Nephilim

The strength and stature of this giant-sized human is matched only by the nobility of its bearing.

Nephilim CR 8

XP 4,800
N Large outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +17

DEFENSE

AC 22, touch 11, flat-footed 20 (+6 armor, +2 Dex, +5 natural, -1 size)
hp 104 (11d10+44)
Fort +13, Ref +5*, Will +10; +2 vs. fear and sorrow effects
Defensive Abilities soul of sorrow; DR 10/magic; Resist cold 10, fire 10; SR 19

OFFENSE

Speed 30 ft.
Melee +1 longsword +18/+13/+8 (2d6+11/17-20) or 2 slams +17 (1d6+7)
Ranged mwk spear +13/+8/+3 (2d6+7/x3)
Space 10 ft.; Reach 10 ft.
Special Attacks crushing blow, mortal challenge

STATISTICS

Str 25, Dex 15, Con 18, Int 14, Wis 16, Cha 17
Base Atk +11; CMB +19 (+23 sunder); CMD 31 (33 vs. sunder)
Feats EnduranceB, Great FortitudeB, Greater Sunder, Improved Critical (longsword), Improved Lightning Reflexes*, Improved Sunder, Power Attack, Quick Draw
Skills Bluff +12, Climb +13, Diplomacy +17, Intimidate +17, Knowledge (geography, planes) +11, Perception +17, Sense Motive +17, Stealth +9, Survival +12

SPECIAL ABILITIES

Crushing Blow (Ex)

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 (Su)

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.

Soul of Sorrow (Ex)

A nephilim gains a +2 bonus on Will saves against fear effects and any effect that causes sorrow.

*Editor’s Note

The Nephilim has the Improved Lightning Reflexes feat, without having the prerequisite feat, Lightning Reflexes. GMs are encouraged to give the Nephilim Lightning Reflexes instead, which results in a Reflex save of +7.

Examples

ECOLOGY

Environment warm hills
Organization solitary, pair, or tribe (3-8)
Treasure double (masterwork breastplate, +1 longsword, 4 masterwork spears, other treasure)

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.

Section 15: Copyright Notice
Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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