Sandman (CR 3)
Alignment: Usually neutral evil
Initiative: +0; Senses: darkvision 60 ft., Listen +6, and Spot +6
AC: 17 (+7 natural), touch 10, flat-footed 17
Hit Dice: 4d8+4 (22 hp)
Fort +5, Ref +1, Will +1
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple -2
Attack: Slam +3 melee
Full Attack: Slam +3 melee
Damage: 1d6 and sleep
Special Attacks/Actions: Sleep
Abilities: Str 11, Dex 11, Con 12, Int 10, Wis 11, Cha 10
Special Qualities: SR 15
Skills: Hide +5, Listen +6, Move Silently +5, and Spot +6
Advancement: 5-12 HD (Medium-size)
Climate/Terrain: Any land and underground
Organization: Solitary or gang (2-4)
Treasure: Double coins
A sandman attacks using its fists if pressed, but almost always relies on its sleep ability to affect those within range. Once a creature goes to sleep, the sandman will not attack it.
Sleep (Su): 20-foot radius or by touch, Will save (DC 13) or sleep for 30 minutes. Each 1 minute thereafter, the victim must succeed at a Will save (DC 13) to wake up. Slapping or wounding a sleeping creature will wake it, though normal noise will not. Unconscious creatures, constructs, and undead are immune to the effects of this ability.
The Sandman first appeared in the Fiend Folio (1981).