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Sammael

Medium · Celestial · CR 7 · Neutral Good

Source. Creature Codex
Armor Class
16 (natural armor)
Hit Points and Hit Dice
104 (16d8+32)
Challenge Rating CR
7

Ability Scores

Core attributes and their modifiers.

STR
18
+4
DEX
10
+0
CON
14
+2
INT
10
+0
WIS
19
+4
CHA
12
+1

Overview

Category Monsters
Size Medium
Type Celestial
Alignment Neutral Good
XP 2900
Initiative Bonus +0

Movement

Walk 30 ft (9.1 m)
Fly 40 ft (12.2 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 120 ft (36.6 m)
Passive Perception 17

Saving Throws

Wisdom +7 Charisma +4

Skills

Insight +7 Perception +7

Languages

all, telepathy 120.0 ft (36.6 m).

Resistances & Immunities

Damage Resistances
radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, exhaustion, frightened

Traits

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

Greataxe

+7 to hit, reach 5 ft (1.5 m). Hit: 1d12+4 plus 2d8 radiant damage.

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.

Multiattack

The sammael makes two melee attacks.

Slam

+7 to hit, reach 5 ft (1.5 m). Hit: 2d6+4 plus 2d8 radiant damage.

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

+7 to hit, reach 10 ft (3 m). Hit: 1d4+4 plus 2d8 radiant damage.

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.

About Sammael

Sammael is a medium celestial with a Challenge Rating of 7. It has a neutral good alignment.

In combat, this creature maintains an Armor Class of 16 and possesses 104 hit points (derived from 16d8+32).

Sammael has communication capabilities including all, telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Sammael

3 tips available

When using Sammael in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
  • Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.

Player Guide: Facing Sammael

3 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.
  • Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 7.

Solo Encounter:

A single character of level 10 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 5,600 XP
  • Hard: 8,400 XP
  • Deadly: 11,200 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Sammael?
Sammael has a Challenge Rating of 7, making it appropriate for parties of level 7.0.
What type of creature is Sammael?
Sammael is a Medium Celestial, which affects how certain spells and abilities interact with it.
What languages does Sammael speak?
Sammael can communicate in all, telepathy 120 ft..

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