Medium fey, any alignment
Hit Points: 80 (10d12 + 19)
STR 9 (-1) DEX 15 (+2) CON 20 (+5)
INT 15 (+2) WIS 19 (+4) CHA 14 (+2)
Saving Throws: Con +8, Wis +7
Skills: Arcana +8, Deception +5, Insight +7, Intimidation +5, Perception +7, Persuasion +5, Sleight of Hand +5, Stealth +8
Damage Resistances: poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities: charmed, exhaustion, poisoned, stunned, unconscious
Senses: blindsight 10 ft., darkvision 120 ft., passive Perception 17
Languages: Common, Draconic, Sylvan, Undercommon
Eyes Open: You can see normally when in magical darkness.
Well Rested: At the start of each of his turn, the Sandman regains 10hp.
Innate Spellcasting: You have the innate ability to cast certain spells. Your Spellcasting Modifier for these spells is Constitution. Your Spell Save DC = 16.
You know the spells Sleep, Misty Step, and Detect Thoughts. You can cast them as if they were cantrips.
You can also cast the following spells each once per day: Charm Person, Dream, Moonbeam, Darkness, Bestow Curse.
Learned Spellcaster: As a spellcaster you have 2 Level 1 spell slots, 2 Level 2 spell slots, and 3 Level 3 spell slots. They recharge after a Long Rest.
You may cast any of your innate spells using spell slots if you wish. Your Spellcasting Modifier is Constitution. Your Spell Save DC = 16.
You also have the following spells always prepared: Invisibility, Mind Spike, and Vicious Mockery.
War Caster: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
The Pricker: You have a long staff with a blade on its end. You can use an Action to attack with the blade. +6 to hit, 10ft reach, 2d6 + Constitution modifier piercing damage. If the target was hit with this attack they must make a Constitution Saving Throw of DC 15 or be Stunned until the start of their next turn.
Recharge: As a Bonus Action, you can restore a number of hit points equal to 1d12 + Constitution modifier. You can do this a number of times equal to your Constitution Modifier.
Out of Sight: As a Bonus Action, you can cast Misty Step. You teleport to your new location invisibly. You stay invisible until the start of your next turn, or unless you cast a spell or make an attack.
Bluntly: As a Bonus Action immediately after hitting with the Pricker you may turn the staff around and use the blunt end to hit the target or another target within 5ft of you. +6 to hit, 10ft reach, 1d4 + Constitution Modifier bludgeoning damage.
Bag of Sand: When a creature within 5ft of you hits you with an attack, you may take a Reaction to reach into your bag and throw sand in their face. They need to reroll the attack and take the lower number.