Sandman CR 3
NE Medium Elemental (earth)
, Senses ; ; darkvision 60 ft
Aura sleep (20-ft radius, Will DC 15)
Languages telepathy (100 ft, in Terran only, understands all other languages)
AC 17, touch 10, flat-footed 17 (+7 Natural)
hp 25 (4 HD); DR 10/magic (against ranged weapons only)
Immune elemental immunities; SR 15
Spd 30 ft (6 squares); earth glide
Melee slam +3 (1d6 plus sleep)
Base Atk +3;
Space 5 ft ft.; Reach 5 ft
Atk Options sleep
Abilities, , , , ,
SQ earth glide, elemental traits, protection from arrows
Feats Alertness, Ability Focus (sleep)
Skills Hide +3, Listen +6, Move Silently +3, Spot +6
Earth Glide (Ex) A sandman can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing sandman flings it back 30 ft, stunning the creature for 1 round unless it succeeds on a DC 15 Fort save.
Protection From Arrows (Ex) As the spell (caster level 4). This ability is inherent and cannot be dispelled.
Sleep (Su) A sandman's sleep ability affects all creatures in a 20-foot radius as well as by touch (Will DC 15 or sleep for 30 minutes). For the first 30 minutes of sleep, nothing short of dispel magic (or more powerful magic) will awaken a sleeping creature. The save DC is Con-based and includes a +2 bonus from its Ability Focus feat.
Each 1 minute thereafter, the victim must succeed on a Will save (DC 15) to wake up. For each minute that passes, the DC decreases by 1. Violent shaking or attacking a sleeping creature will wake it at this time. Constructs, undead, and any other creature immune to sleep effects are immune to this ability.
Strategy and Tactics A sandman avoids combat if possible, preferring to attack at night, where it can slip away from combat if things are going against it.
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.
Environment Elemental Plane of Earth
Typical Physical Characteristics Sandmen are humanoid bipeds made entirely of sand, held together by magical cohesion.
Alignment Usually neutral evil
Typical Treasure Double coins
For Player Characters The sand left behind when a sandman is slain can be used in the production of potions of deep slumber in which case the potion's effect is extended (as if by the Extend Spell feat) without raising the level of the spell.
If a handful of this sand is used during the casting of sleep, it becomes a deep slumber spell (without raising the level of the spell).
Advanced Creature 5-12 HD (Medium)
This 3.5 version was based on the 3.0 version found at Creature Catalogue online  and the 2e version found in Monstrous Compendium Annual vol 1.