
ENTITY NO. 152
THREAT LEVEL
3
Habitat:
Individual; Beaches or coastal levels, levels generally with a large quantity of sand.
Aggression: 1/5
Attacks if threatened
Intellect: 5/5
Surpasses human IQ
Danger: 3/5
Injuries fairly common
This page needs a rewrite.
Date: October 10, 2025
Reason: Awkward, informal writing, concepts are sometimes a bit too absurd for no reason
Remember to check the page history and what links here before rewriting.
Description[]
Entity 152, colloquially known as "Mr. Sandman," is an individual, solitary entity encountered on coastal areas and beaches of various levels. He can also be sighted on levels that generally have the presence of sand in large quantities. Wanderers report that around Mr. Sandman, one can hear the song "Mr. Sandman" by the Chordettes, which becomes more noticeable and louder as one inches near Mr. Sandman. Mr. Sandman is often seen visiting colonies, outposts, and certain areas on, mainly, Level 587, and Level 100. He brings water, nourishment, resources, wood, and construction materials for the people of the outposts. Mr. Sandman has been sighted many times fighting other entities. It is highly believed that Mr. Sandman consumes other organisms by absorbing them with his eyes, which liberate a digestive-like substance. After the entity is digested, half of it is converted into energy, while the second half is converted into sand, which attaches strongly to his body.
Mr. Sandman is, as previously mentioned, solitary and prefers to be alone when not near any human activity. Mr. Sandman is often found hiding inside barrels, crates, and chests in the form of sand (a pile of sand). This may be due to injuries or fear. Mr. Sandman is described as wise and intelligent, giving extremely useful and important life advice. Multiple grains and particles of sand surround Mr. Sandman, levitating around him. Similarly to the Armless, when one attempts to photograph Mr. Sandman, the picture appears covered in sand, despite no sand actually existing nearby the camera, and in several instances, the photography may appear fully covered in sand. Due to this, sketches, arts, and 3D models are used more to depict Mr. Sandman than photographs.
Mr. Sandman has a lot of brainpower and a high IQ (approximately, 270 IQ.), and his vision is much faster than a human's. He can also smell a much higher quantity of substances compared to humans, enhancing his taste senses. Mr. Sandman is able to have more than twelve thoughts at the same time while not losing control over them. His attention span is long, and he can focus on only one topic for weeks on end. Mr. Sandman's memory is also enhanced, and he can remember 80% of his life. The stories of his memories he describes are extremely detailed, and he can describe perfectly details such as appearance, weather, facial features, and expressions, among many other details. Mr. Sandman can hear very well and hear sounds from four miles (6,43738 kilometers.) away easily in a slightly low volume. Mr. Sandman can also adjust his eyes' glow strength, length, and radius, which, according to him, has been very useful many times. Mr. Sandman may materialize 4D, indescribable forms, which he uses to confuse possible, more intelligent, threats nearby him.
Mr. Sandman can control the tidewaves of the bodies of water, such as lakes, ponds, seas, beaches, and oceans. He can cause floods, rains, storms, tsunamis, and hurricanes, among others. Mr. Sandman may adjust the water, changing its natural state, color, acidity, and present substances, among others. He may change the pattern of the waves to his wish, and has created many works of art and abstract depictions on the ocean for fun. If Mr. Sandman enters the sea, unlike most sand structures and objects, his body fragments would attach together much easilier and stronger, and it would become difficult to fragment him. Rainwater can also be controlled by Mr. Sandman the same way as the tidewaves, however, Mr. Sandman can shift the water droplets' shape and forms. He can adjust the nutrients, effects, and positive consequences of consuming this rainwater. Mr. Sandman can manipulate the form and properties of icycles and general ice structures.
Behavior[]
Mr. Sandman is a generally friendly entity. The entity has a love for wandering around, wherever he is currently located. He enjoys conversing with the wanderers he encounters. Mr. Sandman is an entity that is extremely difficult to provoke, being exceedingly calm and serene. He is frequently seen pondering the sky, or alternatively, the waves of the beach's ocean. Mr. Sandman is known for comforting those whom he deems depressed. He has been seen building small cabins to temporarily sleep in, and after the cabin is no longer needed, he will tear it down. The resources of the cabins will likely be reutilized by him, depending on their current state of wear. Mr. Sandman will attempt to help wounded wanderers and wanderers close to death. Periodically, Mr. Sandman will visit or will simply pass through colonies and outposts for seemingly no reason; however, he may bring nourishment and resources to the people of these outposts, heal the wounded, and build homes. Those who have met Mr. Sandman generally describe him as a gentle, careful, nice, friendly entity who seeks to help anyone in need. Mr. Sandman may also be very shy in certain situations and locations and has many times refused to make interviews; he has only made one interview previously shown.
Periodically, Mr. Sandman may act strangely; he may act emotionless, simply wandering around the level he is currently located on. Mr. Sandman will likely remain unresponsive, often ignoring all events and organisms surrounding him. Mr. Sandman will likely only respond in some way due to poisoning or severe pain. This behavior lasts approximately forty minutes. Mr. Sandman may also become panicked, anxious, and unable to speak correctly or entirely. He may turn furnituring upside down or scream. Mr. Sandman will only have this behavior once a month for seven minutes and sixteen minutes. Mr. Sandman's most common alternate behavior is his reverse behavior; during this time frame, he will not assist any organisms and will act more aggressive and irritated. Mr. Sandman's abilities become more active and strong when his behavior is reversed; therefore, it is highly recommended to stay far away from the entity during this time period.
Biology[]
Mr. Sandman takes on the appearance of a legless, humanoid-like sand creature with two glowing, white eyes. The entity has a darkened gray top hat with a red-colored strip on the center of the top hat. Mr. Sandman's arms are long and have no fingers. Mr. Sandman may occasionally be seen wearing a bowtie during dates determined "important" by him. Mr. Sandman has an absence of most facial features, for example, his mouth, nose, and ears. Although, contrary to that, he has reported that he can hear, talk, and smell. Mr. Sandman's voice is described as admiring, beautiful, gentle, empathic, and serene, featuring a British-like accent that is liberated from his body in the form of an aura-shaped sound wave. Instead of featuring legs, Mr. Sandman's torso stretches to the ground. This helps him collect sand, strengthening him, and may assist if he suffers the loss of a large and significant fragment of his body, as the sand can be sent to the lost part to recover it. According to Mr. Sandman, his lifespan is more than 90,000 years, and his gender is naturally male. Mr. Sandman's diet is similar to that of a human being; he consumes Almond Water, Achrophiline, meat, and plants. Mr. Sandman can change fragments and properties of his body, such as shortening or extending his top hat, or, as aforementioned, adjusting his eyes' glow.
Mr. Sandman has reality distortion abilities; he can create and destroy anything he wishes. He can travel time forward and backward. He can change events at any time. Although Mr. Sandman's abilities are limited, he cannot create or destroy items and locations to a colossal size nor create or destroy an enormous quantity of items. Mr. Sandman has stated a myriad of times that he can only create items in small quantities, and they cannot pass approximately fifty meters (164,042 feet.). Mr. Sandman can create temporal and locational portals, which may take him around the timeline and in any area of any dimension, excluding the Broken. Mr. Sandman's eyes contain a white, infinite, non-Euclidean void where he can store any item or living organism. This void expands infinitely to all directions, excluding the east, instead of a space on the east, is a large wall, where the eyeholes are located. These stored items will float around the void and will generally be near the eyes, and items rarely float away. If an object floats away, it may dissipate into the void's thickened air. After it dissipates, it will likely be launched out of any part of Mr. Sandman's body. It may also simply be recreated nearby the void's exit (the eyes.).
Mr. Sandman has the ability to infiltrate one's dreams. Once he enters one's dreams, the entity gains full control over their dreams. Mr. Sandman seems to mainly enter the dreams of people with mental issues, such as anxiety and depression. Once he gains access to the dream, he becomes trapped, only being able to leave after the dream's host's awakening. Mr. Sandman can create and destroy anything he wishes to an unending size and quantity. He can create key events and send the wanderer into a specific time frame of the dream. Mr. Sandman will attempt to improve the person's dream and, to an extent, mental health while not explicitly appearing. Mr. Sandman can shift his appearance; the most common shapes he takes are spheres and pyramids with blue solid eyes and a war general hat. Mr. Sandman may be present in two or more dreams at the same time. This may cause the dreams to become more unstable, and the entity may lose control of the dream, often creating horror or emotionally sensitive contents within the dream. Due to this, dreams are often considered the main hazard brought by Mr. Sandman.
Discovery[]
Mr. Sandman was first seen on October 17th, 1954, on Level 587. After being injured as a consequence of fighting with a nearby group of Foams, who ambushed him after attempting to take nearby food, he decided to seek medicinal support. After reaching the Auto Nexus' Base Luxury, he was aided and stayed on the base for a prolonged amount of time. He was interviewed and has since visited the level. Although Mr. Sandman has been previously reported in dreams, he is described as a sand sphere with two concrete blue eyes. The first report of Mr. Sandman on a dream encountered on BACK-NET, the internet, and on documents was posted in December of 1923. The post described the dream's setting as an extravagant restaurant in the heart of a large rainforest with blue and purple leaves and unique fauna and flora. The author describes Mr. Sandman as a blue, blurry cube with a maze-like layout across its surface. This cube had a comically long top hat with various green stripes and two cylinder- or triangle-shaped, glowing red eyes.
Do's and Don'ts[]
Do's:[]
- Be friendly to the entity.
- Assist the entity.
- Allow him to infiltrate dreams.
- Allow Mr. Sandman to walk away.
- Stay away when his behavior is reversed.
Don'ts:[]
- Panic.
- Provoke the entity.
- Attack the entity.
- Stay close to him when his behavior is reversed.
Author: Nightfoxy25, le goofy guy
- Witness sketch of Mr. Sandman; drawn by me and digitalized. God I suck at drawing ngl
- Eye void image and cube dreams form image are AI-generated.
- Wikitext stolen from Level 700 and R.E.D.
- Song: "Mr. Sandman" by the Chordettes.
♪Bring me a dream...♪
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