This site is games | books | films

Nephilim

Nephilim
The Fall of the Rebel Angels by Hieronymus Bosch is based on Genesis 6:1–4

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

Source Pathfinder #23: The Impossible Eye pg. 88

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

Organization solitary, pair, or tribe (3-8)

Treasure standard

Advancement by character class; Favored Class fighter

Level Adjustment +5

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.

Scroll to Top