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Nephilim

Nephilim
Odilon Redon Title The Winged Man (The Fallen Angel) Year before
1880

The Nephilim were given this name because they were descended from fallen angels.

The Gates of Hell (Dice Freaks)

Grimoire of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir, Jr.

Original Concept by Serge W. Desir, Jr.

Full netbook can be found on the following website

Dicefreaks d20 Community

The human before you gets to his feet with a supple, feline grace. His blue-black hair is tied back with a simple leather thong to better show off his porcelain skin and flawless features. Although not generally a word you would use to describe a man, this particular one can only be described as beautiful. He wears no shirt, showing off a well toned body without a single scar. What betrays him as being more than human, though, are the angelic wings that now unfurl at his back. He is glorious to behold, and although you see the wickedness and danger in his gaze, you feel drawn to him.

This example uses a 4th level monk/4th level Dominator of Belial human as the base creature. The father of the creature is Carniveau.

Brother Dalan the Meek
Nephilim Human monk4 th /Dominator of Belial 4th
Medium outsider (Augmented Humanoid, Native)
Hit Dice5d8 (outsider) + 4d8 (monk) + 4d6 (Dominator of Belial) + 42 (84 hp)
Init+4
Speed40 ft., 60 ft. (good)
AC25 (+2 deflection, +4 Dexterity, +1 monk, +4 natural, +4 Wisdom) touch 21, flat-footed 21
Base Attack/Grapple+11/+19
AttackUnarmed strike +15 melee (1d10+4 +1 (vile) 19-20/x2)
Full AttackFlurry of Blows +13/+13/+8/+3 (1d10+4 +1 (vile) 19-20/x2) and 2 wings +11 melee (1d4+2)
Space/
Reach
5 ft. /5 ft.
Special
Attacks
Fiery blood, flurry of blows, gaze of iniquity, Ki strike (magic), presence of pain, presence of passion, punishment, smite good, spell-like abilities, stun, touch of fire
Special
Qualities
Corrupted Purity, damage reduction 15/good, Darkvision 60 ft., evasion, fast healing 3, immunity to disease and petrification, low light vision, resistance to acid 10, cold 10, electricity 10, and fire 10, slow fall 20 ft., Spell Resistance 24, still mind, true torturer
SavesFort +15, Ref +13, Will +16
AbilitiesStrength 18, Dexterity 18, Constitution 16, Intelligence 14, Wisdom 19, Charisma 19
SkillsBalance +12, Bluff +22, Diplomacy +8, Disguise +16 (+18 acting), Escape Artist +16 (+18 with ropes), Heal +12, Hide +16, Intimidate +28, Knowledge (religion) +14, Move Silently +20, Sense Motive +20, Spot +16, Rope Use+16 (+18 with bindings)
FeatsCombat Reflexes B , Devotee of Darkness (Belial), Fly-by Attack, Improved Critical (unarmed strike), Improved
Grapple
B , Multiattack, Persuasive, Vile Ki Strike
EnvironmentThe Desolate South
OrganizationSolitary (unique)
Challenge
Rating
13
TreasureStandard
AlignmentLawful Evil
AdvancementBy character class

Fiery Blood (Ex): When wounded by a piercing or slashing attack, Dalan’s blood sprays outward in a 5 foot cone, dealing 1d6 points of fire damage; there is no saving throw to avoid the effect. Creatures that do not spend a move equivalent action to get the blood off them suffer the same damage on the following round.

Corrupted Purity (Su): Dalan suffers one half the effect from alignment based effects that target evil alignments, such as a paladin’s smite evil or a protection from evil spell.

Gaze of Iniquity (Su): Will DC 20 negates Charm Person. Gaze attack, range 10 feet.

Presence of Pain (Su): As a standard action, Dalan can cause all within five feet of him to suffer from in-tense pain. Will DC 18 negates fear. Caster level 13th.

Presence of Passion (Su): 4/day, Dalan can attempt to cast Charm Person on any being that has sustained more than 10 points of damage from one successful me-lee attack he has caused as a standard action. The Will save
DC is 18+1 for every 5 points of dam-age beyond 10. Those who fail this take
a -2 penalty to all opposed Charisma checks to resist Dalan’s orders.

Punishment (Ex): Any creature that Dalan has successfully struck in melee or with a Whip within the last four rounds or any creature under the influence of his Presence of Pain suffers an additional +1d6 points of damage from subsequent melee attacks. Dalan can select whether or not this extra damage is lethal or subdual in nature. Creatures that are immune to critical hits are likewise immune to Punishment.

Smite Good (Su): 1/day, Dalan can make a normal melee attack that deals 13 extra points of damage against a good character.

Spell-like Abilities: at will- change self, obscuring mist;

3/day – blasphemy, fiendish clarity, Morality Undone, Sadism.

Caster level 13th, DC 14 + spell level. The save DC is Charisma-based.

Stun (Ex): Any creature struck by both of Dalan’s wing attacks must make a Fortitude save DC 19 or be stunned for one round.

Touch of Fire (Su): 4/day, Dalan may cause 1d6 points of fire damage on any successful melee or whip attack.

True Torturer (Ex): Dalan receives a +4 bonus to all checks related to torturing victims

Possessions: Dalan has little in the way of material possessions, but he does wear a monk’s belt, and carries an Unholy Symbol of Belial that also functions as both an amulet of protection +2 and a cloak of minor displacement.

Creating a Nephilim

While the true Powers of Evil spawn the vile marquis half-fiends, those of the Fallen are the scions of the forsaken nephilim. These angelic children share their parents legacy of betrayal. Often they impersonate celestials or even gods with their heaven wrought beauty, sowing the seeds of discord and violence among the mortals they live with..

“Nephilim” is a template that can be added to any living corporeal humanoid, giant, or monstrous humanoid with an Intelligence score of 8 or more (hereafter referred to as the base creature). The parent Fallen must be a Duke of Hell, Demon Lord, Nether Heritor, or greater arch-fiend in status, or have formerly been of at least Kerubim status.

A nephilim uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to Out-sider. Do not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged. Nephilim are usually, but not always, native outsiders.

Hit Dice: Increase racial HD to d8 unless the base creature possessed higher racial HD. Nephilim gain an additional racial HD equal to one quarter of the parent fiend’s to a maximum of ten.

Speed: A nephilim has angel wings. Unless the base creature has a better fly speed, the creature can fly at double base creature’s land speed (good maneuverability).

Armor Class: Natural armor improves by +4.

Attacks: A nephilim has two slam attacks and two wing attacks, and the slams are the primary natural weapon. If the base creature can use weapons, the nephilim retains this ability. A nephilim fighting without weapons uses a slam when making an attack action. When it has a weapon, it usually uses the weapon in-stead.

Full Attack: A nephilim fighting without weapons uses both slams and wings when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its wings as natural secondary attacks. If it has a hand free, it uses a slam as an additional natural secondary attack.

Damage: A nephilim has slam and wing attacks. If the base creature does not have these attack forms, use the damage values on the table below. Otherwise, use the values found below, or the base creature’s damage values increased by one die, whichever is higher.

Special Attacks: A nephilim retains all the special attacks of the base creature and gains the following special attacks.

Nephilim Damage by Size
SizeSlamWing
Fine1
Diminutive1d21
Tiny1d31d2
Small1d41d3
Medium1d61d4
Large1d81d6
Huge2d61d8
Gargantuan2d82d6
Colossal4d62d8

Fiery Blood (Ex): When wounded by a piercing or slashing attack, the nephilim’s blood sprays outward in a 5 foot cone, dealing 1d6 points of fire damage per every 5 racial HD possessed by the nephilim; there is no saving throw to avoid the effect. Creatures that do not spend a move equivalent action to get the blood off them suffer the same damage on the following round.

Gaze of Iniquity (Su): Those who meet a nephilim’s eyes are drawn into its seductive evil. All within 10 feet of a nephilim must make a Will save DC equal to 10+ ½ the nephilim’s HD + the nephilim’s Charisma modifier or suffer the effects of a Charm Person spell. (This works on outsiders native
to the Prime Material as well) This is a gaze attack.

Smite Good (Su): Once per day a nephilim may make a normal melee attack that deals additional damage equal to its HD to a good creature.

Spell-like Abilities: A nephilim may use change self and obscuring mist at will, and unholy blight

3/day. A more powerful nephilim possesses additional abilities as noted on the table below. Unless otherwise indicated, the ability is usable 3/day, using the fiend’s combined character level and HD as the caster level. Saves DCs are equal to 10 + spell level + Charisma modifier. The following list is typical for a nephilim of diabolical parentage. Those nephilim with a demonic or nether background commonly have access to different spell-like abilities.

Nephilim
Spell-like Abilities by Hit Dice
Level/Hit
Dice
Spell-like
Abilities
7-8Sadism*
9-10Blasphemy
11-12Morality Undone*
13-14Fiendish Clarity*
15-16Soul Shackles*
17-18Pestilence* 1/day
19-20Bestow Greater Curse*
1/day
21+Eternity of Torture*
1/month
*These are found in the Book of Vile Darkness. If you do not have access to that book, use the normal spell list for half fiends, but treat all spells as if they had been empowered or enlarged.

Stun (Ex): Any creature struck by both of the nephilim’s wing attacks must make a Fortitude save or be stunned for one round. Save DC is equal to 10 + ½ of the nephilim’s combined HD and class levels + the nephilim’s Constitution modifier.

  • Special Qualities: A nephilim has all the special qualities of the base creature plus the following:
  • Darkvision out to 60 feet.
  • Low-Light Vision (Nephilim can see four times as well as a human in low light.)
  • -Immune to disease and petrification.
  • -Resistance to acid, cold, fire, and electricity 10.
  • -Damage Reduction 15/good. This replaces any existing DR, but if a special material was needed to penetrate the DR before, that becomes an additional requirement.
  • -A nephilim’s natural weapons are treated as evil and magic weapons for the purpose  of overcoming damage reduction.
  • Spell Resistance equal to the creature’s HD + 10.
  • -Fast Healing equal to the nephilim’s Constitution modifier.

•Corrupted Purity (Su): Due to its celestial blood, a nephilim suffers one half the effect from alignment based effects that target evil alignments, such as a paladin‘s smite evil or a protection from evil spell.

Abilities: Increase from the base creature as follows: Strength +6, Dexterity +4, Constitution +4, Wisdom +4, Intelligence +4, Charisma +6

Skills: A nephilim gains skill points as an outsider and has skill points equal to 8 + Intelligence modifier X (HD + 3). Do not include Hit Dice from class levels in this calculation – the nephilim gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and all other skills as cross skills. Nephilim have a +4 racial modifier to Bluff, Disguise, and Intimidate checks; these are considered class skills for a nephilim.

Challenge Rating: As base creature +6.

Alignment: Usually Evil (any)

Level Adjustment: +6

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