The Sandman, Master of Dreams (5e Creature)

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The Sandman, Master of Dreams[edit]

Large celestial (shapechanger), neutral


Armor Class 21 (natural armor)
Hit Points 294 (28d10 + 140)
Speed 40 ft., fly 80 ft.


STR DEX CON INT WIS CHA
20 (+5) 24 (+7) 20 (+5) 18 (+4) 18 (+4) 26 (+8)

Saving Throws Dex +14, Con +12, Wis +11, Cha +15
Skills Acrobatics +14, Deception +15, History +11, Insight +11, Intimidation +15, Perception +11, Performance +15, Persuasion +15, Religion +11
Proficiency Bonus +7
Damage Resistances acid, cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities fire, poison, psychic
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 21
Languages all, telepathy 120 ft.
Challenge 21 (33,000 XP)


Confusion Aura. Any creature hostile to the Sandman that starts its turn within 20 feet of his must make a DC 23 Wisdom saving throw. On a failed save, the creature is confused for 1 round, as if affected by the confusion spell. On a successful save, the creature is immune to the Sandman's Confusion Aura for the next 24 hours.

Flyby. The Sandman doesn't provoke an opportunity attack when he flies out of an opponent's reach.

Innate Spellcasting. The Sandman's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components or concentration:

At will: charm monster, creation (as a 9th-level spell), dimension door, disguise self, dispel magic (as a 5th-level spell), dream, eldritch blast* (17th level), major image (as a 6th-level spell), minor illusion, mirage arcane (1 minute casting time), phantasmal force, plane shift, suggestion, teleport, vicious mockery* (17th level; as a bonus action)
3/day each: dominate monster, fear, hold monster, seeming

* The Sandman has a +8 bonus to damage rolls with these spells.

Legendary Resistance (3/Day). If the Sandman fails a saving throw, he can choose to succeed instead.

Magic Resistance. The Sandman has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Sandman's weapon attacks are magical.

Regeneration. The Sandman regains 20 hit points at the start of his turn. If he takes damage from a silver weapon, this trait doesn't function at the start of his next turn. The Sandman dies only if he starts his turn with 0 hit points and doesn't regenerate. If the Sandman dies, he reforms in the plane of dreams and regenerates 20 hit points per day until fully reformed.

Shapechanger. The Sandman can take on a form that is either pleasing or horrifying to the creatures he encounters.

Malleable Illusions. When the Sandman casts an illusion spell that has a duration of 1 minute or longer, the Sandman can use his action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that the Sandman can see the illusion.

Illusory Reality. When the Sandman casts an illusion spell of 1st level or higher, the Sandman can choose one inanimate, nonmagical object that is part of the illusion and make that object real. The Sandman can do this on his turn as a bonus action while the spell is ongoing. The object remains real for 10 minutes, and it can't deal damage or directly harm anyone.

Telepathic Bond. The Sandman ignores the range restriction on its telepathy when communicating with a creature he has charmed. The two don't even need to be on the same plane of existence.

Telepathic Probe When The Sandman communicates telepathically with a creature, and that creature responds, the Sandman gains an understanding of that creature's greatest hopes, dreams and fears.

ACTIONS

Multiattack. the Sandman makes three weapon attacks.

Scourge. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage, and the target must make a DC 18 Constitution saving throw. If the target is a creature other than an undead or a construct, it loses 10 (3d6) hit points at the start of each of its turns due to a nightmarish wound. Each time the Sandman hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Summon Dream Creature (Recharge 6). The Sandman summons his choice of four CR 12 or one CR 20 creature. He can alternatively summon other creatures with a challenge rating equal to or lower than the options presented. The Sandman can maintain only 1 creature over CR 12. Summoned creatures appear in unoccupied spaces within 60 feet of the Sandman, act as his allies, and can't be controlled by any other creature. The Sandman imagines creatures and they form from the dream plane. Their personalities and alignments are picked by the Sandman at the time of their summoning. For example, a chaotic good succubus could just as easily be created as a neutral evil Deva. They disappear when they reach 0 hit points, the Sandman dismisses them (no action required), or the Sandman dies. The Sandman can maintain 60 CR worth of dream creatures at once.

Charm. One humanoid the Sandman can see within 30 feet of it must succeed on a DC 23 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the Sandman's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to the Sandman's Charm for the next 24 hours.
The Sandman can have only one target charmed at a time. If he charms another, the effect on the previous target ends.


LEGENDARY ACTIONS

The Sandman can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Sandman regains spent legendary actions at the start of his turn.

Attack. The Sandman makes one attack with his scourge.
Cantrip. The Sandman casts a cantrip with a casting time of 1 action or less.
Dimension Door. The Sandman casts dimension door.
Cast a Spell (Costs 2 Actions). The Sandman casts a spell with a casting time of 1 action.
Dream Come True (3 actions). The Sandman thinks of something related to the dreams or nightmares of a creature and then makes it so as the effects of a Wish spell.

Ariochfly.jpg
Christopher Moeller

In the limitless expanse of the multiverse, where the celestial and the divine intermingle, Selûne, the Moonmaiden, weaves her cosmic ballet of dreams. Her lunar sanctuary, a cradle of starlight and shadows, births these ethereal phantoms, dispatching them to the slumbering minds of mortals across all realms and dimensions.

Among this ceaseless torrent of dreams, one arose, a singularity, an entity imbued with a spirit of discovery and curiosity. This dream, a maverick among its fleeting brethren, defied the dawn, refusing to dissolve with the first light. Intrigued by its audacity, Selûne christened this creature of the night—the Sandman.

The Sandman, a dream no longer, developed through the passage of uncountable eons. From formless spectre to a conscious entity, he evolved, his essence crystallizing under Selûne's watchful gaze. The divine essence of the goddess was entwined with his being, granting him an existence that transcended the ephemeral world of dreams. Restless and insatiable, the Sandman was a nomad of the psyche. His journey extended beyond the dreams of mortals, piercing the veils of reality to wander the very fabric of the multiverse. He stepped through the looking glass, venturing from the Plane of Dreams to the celestial highways of the Upper and Lower planes, and the myriad worlds of the Material Plane.

His voyage was not a fleeting whisper in the night. Instead, he fully immersed himself in each dream, living it as though it were his own reality. A farmer's humble aspiration in a remote village of the Material Plane. The grandiose ideals of a celestial in the Seven Heavens of Celestia. The shadowy fantasies of a denizen of the Shadowfell. Each dream was a story, and the Sandman was its protagonist, one tale at a time.

As the aeons turned, his nocturnal visits began to leave a footprint on the sands of the subconscious. Mortals, in their slumber, began to recognize his large, golden, elf-like form. Tales of a dream-wanderer echoed in the minds of many, and a legend was born. The Sandman became a beacon in the night, an entity to whom prayers were whispered for sweet dreams and safe passage through the shadowy realm of nightmares. The dreams he visited were a reflection of the beings he encountered—their hopes, their fears, their desires. They revealed to the Sandman the dichotomy of existence, the resilience and potential of these beings, their capacity for kindness and cruelty. Stirred by the profound depths of these revelations, the Sandman felt a duty, a need to safeguard these sleepers from the lurking terrors of their own subconscious.

Today, the Sandman is no longer a mere dream born of divinity. He is a guardian of the night, a protector of the subconscious, a bridge spanning the chasm between the mortal and the divine, the waking world and the dreamlands. His legend continues to unfold with each dream, each plane, each mind he visits. He is the sentinel, the explorer, the Sandman—forevermore.

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