Sammael
Medium Celestial neutral good
- Armor Class: 16 (natural armor)
- Hit Points: 104 (16d8+32)
- Speed: fly 40 ft. walk 30 ft.
- Challenge Rating: 7 (2,900 XP)
- Source: Creature Codex, page 19
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
10 (+0) |
14 (+2) |
10 (+0) |
19 (+4) |
12 (+1) |
- Saving Throws: Wis +7, Cha +4
- Skills: insight +7, perception +7
- Damage Resistances: radiant; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities: charmed, exhaustion, frightened
- Senses: darkvision 120 ft., passive Perception 17
- Languages: all, telepathy 120 ft.
Special Abilities
- Angelic Weapons: The sammael's weapon attacks are magical. When the sammael hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack).
- Sacred Duty: The sammael angel can use its bonus action to shift its purpose between Destructor, Executioner, and Punisher.
- Destructor. The sammael's purpose is to destroy unholy monuments and statues. Its weapon attacks deal double damage to objects and structures.
- Executioner. The sammael's purpose is to slay a specific creature. The angel has advantage on attack rolls against a specific creature, chosen by its deity. As long as the angel and the victim are on the same plane of existence, the angel knows the precise location of the creature.
- Punisher. The sammael's purpose is to punish, but not kill, creatures, inflicting long-term suffering on those of its deity's choosing. A creature reduced to 0 hp by the angel loses 3 (1d6) Charisma as its body is horribly scarred by the deity's retribution. The scars last until the creature is cured by the greater restoration spell or similar magic.
Actions
- Multiattack: The sammael makes two melee attacks.
- Greataxe (Executioner Form Only): Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage plus 9 (2d8) radiant damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn.
- Slam (Destructor Form Only): Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) fire damage plus 9 (2d8) radiant damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed 10 feet away from the angel.
- Whip (Punisher Form Only): Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage plus 9 (2d8) radiant damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn. A creature's hp maximum is reduced by an amount equal to the radiant damage taken. This reduction lasts until the creature finishes a short or long rest.
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