# 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.