monsters celestial cr-5-10 Creature Codex

Sammael

Medium Celestial, CR 7. From Creature Codex.

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Sammael

Medium Celestial, neutral good

Armor Class 16 (natural armor)

Hit Points 104 (16d8+32)

Speed fly 40 ft., 30 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 Immunities

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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