Library / Bestiary

Nephilim

CR 8.00 Outsider N Large
The strength and stature of this giant-sized human is matched only by the nobility of its bearing.

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.

STR
25
DEX
15
CON
18
INT
14
WIS
16
CHA
17
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/&times;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

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.

Bluff +12, Climb +13, Diplomacy +17, Intimidate +17, Knowledge (geography, planes) +11, Perception +17, Sense Motive +17, Stealth +9, Survival +12

Details
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
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.