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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Sammael/

Sammael

Sammael

Medium celestial, neutral good
  • Armor Class 16 (natural armor)
  • Hit Points 104 (16d8+32)
  • Speed 30 ft., fly 40 ft.
  • STR
    18 (+4)
  • DEX
    10 (+0)
  • CON
    14 (+2)
  • INT
    10 (+0)
  • WIS
    19 (+4)
  • CHA
    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.
  • Challenge 7 (2,900 XP)
  • 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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