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/Possessions: Double coins
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.
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.
The Sandman first appeared in the Fiend Folio (1981).