Sandman
Medium Elemental (Earth, Extraplanar)
Hit Dice: 4d8+12 (30 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 17 (+1 Dex, +6 Natural), touch 11, flat-footed 16
Base Attack/Grapple: +3/+6
Attack: Touch +6 melee touch (sleep)
Full Attack: Touch +6 melee touch (sleep)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sleep
Special Qualities: Darkvision 60 ft., Elemental traits, SR x, Missile Resistance
Saves: Fort +7, Ref +2, Will +3
Abilities: Str 16, Dex 12, Con 16, Int 10, Wis 14, Cha 12
Skills: Hide +3 (+11 in sand), Knowledge (The Planes) +5, Listen +7, Move Silently +3, Spot +6
Feats: Ability Focus (Sleep), Stealthy
Environment: Warm Desert
Organization: Solitary, company (2-4), or band (6-15)
Challenge Rating: 3
Treasure: Standard
Alignment: Neutrsl Evil
Advancement: 5-8 HD (Medium)
Level Adjustment: ---

"So basically, you're a scumbag who employs elemental scumbags to steal people?"

"You know I'm a Genie right?"

"So yer a scumbag Genie. Big whoop,"

Sandmen are humanoid elementals composed of sand enslaved by the Dao. They are sent by their masters to fetch slaves.

Sleep (Su): Any living being within 20 feet of a Sandman must make a DC 15 Willpower Save (Save DC is Charisma based), or fall asleep as per the Sleep spell (unlike the spell there is no HD limit). Any living being touching, or being touched by, a Sandman must make a Saving Throw as well..

Missile Resistance (Ex): Sandmen have DR 10/Magic against ranged weapons.

Skills: Sandmen have a +8 Racial Bonus to Hide Checks in sand.

Combat: Sandmen rely on their Sleep ability, and flee if it isn't effective.