Elemental (Living Elemental): A living elemental isn't subject to poison, sleep effects, paralysis, stunning, disease, fatigue, exhaustion, energy drain, nausea, or sickening. A living elemental can use the run action, but doing so will tire it out.
A living elemental has some life process that are subject to failure and the creature is vulnerable to critical hits, nonlethal damage, ability damage, ability drain, death effects, and necromancy effects. The low level of biological activity in a living elemental's body leaves it susceptible to effects that require Fortitude saves unless the effect is one that is listed in the previous paragraph.
As a living elemental it cannot heal damage on its own unless it also has the fast healing special quality. It is possible, however, to repair damage to a living elemental through the Craft Construct feat (see Part Two). The various cure wounds spells from the Player's Handbook work on living elemental, but only at half effect; roll the spell's effect as usual, but divide the amount of healing in half, rounded down. The repair damage spells from Complete Arcane have full effect on a living elemental. Living elemental heal damage on rest.
25% Fortification is a 25% chance to avoid critical hits or sneak attack if struck with one.
Medium: As medium-sized creatures, sandmen do not get any size bonuses nor penalties.
Sandman base land speed is 20 feet, however it increases to 30 feet in sandy areas.
Flesh of Sand (Ex): The sandman is immune to electricity, but takes extra damage from earth type spells. In additional certain spells such as move earth have additional negative effects (see Clay Golem, or Stone, or whichever it is).
Sand Regeneration (Ex): If in contact with Sands, a sandman got a regeneration of 1 point however all healing effect magical or mundane are negated except on rest.