Medium Humanoid, Lawful Evil
Armor Class 18 (Natural Armor)
Hit Points 119 (14d10 + 42)
Speed 50 ft.
STR
11 (+0)
DEX
20 (+5)
CON
16 (+3)
INT
16 (+3)
WIS
16 (+3)
CHA
5 (-3)
Saving Throws DEX +8, WIS +6
Skills Acrobatics +11, Insight +6, Intimidation +4, Perception +6, Religion +6, Stealth +8
Damage Resistances Necrotic, Radiant
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 16
Languages Celestial, Common, Draconic
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Master of Body and Blade. Samson is in perfect tune with his body, and his weapons are simply extensions of it. He has a pool of 10 Core Charges, which he can use to fuel certain abilities. He regains two Core Charges whenever he rolls a 1 or 20 on an attack roll, or reduces a creature to 0 hitpoints. In addition, he cannot be surprised and other creatures don’t gain advantage on attack rolls against him as a result of being unseen by him.

Stunning Strike (2 CC). When Samson hits with a melee weapon attack, he can force the target to make a DC 14 Constitution saving throw or be Stunned until the end of its next turn.

Celestial Form. When Samson falls below half (60) hitpoints he exposes his celestial form. In his celestial form, Samson burns with a bright orange flame. Despite his thick clothing, it is not uncommon for the flame to eat its way through. While his form is exposed, Samson sheds bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of his turns each creature within 10 feet of him takes 3 radiant damage. In addition, if begins a turn with 0 Core Charges, then he gains 2.

Gunner. Samson ignores the loading property of firearms and being within 5 ft. of a hostile creature doesn't impose disadvantage on his ranged attack rolls.

Evasion. When Samson is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Magical Weapons. Samson's attacks count as magical for the purpose of overcoming resistance and immunity.

Legendary Resistance (1/Day). If Samson fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Samson makes two attacks, one with his flail and one with his pistol. He can replace any of these attacks with an unarmed strike.

Onslaught (1 CC). Samson makes four attacks, three with his flail and one with his pistol. He can replace any of these attacks with an unarmed strike.

Mindmelter's Flail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) psychic damage. When a creature makes a concentration check as a result of damage from this flail, it has disadvantage.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.

Vicious Pistol. Ranged Weapon Attack: +8 to hit, range 50/150 ft., one target. Hit: 12 (2d6 + 5) piercing damage. When Samson rolls a 20 on his attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type.

Bonus Actions

Fleet Footwork (1 CC). Samson takes the dash, disengage, or dodge action as a bonus action.

Punishment (3 CC). Samson adds a +3 to all attack and damage rolls he makes before the end of his turn. The bonus damage is radiant.

Divine Grace (1/Day). Samson heals himself or another creature within 5 ft. of him for 21 (6d4 + 6) hitpoints.

Reactions

Nullify (2 CC). Samson attempts to counter the damage a weapon attack that has hit him. The attack's damage is reduced by 20 (1d10 + 15). If the damage is reduced to 0, then he regains 4 Core Charges.

Slow Fall. Samson can use his reaction when he falls to reduce any fall damage he takes by 50.

Monster Tags: NPC

Undeen

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