60 ft.; Perception +7
Aura sleep aura (20 ft., DC 14)

DEFENSE

AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 30 (4d10+8)
Fort +6, Ref +2, Will +4
Defensive Abilities protection from arrows; Immune elemental traits; SR 15

OFFENSE

Speed 30 ft.
Melee slam +7 (1d4+3 plus sleep)

STATISTICS

Str 14, Dex 12, Con 14, Int 10, Wis 11, Cha 14
Base Atk +4; CMB +6; CMD 17
Feats Improved Initiative, Weapon Focus (slam)
Skills Knowledge (arcana) +7, Knowledge (planes) +7, Perception +7, Sense Motive +7, Stealth +8, Use Magic Device +9
Languages Terran

SPECIAL ABILITIES

Sleep (Su)

A creature struck by a sandman must succeed on a DC 14 Will save or be affected as though by a sleep spell (caster level 8th). There is no limit to the number of Hit Dice a sandman can affect with this aura. The save DC is Charisma-based. Creatures attacking a sandman unarmed or with natural attacks are also subject to this special attack.

Sleep Aura (Su)

A sandman can radiate a 20-foot-radius sleep aura as a free action. A creature in the area must succeed on a DC 14 Will save or be affected as though by a sleep spell (caster level 8th). There is no limit to the number of Hit Dice a sandman can affect with this aura. A creature that successfully saves cannot be affected again by the same sandman's sleep aura for one day. The save DC is Charisma-based.

Protection from Arrows (Su)

A sandman is protected by a permanent protection from arrows effect (as the spell) that grants it damage reduction 10/magic against ranged weapons. This ability is inherent and cannot be dispelled.