SANDMAN

FREQUENCY: Rare
FREQUENCY: Rare ([Dungeon Level IV])

FREQUENCY: Rare ([Temperate Wilderness Desert])
FREQUENCY: Very rare ([Temperate Wilderness Mountains], [Temperate Wilderness Plains])
FREQUENCY: Very rare ([Tropical Wilderness Mountains], [Tropical Wilderness Plains])

NO. APPEARING: 1-6
ARMOR CLASS: 3
MOVE: 9"
HIT DICE: 4
% IN LAIR: 20%
TREASURE TYPE: 100-2,000 gp
NO. OF ATTACKS: Nil
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: Sleep
SPECIAL DEFENSES: Protection from normal missiles
MAGIC RESISTANCE: 20%
INTELLIGENCE: Average
ALIGNMENT: Neutral (with evil tendencies)
SIZE: M
LEVEL/X.P. VALUE: IV | 215 + 4

SAVES: 13.14.15.16.16

The sandman's name describes it exactly --
a man-like biped made entirely of sand,
held together by some sort of magical cohesion.
Clearly,
these are creatures from another plane,
but what their purposes are on the PMP,
none can say.

Sandman automatically attack humans and need never need check morale.

Sleep: Any character || monster coming within 20' of the sandman must save against magic or go to sleep,
irrespective of experience level.
Those who manage to stay awake must attempt to save again each time they touch the sandman or are touched by it (a hit on the sandman with a weapon does not constitute a 'touch').

Once the sandman has put a victim to sleep it will take no further action against him,
leaving him to doze,
though if the encounter took place in its lair it will eject the sleeper first.

Sleepers will remain asleep for 3 full turns whatever happens.
Thereafter,
there is a cumulative 10% chance per turn of a sleeper waking of his own accord,
and a 95% chance per round of him waking if violently disturbed.

Protection from Normal Missiles: Sandmen have the natural ability of protection from normal missiles.

    by Roger Musson