Nephilim
The nephilim are the offspring of demigods who bred with humans. This joining resulted in a race of giant-sized beings possessed of a shard of divine power and the mortal consciousness of humans. A nephilim stands 11 feet tall and weighs 1,100 pounds. Its divine heritage grants it a lifespan of almost 600 years.
Nephilim are a nomadic, secretive race. This isolationism has only heightened the wild tales surrounding them, making it even harder for other races to trust them. While the ancient animosity humans once had against them has been largely forgotten, zealots occasionally try to mount pogroms and crusades to wipe the nephilim out forever. The nephilim have proven strikingly resistant to these efforts.
- HP
- 104 (11d10+44)
- AC
- 22, touch 11, flat-footed 20 (+6 armor, +2 Dex, +5 natural, -1 size)
- Speed
- 40 ft. (30 ft. in armor)<p class="stat-block-2"><b>Melee</b> <i>+1 longsword</i> +18/+13/+8 (2d6+11/17-20) or 2 slams +17 (1d6+7)</p>
- Init
- +2
- Ranged
- mwk spear +13/+8/+3 (2d6+7/×3)
- Space
- 10 ft.
- Reach
- 10 ft.
- BAB
- +11
- CMB
- +19 (+23 sunder)
- CMD
- 31 (33 vs. sunder)
- Fort
- +13
- Ref
- +7
- Will
- +10; +2 vs. fear and sorrow effects
- DR
- 10/magic
- SR
- 19
- Defensive Abilities
- soul of sorrow
Weapons: Martial, Simple
Crushing Blow — When a nephilim makes a successful critical hit with a melee attack, the target must make a DC 22 Fortitude save or take an additional 3d6 points of nonlethal damage and be staggered for 1 round. The save DC is Strength-based.
Mortal Challenge — When a nephilim spends a standard action to roar a battle challenge, all humanoids and monstrous humanoids within 100 feet of the nephilim must make a DC 18 Will save to avoid becoming frightened for 5d6 rounds. On a successful save, the creatures only become shaken for that time. Creatures with more HD than the nephilim become shaken if they fail their save, and suffer no effect if they succeed. A creature that succeeds at the save is immune to that nephilim's mortal challenge for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.
Endurance, Great Fortitude, Greater Sunder, Improved Critical (longsword), Lightning Reflexes, Improved Sunder, Power Attack, Quick Draw
<p class="stat-block-1"> You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.</p><p class="stat-block-2">You may sleep in light or medium armor without becoming fatigued.</p>
<p class="stat-block-1"> You get a +2 bonus on all Fortitude saving throws.</p>
<p class="stat-block-1"> You receive a +2 bonus on checks made to sunder an item. This bonus stacks with the bonus granted by Improved Sunder. Whenever you sunder to destroy a weapon, shield, or suit of armor, any excess damage is applied to the item's wielder. No damage is transferred if you decide to leave the item with 1 hit point.</p>
<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>
<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>
<p class="stat-block-1"> You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear. </p>
<p class="stat-block-1"> You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>
<p class="stat-block-1"> You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.</p><p class="stat-block-2">A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).</p><p class="stat-block-2">Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.</p>
Bluff +12, Climb +13, Diplomacy +17, Intimidate +17, Knowledge (geography, planes) +11, Perception +17, Sense Motive +17, Stealth +9, Survival +12
- Type
- Outsider
- Alignment
- N
- Size
- Large
- Environment
- warm hills
- Organization
- solitary, pair, or tribe (3-8)
- Treasure
- double (masterwork breastplate, +1 longsword, 4 masterwork spears, other treasure)
- Senses
- darkvision 60 ft.; Perception +17
- Languages
- celestial
- Source
- Bestiary 3
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Uses feat: Endurance (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Great Fortitude (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Greater Sunder (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Critical (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Lightning Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Sunder (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Quick Draw (Feat)House/Core — covered by the site's Section 15.
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