The last and most important of the shadar-kai trio that have taken over Raven Roost, Samminel was a minor warlord before abandoning his previous holdings and moving to the Vale to start over. In the shadow-touched realms of the shadar-kai, he grew tired of his position and wanted something new, something more exciting, and he saw the Vale as easy pickings. A less charitable interpretation of his decision is that he wasn’t able to keep up with his competitors, an interpretation bolstered by the fact that only his two most loyal advisors chose to join him, the rest of his servants and allies remaining behind and either attempting to claim his land for themselves or scattering to join his rivals.

Samminel is a dangerous warrior, but his true strength is in his bloodthirsty leadership and intimidating command. He trains Raven Roost’s fighters, taking the displaced soldiers and most vicious recruits and turning them into a fighting force that can stand up to the local military. However, Samminel’s arrogance and megalomania is a dangerous keystone for the bandits, as he doesn’t trust anyone to be his successor. As such, he has no system for a transfer of power in the event of his death, nor does he share power in a way that would allow the bandits to sustain without him. If Samminel were to be killed, or even just lose interest in the Vale and move on, the bandits would collapse in on themselves, ending their reign of terror over the roads permanently.

Originally from the 4e Monster Vault: Threats to the Nentir Vale.

5th Edition

Medium humanoid (elf, fighter), neutral evil
Armor Class 18 (plate)
Hit Points 143 (22d8 + 44)
Speed 30 ft.
Str 16 (+3) Dex 12 (+1) Con 14 (+2) Int 15 (+2) Wis 17 (+3) Cha 18 (+4)
Saving Throws Str +6, Con +5, Cha +7
Skills Insight +6, Intimidation +7, Persuasion +7
Senses darkvision 60 ft. passive Perception 13
Languages Common, Elvish
Challenge 7 (2900 XP)
Deathshadow Fervor. Whenever a creature of Samminel’s choice within 25 feet of him scores a critical hit, the target of the attack must make a DC 15 Constitution saving throw or have disadvantage on attack rolls and ability checks until the end of its next turn.
Maneuvers (4/Short Rest)2E When Samminel hits a creature with a weapon attack, he can choose to add one of the following effects:
E280A2 The target takes an extra 5 (1d10) damage, and must succeed on a DC 14 Strength saving throw or drop one object of Samminel’s choice. The object lands at the target’s feet.
E280A2 The target takes an extra 5 (1d10) damage, and must succeed on a DC 15 Wisdom saving throw or be frightened of Samminel until the end of Samminel’s next turn.
E280A2 Samminel or one willing creature of his choice within 30 feet of him that can see or hear him gains 9 (1d10+4) temporary hit points. These temporary hit points last for 5 mintes.
E280A2 One other creature within Samminel’s range takes 5 (1d10) slashing damage.
Shadow Jaunt (1/Short Rest). As a bonus action, Samminel can teleport up to 15 feet to an unoccupied space he can see. Until the start of his next turn, he gains resistance to all damage except force and psychic.
Samminel makes two melee attacks, or makes one melee attack and uses Commander’s Strike.
Halberd. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10+3) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., or range 30/120 ft., one target. Hit: 10 (2d6+3) piercing damage2E
Commander’s Strike. One willing creature of Samminel’s choice that can see or hear him can use its reaction to make one weapon attack, dealing an extra 5 (1d10) damage.
When a creature within 5 feet of Samminel makes an attack against a target other than him, Samminel can make a melee weapon attack against the attacking creature.

13th Age

Double-strength 4th level leader [humanoid]
Initiative: +8
Halberd +9 vs. AC (2 attacks)C2A0- 14 damage
Natural 14+:C2A0The target has a -2 penalty on attacks against any creature except Samminel until the end of his next turn.
Sundering Sweep +9 vs. AC (all engaged enemies)C2A0- 10 damage and the target takes a -2 penalty to AC (save ends)
Limited Use:C2A02/battle, when the escalation die is odd.
Deathshadow Aura:C2A0Whenever a nearby ally scores a critical hit on an enemy, that enemy is also dazed (save ends).
Deathtrap:C2A0If an enemy engaged with Samminel fails a disengage check, Samminel can make a halberdC2A0attack against that enemy, and can score a critical hit on a 17+.
Shadow Jaunt:C2A01/battle, as a move action, Samminel can teleport to a nearby spot he can see and gain resist damage 12+C2A0against all damage except force damage until the start of his next turn.
ACC2A020 PDC2A015 MDC2A017 HPC2A0104

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