Nephilim – Children of Ruined Divinity
“Born of divine rebellion and mortal blood, the Nephilim stalks the world as a towering relic of celestial wrath and forgotten judgment.”

Towering remnants of celestial disobedience, etched in divine fury.
Nephilim are colossal humanoids standing between 20 and 30 feet tall, their forms a haunting blend of divine grandeur and apocalyptic ruin. Their skin ranges from moon-pale to ashen stone, carved with glowing celestial runes and marred by ancient scars of divine punishment. Tattered remnants of once-glorious wings hang vestigially from their backs, blackened and broken. Their eyes burn with radiant gold or abyssal red light, and their presence distorts the air—gravity shudders slightly in their wake, and mortals often feel a heavy silence fall before their approach. Clad in ancient lamellar or scale armor bearing lost sigils, they carry massive spears or relic-forged blades and shields once blessed in the heavens.
Behaviour.
Nephilim rarely speak, and when they do, their voices resonate like thunder mourning across mountaintops. Their minds dwell half in the material plane and half in celestial memory, and their actions are guided by prophetic visions, ancestral rage, or fractured divine purpose. Though capable of devastating violence, they are not mindless destroyers—some are contemplative, even philosophical, often testing mortals before passing judgment.
Habitat.
Most Nephilim dwell in ruins of fallen temples, mountain strongholds, or craters left by celestial conflict. These places often become tainted by their presence—weather patterns shift unnaturally, time distorts subtly, and dreams in nearby settlements grow disturbing and prophetic. Their lairs are not only homes but anchors to a past when their kind marched alongside gods and betrayed them.
Modus Operandi.
Nephilim do not hunt in the traditional sense. Instead, they manifest—appearing during cosmic alignments, divine upheaval, or when their sealed domains are disturbed. In battle, they favor overwhelming force and supernatural control, isolating threats with divine shockwaves and crushing resolve with psychic pressure. Tactical, but not cunning in a mortal sense, they fight as if reliving old wars—swinging ancient weapons that tear both flesh and soul.
Motivation.
Once the illegitimate offspring of fallen celestials and mortal bloodlines, Nephilim are relics of a war the heavens wish forgotten. Their motivations vary: some seek redemption, attempting to guide mortals toward balance or penitence; others burn with resentment, driven to tear down what the divine built. Whether seer, warrior, or wanderer, every Nephilim bears the burden of cosmic betrayal—and the will to shape destiny through strength or sorrow.
Nephilim 5e
Nephilim, Pathfinder
Nephilim 3.5
Nephilim

Titanic Harbinger of Fallen Glory
Huge Celestial (Fallen), Lawful Evil, Neutral Evil, or Chaotic Evil
Armor Class 21 (reinforced ancient armor)
Hit Points 370 (28d12 + 196)
Speed 50 ft., fly 60 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 28 (+9) | 14 (+2) | 24 (+7) | 18 (+4) | 20 (+5) | 24 (+7) |
Saving Throws Str +15, Con +13, Wis +11, Cha +13
Skills Insight +11, Intimidation +13, Perception +11, Religion +10
Damage Resistances radiant, necrotic, cold, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, psychic
Condition Immunities charmed, frightened, stunned
Senses truesight 120 ft., passive Perception 21
Languages Celestial, Infernal, Abyssal, Common, telepathy 120 ft.
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Divine Traits
Legendary Resistance (3/Day).
If the Nephilim fails a saving throw, it can choose to succeed instead.
Divine Presence (Aura).
Any creature that starts its turn within 30 feet of the Nephilim must succeed on a DC 21 Charisma saving throw or be frightened until the start of its next turn. A creature that succeeds becomes immune to this aura for 24 hours.
Magic Resistance.
The Nephilim has advantage on saving throws against spells and magical effects.
Magic Weapons.
The Nephilim’s weapon attacks are magical.
Actions
Multiattack.
The Nephilim makes two Titanic Spear attacks, or one Shortsword attack and one Shieldbash, depending on its current armament.
Titanic Spear. Melee Weapon Attack: +15 to hit, reach 15 ft., one target.
Hit: 32 (6d8 + 9) piercing damage plus 13 (3d8) radiant or necrotic damage (Nephilim’s choice).
The target must succeed on a DC 21 Strength saving throw or be knocked prone and pushed 10 feet.
Shortsword of the Scourged Oath. Melee Weapon Attack: +15 to hit, reach 5 ft., one target.
Hit: 17 (3d6 + 9) slashing damage plus 10 (3d6) necrotic damage. The target can’t regain hit points until the start of the Nephilim’s next turn.
Shieldbash. Melee Weapon Attack: +15 to hit, reach 5 ft., one target.
Hit: 15 (2d8 + 6) bludgeoning damage.
Medium or smaller creatures must succeed on a DC 21 Constitution saving throw or be stunned until the end of their next turn.
Crushing Gaze (Recharge 5–6).
The Nephilim fixes its gaze on one creature within 60 feet. The target must succeed on a DC 21 Wisdom saving throw or take 45 (10d8) psychic damage and be stunned until the end of its next turn. On a success, the creature takes half damage and is not stunned.
Storm Step (Recharge 4–6).
The Nephilim teleports up to 60 feet to an unoccupied space it can see. Upon arrival, each creature within 10 feet must make a DC 21 Dexterity saving throw. On a failed save, a creature takes 21 (6d6) thunder damage and is pushed 10 feet. On a successful save, it takes half damage and isn’t pushed.
Bonus Actions
Judgment Flame (3/Day).
The Nephilim calls down divine fire on a 20-foot-radius area within 120 feet. Creatures in that area must make a DC 21 Dexterity saving throw, taking 35 (10d6) radiant or necrotic damage (Nephilim’s choice) on a failed save, or half as much on a success.
The area glows with divine judgment until the end of the Nephilim’s next turn. Creatures of the Nephilim’s choosing cannot benefit from invisibility while within it.
Legendary Actions
The Nephilim can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains all spent legendary actions at the start of its turn.
Giant’s Stride.
The Nephilim moves up to half its speed without provoking opportunity attacks.
Will of the Ancients (Costs 2 Actions).
One creature the Nephilim can see within 60 feet must succeed on a DC 21 Charisma saving throw or fall prone and be unable to take reactions until the end of its next turn.
Divine Smite (Costs 2 Actions).
The Nephilim makes a melee weapon attack. On a hit, the attack deals an additional 27 (6d8) radiant damage.
Tactics
- Opening Moves: Begins combat with Judgment Flame or Storm Step to disrupt enemy formations.
- Battle Flow: Switches between spear for reach and power or sword-and-shield for crowd control and resilience.
- Suppression: Uses Crushing Gaze and Will of the Ancients to debilitate spellcasters or powerful targets.
- Mobility and Reach: Uses Giant’s Stride or Storm Step to dominate open battlefields or reposition against ranged foes.
- Voice and Bearing: Commands with thunderous speech in Celestial, Infernal, and Abyssal, enforcing the will of its absent angelic masters.
Nephilim

This tall figure is a born warrior. A giant of a man, his massive frame is muscular, with a head and beard of dark curls beneath his iron helm. He clutches a bronze-headed javelin in his mighty fist, and a large, sweeping sword hangs at his belt. The strength of the mountains seems to rest in his mighty thews, and the ages of time lie in his deep-set eyes.
Source Archives of Nethys
The nephilim are the misbegotten offspring of unions between the earliest humans and certain primordial deities and semi-divine demigods. These unions were forbidden and the offspring cursed by both men and gods, as they span the sacred lines between the mortal and immortal realms, though the giant children proved hardy and capable of survival on their own, living even into modern times.
Nephilim typically stand 11 feet tall and weigh approximately 1,100 pounds, being gigantic humanoids of great physical prowess and possessing unnaturally noble bearings. Their immortal ancestry makes them extremely long lived, reaching ages of up to 600 years.
| Nephilim CR 8 |
| XP 4,800 Usually N Large outsider (native) Init +1; Senses Darkvision 60 ft.; Listen +14, Spot +14 |
| Defense |
| AC 23, touch 10, flat-footed 22 (+4 armor, +1 Dexterity, +7 natural, +2 shield, -1 size) hp 102 (12d8+48) Fort +14, Ref +9, Will +7 DR 15/magic; Resist cold 10, fire 10; SR 19 |
| Offense |
| Speed 30 ft. in scale mail (40 ft. base) Melee +2 longsword +20/+15/+10 (2d6+9/19-20) or 2 slams +20 (1d4+7) Ranged mwk spear +13 (2d6+7/x3) Space 10 ft., Reach 10 ft. Special Attacks crushing blow, mortal challenge |
| Statistics |
| Strength 25, Dexterity 12, Constitution 18, Intelligence 14, Wisdom 9, Charisma 16 Base Atk +12; Grapple +23 Feats Athletic, Cleave, EnduranceB, Great Cleave, Great FortitudeB, Improved Sunder, Power Attack Skills Climb +19, Craft +17, Handle Animal +18, Intimidate +18, Jump +17, Knowledge (history) +17, Listen +14, Spot +14, Survival +14, Swim +14 Languages Celestial, Common, Giant Gear masterwork scale mail, heavy steel shield, +2 longsword, masterwork spear |
| Ecology |
| Environment warm hills |
| Special Abilities |
Crushing Blow (Ex) When a nephilim makes a successful critical hit on a melee attack, the target must make a DC 23 Fortitude save or take an additional 3d6 points of damage and be staggered for 1 round from the unearthly power of the blow. The save DC is Strength-based. Mortal Challenge (Su) At will as a standard action, a nephilim can roar out a battle challenge. Any humanoid, giant, or monstrous humanoid of fewer Hit Dice than the nephilim within 100 feet must make a DC 19 Will save or become frightened for 2d6 rounds. A creature that fails this saving throw takes a -2 penalty on all future saves against mortal challenges made by that nephilim for the next 24 hours. A creature that succeeds is immune to that nephilim’s mortal challenge for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based. |
Nephilim

Titanic Scion of Celestial Judgment
Huge Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 30d8+270 (405 hp)
Initiative: +2
Speed: 40 ft. (8 squares), fly 60 ft. (good)
Armor Class: 35 (–2 size, +2 Dex, +15 natural, +5 armor, +5 shield), touch 10, flat-footed 33
Base Attack/Grapple: +30/+52
Attack: Titanic Spear +45 melee (3d6+18 plus 1d6 divine)
Full Attack: Titanic Spear +45/+40/+35/+30 melee (3d6+18 plus 1d6 divine) and Shortsword +41 melee (2d6+10)
Space/Reach: 15 ft./15 ft.
Special Attacks: Crushing Gaze, Judgment Flame, Spell-like Abilities
Special Qualities: Damage reduction 15/epic and good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10, cold 10, electricity 10, spell resistance 34, tongues, aura of awe, true seeing
Saves: Fort +27, Ref +20, Will +24
Abilities: Str 35, Dex 14, Con 28, Int 18, Wis 22, Cha 30
Skills: Concentration +41, Intimidate +45, Knowledge (religion) +37, Listen +39, Sense Motive +39, Spot +39
Feats: Cleave, Great Cleave, Power Attack, Awesome Blow, Improved Bull Rush, Combat Reflexes, Multiattack, Weapon Focus (spear), Iron Will, Improved Initiative
Environment: Any
Organization: Solitary or with fallen angel patron
Challenge Rating: 20
Treasure: Standard plus Titanic Spear and Divine Shield
Alignment: Chaotic Evil or Chaotic Neutral
Advancement: 31–40 HD (Huge)
Level Adjustment: —
Description
A towering humanoid figure over 20 feet tall with gray skin like polished granite. Its form is graceful but brutal, bearing tattoos of divine glyphs etched into battle-scarred flesh. Blackened wings hang in partial ruin, symbols of its broken origin. Its expression carries a grim solemnity—an exile forged into a weapon. Its armor echoes Sumerian and Babylonian wargear: scale corselet, high crested helm, massive bronze shield, and a spear crackling with divine fury.
Combat
The Nephilim is a relentless and tactical combatant. It uses Storm Step and Awesome Blow to disrupt formations and Crushing Gaze to paralyze high-priority targets. When flanking for a decisive strike, it punishes spellcasters with Judgment Flame and its spell-like abilities.
Spell-like Abilities (Sp):
Caster level 20th. Save DCs are Charisma-based (DC 20 + spell level).
- At will — darkness, flame strike, greater dispel magic, unholy blight
- 3/day — blasphemy, destruction
- 1/day — earthquake, fire storm
Crushing Gaze (Su):
Once per round as a standard action, the Nephilim may fix its gaze on a target within 60 ft. The target must succeed on a DC 32 Will save or be stunned for 1 round and take 10d8 psychic damage. Success halves the damage and negates the stun.
Judgment Flame (Sp):
3/day as a swift action, the Nephilim calls down a pillar of celestial flame in a 20-ft.-radius spread within 120 ft. Creatures in the area take 10d6 radiant or necrotic damage (Nephilim’s choice), Reflex DC 32 halves. Affected area glows with divine ruin until the end of the Nephilim’s next turn. Invisible creatures in the glow are revealed.
Aura of Awe (Su):
Creatures within 30 ft. must succeed on a DC 32 Will save or be shaken for 1 minute. A successful save renders the creature immune for 24 hours. This is a mind-affecting fear effect.
True Seeing (Su):
The Nephilim is under a constant true seeing effect, as the spell.
Tongues (Su):
The Nephilim can speak and understand all spoken languages, as per the tongues spell.
Equipment
- Titanic Spear (+4 large spear): Deals 3d6+18 damage (1d6 additional radiant or necrotic), counts as epic and good-aligned. On a critical hit, the target must make a DC 30 Reflex save or be knocked prone.
- Divine Shield (+5 heavy shield): Grants the Nephilim a +5 shield bonus and allows it to reflect one ranged spell per day as spell turning.
Tactics
- Opening Volley: Begins battle by leaping into the fray with Storm Step or a surprise Judgment Flame.
- Mobility Control: Uses Awesome Blow to push back enemies and disrupt formations.
- Anti-Caster Tactics: Targets casters with Crushing Gaze, then follows up with a spear charge or greater dispel magic.
- Line Breaking: Exploits its massive reach and Combat Reflexes to dominate chokepoints.
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