Sammael
The Desolate One,
Lord of the Shadows,
Son of Nergal,
Harbinger of Pestilence,
Seed of Destruction,
Hound of Resurrection.
“A huge pale CREATURE hangs from the ceiling, chewing slowly. SAMMAEL: equipped with powerful arms, a head full of tentacles and two well-muscled hind legs. Most of its face is hidden, but the jaws are shiny with blood.” This is how a Lovecraftian and monstrous entity, Sammael, is introduced to the Screen in one of Guillermo del Toro’s script drafts for HellBoy. In Judaism, Samael was the Archangel of death — a destroyer, ruler of the Fifth Heaven and served by two million Angels. The name of this being is derived from the Hebrew word סמאל, which stands for divine punishment — or retribution.
Unlike all the other characters featured in the film, Sammael was not conceived by the mind of Mike Mignola, author of the original comic series. It was, instead, a completely original addition to HellBoy. Despite this, the creature covers a fairly similar role to the frog monsters, a race of sentient amphibian creatures linked to the Ogdru Jahad. In addition to that, one of the epythets of the fearsome Monster is ‘Son of Nergal’: Nergal is a solar deity with control over the netherworld in Babylonian lore. The same name, however, is also used in the HellBoy comics to label one of the Ogdru Jahad — Nergal-Jahad. Sammael is also referred to as the ‘Seed of Destruction’ — the title of the original comic arc on which the film adaptation is partially based upon.
The entire design team involved in HellBoy tried to envision this outlandish creature — including designers such as Constantine Sekeris and Mike Mignola himself. The designs of the HellBoy character’s creator were discarded, as “[they] were deemed as ‘too nice’. Del Toro would often comment, ‘I want to have a drink with them.’” One of Mignola’s concept drawings would, however, be featured in a cameo — 4 years after the production of the film. In Universal’s sequel, HellBoy: The Golden Army, said design was refined and presented as a background character in the BPRD. It was brought to the screen using a single computer generated model.
Sammael underwent the longest design process in the entirety of the production of HellBoy — and went through a wide array of different incarnations before the final design assumed a shape. The first concept for the Monster was drawn by Constantine Sekeris, and included wings — discarded for later designs — and a cephalopod-esque head. The creature seen in the film is the result of long brainstorming sessions between Del Toro and Wayne Barlowe — who had already collaborated with the director on the set of Blade II. Sammael’s unique asymmetry was implemented not only to make its appearence more interesting and unrecognizable, but also as part of a recurring theme of traits — starting with HellBoy’s right hand of Doom; the Behemoth at the end of the film also displayed a similar, subtle asymmetry. As per many other designs and storyline aspects of HellBoy, Sammael was heavily influenced by Howard Philips Lovecraft’s tales of cosmic horror in its conception. The monsters described in his various literary works often displayed incredibly bizarre and otherwordly traits, and were in many cases characterized by the presence of tentacles. “Guillermo wanted to do something really different with Sammael,” said Elizalde to Cinefex, “because he is a leading character in the film – which he is not in the comic. In designing Sammael, the word ‘Lovecraftian’ kept coming up in production meetings, which I interpreted as something very dark, ancient and demonic, with a lot of tentacles.”
“The initial parameters included a C’thulhu-like [sic] head festooned with lots of dangling bits and tentacles, scimitar-like fingers, and a large paunch; gone were the wings from the original painting [Sekeris'], but the multiple eyes remained. It all sounded intriguing to me. I thought the idea of breaking from the norm — the predictable, heavily muscled villain — was refreshing. And so I began what would turn out to be something of a personal quest, a search with the director for the proper balance between the horrific and the unorthodox. Our goal was to scare the audience with a nightmare creature unlike any they had seen before.”
-Wayne Barlowe, HellBoy: The Art of the Film
Once the final appearence of the design was approved by the director, construction of full-size creature suits was committed to Spectral Motion Incorporated. The special effects team built a total of 5 suits, worn by Brian Steele, the main performer, and other stuntmen. Only one of the suits was a fully mechanized hero creature, weighing about 60 pounds by itself. It required 4 puppeteers to be maneuvered: one for the head and jaws, one for the complex eye mechanisms and two for the arms, which featured articulated fingers. The stunt heads maintained only basic movement, and their eyes could be puppeteered. “[The stunt suits] could take a lot of punishment but were lightweight enough that the stuntmen wouldn’t be injured,” said Mike Elizalde, “We made them out of a soft polyfoam that can take a pretty good bump without anybody getting hurt or the head being crushed.” In addition to the suits, Spectral Motion also built 2 stunt heads — the purpose of which was to receive damage — and 2 hero heads.
“This creature was a massive undertaking”, said creature design supervisor Steve Wang on his MySpace page about Sammael. “It is by far the most complicated creature I ever had to build.” Steve Wang sculpted the head of the monster, whereas Hiroshi Katagiri, Moto Hata, Norman Cabrera, Don Lanning and Jeff Buccacio sculpted its body. The creature needed various components to be molded and built separately and then assembled into the suit, which covered an undestructure composed of support elements underneath that held the external features in place. Steve Wang used a peculiar technique, which shaved down the body core — in order for the suit to fit considerably tightly on the actor. Every piece of the understructure followed realistically the performer’s movements. The technique also achieved the realistic effect of rendering the actor’s breathing visible from the outside of the suit. The performer’s breathing would simply puppeteer the suit, without the necessity for additional bladder mechanisms. The creature’s skin was made of foam latex, whereas its color scheme was designed and painted by Russ Lukich.
Sammael’s eyes were embedded in a fiberglass headpiece, fabricated and painted by Steve Wang. They featured a fleshy membrane that covered the creature’s eyeballs, and could retract and open — much like a biological camera iris. Said nictitating membrane was made of silicone. The eyes themselves — that featured a constricting pupil — also protruded and retracted as the creature ‘blinked’. The eye mechanism was designed and built by veteran Jon Dawe, who had precedently worked on the eyes of many other movie monsters and creatures, including the Jurassic Park Dinosaurs. Sammael’s eyes were also influenced by predatory birds — vultures, specifically.

“He [Del Toro] told us to take a look at Mackenna’s Gold, an old western film. And at the beginning of the film there’s a really beautiful close-up shot of a vulture blinking. And you can really see this membrane just sweeping over the bird’s eye, and we used that as a reference for Sammael’s eye.”
-Mike Elizalde, Sammael, the Desolate One featurette
What animated the peculiar, undulating movement of the tentacles protruding from Sammael’s head was a servomechanism specifically designed for the film. It was conceived by Mark Setrakian, another Lovecraft enthusiast among the film crew. The mechanisms extended within the tentacles’ length, and allowed them to move on an estabilished scheme (a similar mechanism was later added to create the movement of Abe Sapien’s gills). A circuit board drove the tentacles and controlled their sequential movement. “There are micro-controllers in the tentacles themselves,” explained Setrakian to MakeUp Magazine, “so when you’re puppeteering, you’re controlling 75 servos. They’re all doing this mass of almost random-looking but very controlled undulating motion, and it looks like he’s got a bunch of eels on his head squirming around. It brings the character to life in a way that I’d hoped for but hadn’t necessarily expected to turn out as well as it did.” As per Sammael’s skin, the tentacles were made of foam latex, allowing a more fluid and smooth movement.

“When you see 15 of these things all lubed up with slime and all moving apparently individually, it’s really interesting. It looks like Sammael had an array of eels hanging off the back of his head. They’re all writhing at the same time. We even had people asking us during dailies how they had time to put the CG tentacles in. And obviously they weren’t CG. They were the real things. So that was a very proud moment of us.”
-Mike Elizalde, Sammael, the Desolate One featurette
Added to Sammael’s neck were also jowls made of therma-gel, which achieved a semi-transparent effect. Mark Setrakian and Kyle Martin designed how the Creature’s ulna-club weapon was incorporated into the suit; the performer could easily extend it and retract it during filming. The 7-feet long tongue of the monster originally featured more protuberances and appendages; it was described in the script as ‘arm-thick’, and featuring ‘yellow sacs billowing from its sides.’ It was simplified in its final incarnation. Three versions of the tongue were built: a poseable model, a cable-controlled animatronic and a ramrod model, which was unused in the final film. Additionally, a digital counterpart was used for many shots — both as part of the CG model and as an addition to a practical creature. Most of the shots featured the digital extension, animated by Kevin Kutchaver’s HimAni Productions. Sammael uses its tongue to attach an egg-laying sting section — which was created as a simple puppet with bladders. Otherwise, the creature can just lay the eggs in a nest. The Sammael eggs were made as small, semi-transparent props. In the scene set in the egg chamber, they were all singlehandledly glued into large formations, which were lit from below with red light sources — to give the impression the eggs themselves were glowing in an otherwordly manner.
For the more dynamic shots of the creature, Tippett Studios was hired to create a wholly digital counterpart for Sammael. “Sammael had to be a CG character only when he was doing something extraordinary,” Blair Clark told to Cinefex, “such as when we first meet him crouching in the shadows of the library, chewing on a guard. Playing around with the CG puppet during the animatics phase, I had thought it might be best to keep Sammael as abstract as possible, especially in these first shots, so the audience wouldn’t be able to see exactly what this thing was. So, after consulting Guillermo, we twisted him [Sammael] up into the rafters and had him hanging by a talon. Then, later, he unfurls and reveals his form.” Much like the practical suit, the computer generated creature featured an understructure of ‘muscles’ that reacted realistically when the character made a certain movement. Curiously enough, a single understructure portion covered the Monster’s abdomen. This organization of the digital model allowed the animators to focus more on the performance, free of concern for having to create a realistic phisiology for each shot. Because of Sammael’s unique ability to dislocate its joints at will and its peculiar anatomy, animation supervisor Todd Labonte found him interesting and rather complex to animate. Initially, the movements of the computer generated Sammael were heavily influenced from those of arachnids, such as spiders. Tests of Brian Steele’s performance in the suit, which were more primate-like, were later used as reference and implemented into the movements of the computer generated Sammael.
The CG model was obtained primarily from a scan of the suits, enhanced with displacement maps — an advanced CGI texturing method. “Some of that detail was modeled,” said Joel Friesch to Cinefex, “but at Tippett Studio, we rely heavily on displacement and our painters. When Sammael was moving fast, motion blur tended to soften him; so we were always tinkering with the displacement numbers to make sure that he retained that detail.” For the first Sammael’s ‘death’, a combination of a touched-up stunt suit and a complex decomposition animation were used.
In the climax of the film, Elizabeth Sherman burns and kills the creatures and their eggs (although not every single one, as suggested by the mid-credits sequence); a specific burnt-skin CG model was created for this sequence. Ed Irastorza explained to Cinefex: “by doing some matchamation with their model on the practical Sammaels that we had in the plate, they were able to reveal a crusty skin that then became the animated character. The camera pulled back as that character started to disintegrate, revealing his skull and guts”. To represent the creatures’ remains in the aftermath, Spectral Motion built skulls, ribcages and other bones in resin and foam, with additional rubber organs, and scattered across the set.

“Working with Del Toro has to stand as one of the high points of my career. He is an extraordinarily visual director whose on-screen aesthetic must be considered unique among his peers. Understanding his desire to make imagined film characters as interesting and surprising to the viewer as possible is critical to beginning [sic] any design curve with him.”
-Wayne Barlowe, HellBoy: The Art of the Film
For more images of Sammael, visit the Monster Gallery.
