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Shamsiel — Grigori — Enochian Fallen Watchers token & 5e stat block by Clay Cyanide

Shamsiel

Grigori — Enochian Fallen Watchers

the Sun-Blinded — who taught the signs of the sun and stared too long into the light.

CR19
AC20
HP315
TypeLarge celestial (fallen watcher)

Shamsiel — The Encounter

the Sun-Blinded — who taught the signs of the sun and stared too long into the light. · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Shamsiel

Shamsiel taught the signs of the sun. It fights as the sun made cruel: an aura of searing light that blinds everything near it, a corona that disintegrates the fallen, and flares that leave the whole party sun-blind and burning.

Run Shamsiel in Sixty Seconds

Shamsiel

Large celestial (fallen watcher), neutral evil

CR 19 · 22,000 XP · GUIDELINE
AC 20 (corona of blinding gold) HP 315 (30d10+150) Speed 30 ft., fly 120 ft.
STR22+6
DEX20+5
CON20+5
INT18+4
WIS22+6
CHA24+7
SavesCon +12, Wis +13, Cha +15
SkillsInsight +13, Intimidation +15, Perception +13
Resistcold, fire, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Immradiant; poison; charmed, exhaustion, frightened, poisoned
Sensestruesight 120 ft., darkvision 120 ft., passive Perception 18
Languagesall, telepathy 120 ft.

Legendary Resistance (3/Day). If Shamsiel fails a saving throw, it can choose to succeed instead.

Magic Resistance. Shamsiel has advantage on saving throws against spells and other magical effects.

Unbearable Radiance. Bright light fills a 30-foot radius around Shamsiel. A creature that starts its turn there, or enters it for the first time on a turn, must succeed on a DC 20 Constitution saving throw or take 18 (4d8) radiant damage and be blinded until the start of its next turn. Shamsiel is immune to blindness and sees perfectly regardless of light.

Actions

Multiattack. Shamsiel makes two Searing Hand attacks and uses Solar Flare if available.

Searing Hand. Melee Spell Attack: +15 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) radiant damage, and if the target is blinded the attack deals an extra 22 (4d10) fire damage. A creature reduced to 0 hit points by this attack is disintegrated in light, leaving only a scorch.

Solar Flare (Recharge 5–6). Shamsiel unleashes the corona in a 90-foot cone. Each creature there makes a DC 20 Dexterity saving throw, taking 66 (12d10) radiant damage and being blinded for 1 minute on a failure (repeat save at end of turn to end the blindness), or half damage and not blinded on a success.

Bonus Actions & Reactions

Blinding Retort (Reaction). When a creature Shamsiel can see within 30 feet hits it, Shamsiel flares; the attacker must succeed on a DC 20 Constitution save or be blinded until the end of its next turn.

Legendary Actions (3/Round)

Strike (Costs 1 Action). Shamsiel makes one Searing Hand attack.

Scorch (Costs 2 Actions). One creature within 30 feet must succeed on a DC 20 Dexterity save or take 33 (6d10) fire damage; on a failure it also catches fire, taking 11 (2d10) fire damage at the start of each of its turns until it or an adjacent creature uses an action to douse it.

An angel of unbearable brightness, a corona of a thousand golden blades, its own face burned featureless by the light it teaches. Shamsiel stared into the sun to learn its signs and never looked away.

Shamsiel, Bound

Companion · acts on your initiative

Bound · GUIDELINE
AC 20 HP 189 (scaled ×0.6) Speed 30 ft., fly 120 ft.
STR22+6
DEX20+5
CON20+5
INT18+4
WIS22+6
CHA24+7

Legendary Resistance (3/Day) (signature). If Shamsiel fails a saving throw, it can choose to succeed instead.

Actions

Searing Hand. Melee Spell Attack: +15 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) radiant damage, and if the target is blinded the attack deals an extra 22 (4d10) fire damage. A creature reduced to 0 hit points by this attack is disintegrated in light, leaving only a scorch.

Reactions

Blinding Retort (Reaction). When a creature Shamsiel can see within 30 feet hits it, Shamsiel flares; the attacker must succeed on a DC 20 Constitution save or be blinded until the end of its next turn.

The same Large celestial, bound as a lesser ally and set to guard whoever summoned it.

Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.

How It Fights — by Tier

Same creature, scaled threat. The traits never change; only the numbers move.

Tier 1Levels 1-4 · GUIDELINE
AC16HP94 (14d10+17) To-hit+11Save DC17

A vastly diminished echo of Shamsiel for a mid-level party — same role, far softer numbers. It is the host's blaster and blinder — it blinds the party just by standing near them, then punishes the blinded with disintegrating radiant hits and cone-wide solar flares. A brutal check on melee ranks.

Tier 2Levels 5-10 · GUIDELINE
AC18HP173 (27d10+24) To-hit+13Save DC18

A weakened Shamsiel, still a serious boss. It is the host's blaster and blinder — it blinds the party just by standing near them, then punishes the blinded with disintegrating radiant hits and cone-wide solar flares. A brutal check on melee ranks.

Tier 3Levels 11-15 · NATIVE
AC20HP315 (48d10+51) To-hit+15Save DC19

It is the host's blaster and blinder — it blinds the party just by standing near them, then punishes the blinded with disintegrating radiant hits and cone-wide solar flares. A brutal check on melee ranks. This is its true, overpowered form — a legendary-tier fight.

Put Shamsiel on the table

Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.

Get the STL on MyMiniFactory →

Clay Cyanide Companion Rules v1

How a bound creature acts

Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.

Questions, Asked at the Table

What CR is Shamsiel?

At its native tier Shamsiel is CR 19 — a deliberately overpowered fallen-angel boss. Scale the AC, HP, to-hit, and save DC to the tier line matching your party's level.

How does Shamsiel fight?

It is the host's blaster and blinder — it blinds the party just by standing near them, then punishes the blinded with disintegrating radiant hits and cone-wide solar flares. A brutal check on melee ranks.

How do you fight the Sun-Blinded without going blind?

Blindsight, blindness immunity, and fighting from beyond 30 feet all matter — its aura blinds anyone nearby every turn, and it hits blinded targets far harder. If your melee has to close, give them a way to ignore the blinded condition, or burst Shamsiel before the whole front rank is sun-blind and burning.

Tell Us How It Ran

Played Shamsiel at your table? Log in with your Obsidian Tavern account to leave a balance note, a war story, or a file issue — the sharpest reports get the block revised.