Sammael

Medium celestial (angel), Good Neutral

Armor Class

16 (natural armor)

Hit Points

104 (16d8+32)

Speed

walk 30 ft., fly 40 ft.

Saves

Wis +7, Cha +4

Skills

Insight +7, Perception +7

Damage Resistances

radiant; bludgeoning, piercing, slashing from nonmagical weapons

Condition Immunities

charmed, exhaustion, frightened

Senses

darkvision 120 ft.

Languages

All, telepathy 120 ft.

Challenge

7

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.