Sandmen for d20 Darkmatter

Sandmen are humanoid creatures composed of hordes of nanite sized robots.  They are all servants and agents who work for the alien Etoile.  More information on Sandmen can be found in the Darkmatter book.

Sandman
Medium Monstrous Humanoid
Hit Dice: 2d8+6 (21 hp)
Initiative: +5
Speed: 30 ft.
AC: 14 (+1 Dexterity, +3 Natural)
Attacks: punch +5 melee; firearm +5 ranged
Damage: slam 1d3+2; by firearm
Face/Reach: 5 ft. by 5 ft.
Special Attacks: None
Special Qualities: Conductor Sensitivity, Electronic Empathy, Hypnosis, Inhuman Immunities, Morph 
Saves: Fort +2, Ref +4, Will +3
Abilities: Str 14, Dex 12 , Con 16, Int 14, Wis 10, Cha 12
Feats: Alertness, Blood Music, Improved Unarmed Strike
Skills (ranks only): Concentration +6, Electronics +4, Firearms +4, Melee Combat +3, Move Silently +4, Spot +2, Use Computer +5

Special Qualities:
Conductor Sensitivity: if ever immersed in a conductive fluid, suffers 2d8 subdual points of damage.
Electronic Empathy: gains +5 to Use Computer skill checks, +3 to Electronics skill checks.  Can fuse with any computer system, taking control of it, with a Use Computer or a Use Electronics check.  Fused characters cannot take any actions but to control the item they are fused with.
Hypnosis: if allowed to speak, characters gain a +4 bonus to any Charisma based skill check.
Inhuman Immunities: as a non-organic creature, Sandmen are immune to poison and disease.
Morph: character can adjust and move his nanite body, gaining +4 to Climb, Disguise, Escape Artist, Hide, and Prestidgitation checks.  It takes a Sandman one round to morph, during which time they can take no other actions.

New Feat:
Blood Music: available only to Sandmen, Blood Music allows the Sandmen to try and coordinate the nanites in his body to allow him to do special abilities.  By making a Concentration check at DC 15, the character can go Hot Running for the next 5 rounds, gaining +2d8 temporary hit oints.  At DC 20, they can reach Stasis for as long as they wish, healing 2d8 hit points per hour, as well as 1 Wound point per hour.  At DC 25, can go into a Fugue State, suffering 1d6 subdual points of damage each round, but gaining an extra full action per turn , as well as +2 Initiative and +10' Speed.

New Weapon:
Needler Pistol: 2d4 damage, 18-20 crit, 50' range increment, loaded with paralytic poison, Fortitude save DC 15 or become paralyzed for 2d12 hours in 1 round.