AC 12
HP 31 (7d8; bloodied 15)
Speed 30 ft.
Proficiency +2; Maneuver DC 12
Damage Resistances bludgeoning, piercing
Damage Immunities poison
Condition Immunities charmed , fatigue , frightened , paralyzed , petrified , poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but can’t speak
Water Soluble. If soaked with water, the sandling takes 5 (1d10) ongoing acid damage if it isn’t already suffering ongoing acid damage. The sandling can spend an action to end this damage if it has access to dry sand to repair itself.
Local Spirit. The sandling is destroyed if it travels more than a mile from the place it was created.
Spell-created. The DC for dispel magic to destroy this creature is 19.
ACTIONS
Multiattack. The sandling uses sandstorm and makes two slam attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Sandstorm. Each creature within 30 feet makes a DC 12 Constitution saving throw . On a failure, it is blinded until the end of its next turn.
Hat of Illusion (1/Day). While wearing a hat or other head covering, the sandling takes on the illusory appearance of the last living humanoid to wear that hat. It requires a DC 12 Insight or Perception check to recognize the illusion. The illusion ends when the sandling is touched, takes damage, attacks, or uses Sandstorm, or when the sandling chooses to end it as a bonus action.
Combat
The sandling uses sandstorm and then slams a target, preferably a blinded one. Most sandlings guard a particular person or place and don’t chase a fleeing enemy.
Sandlings are constructs made of dry sand. Their use is mostly confined to the desert, since water and rain dissolve sandlings.
1 Motionless; attacks only if you approach something it’s guarding
2 Its head turns to watch you; attacks if you get within 5 feet
3 Disguised as a humanoid; silently tries to lead you to its master
4 Performing a horrid boneless dance
5 Motionless, but changes its position when you’re not watching; attacks if approached
6 Guarding in disguised form; attacks trespassers
Scarecrows are usually created by spellcasters in temperate environments. Snowmen and sandlings are more common in extreme environments.
CR 0–2 1 or 2 scarecrows , sandlings , or snowmen ; scarecrow with awakened shrub or swarm of ravens
CR 3–4 3 or 4 scarecrows , sandlings , or snowmen
CR 5–10 scarecrow harvester ; scarecrow harvester riding nightmare , skeletal warhorse , or broom of flying
Treasure broom of flying or horseshoes of a zephyr
Constructs are beings that were built or made. Some are mindless machines, while others have some form of intelligence. Guardians are constructs.