Nephilim
Hailing from the upper planes, the Nephilim are celestial spirits disguised as common animals to blend in, observe the various races, and carefully guide them. Though, they hold a darker secret; capable of manipulating the flesh of whatever beast they possess; twisting, ripping it apart, and rearranging it from the inside out to attain a gruesome caricature of the humanoid form in times of desperation.
From on High
As a Nephilim, you come to the Material Plane from somewhere in the Upper Planes. As low ranking celestials, some are sent by higher beings such as Patrons or even Gods in order to see a specific task to completion while others are cast out for a misdeed.
Bloody and Brutal Transformation
A Nephilim is something akin to a spirit, possessing no true body of their own on the material plane. As such, they must possess another living creature to survive. It is their unique composition which allows them to change the creature from the inside out so that they may attain a humanoid form to better perform their task. This process takes course over an unknown length of time, and it is nearly impossible to identify a possessed animal from any other of its kind, even during this change.
In times of danger, a Nephilim can break cover, quite literally. In a gruesome, painful display, the body of the animal will tear and bleed; bones break, move, and reset themselves, and standing in the place of what was once an animal will be a tall, bloody humanoid; muscle and bone exposed to the air, wearing the remains of the beast they had just emerged from.
Perhaps even more disgusting is the fact that a Nephilim can then resume cover. With yet more cracking of bone and squelching muscle. The result is the same animal as before, covered in what look to be deep lacerations. With time, these wounds will heal, returning the beast to normal.
The Task at Hand
Nearly every Nephilim is sent out on some task by a higher power. Perhaps you're currently working on it; perhaps with someone in your current party. Maybe you've already completed your task, but have elected to stay around, having found what you believe to be a greater purpose. While the Nephilim have free will and can pursue any goal they choose; this table can help you determine why your Nephilim is on the Material Plane in the first place, and should at least be kept in mind by a Nephilim. The exact nature of your task should be clarified with you DM, as to ensure it fits in their intended storyline and world.
Once a Nephilim completes their task they are usually allowed to return to the high planes from which they hail from. Though, a patron may allow a Nephilim to remain on the material plane if the they have another cause agreeable to the patron for the Nephilim to champion or undertake.
That said, if a Nephilim should fail their task, they are said to be cast out. They are unable return to the higher planes, and can spend several life times trying to regain favor with their patron, or simply fade into history.
You may either roll 1d10 to determine your task, or select what fits your character best.
| d10 | Task |
|---|---|
| 1 | You already failed at your task and were cast out to wander the plane. You look to atone for your failure and survive. (Survival) |
| 2 | You are tasked with discretely aiding traveling mortals on a journey to discover something about your Patron. (Stealth) |
| 3 | You are to assure that a monumental event concludes in a favor of your Patron. (Insight) |
| 4 | You... either don't know or forgot what you're supposed to do on the way over, and there in lies the problem. (Investigation) |
| 5 | You are to watch over a mortal until their destiny is revealed and fulfilled. (Perception) |
| 6 | You are to act as a mentor to a mortal, training them to be strong enough face the challenges ahead. (Athletics) |
| 7 | You are to aid in the spread of your Patron's word, strengthening their foothold and influence in the plane. (Religion) |
| 8 | You were sent to this plane against your will, and are now unable to return. You now need to discover what's keeping you here. (Arcana) |
| 9 | You are to seek out and destroy the enemies of your Patron with great prejudice. (Intimidation) |
| 10 | You are charged with guarding and protecting a location sacred to your Patron. (Nature) |
Nephilim Quirks
Being spirits from another realm merely inhabiting and manipulating the flesh of that which resides on this plane, you bring some quirks and perhaps odd beliefs with you.
| d10 | Quirk |
|---|---|
| 1 | Being of another plane, your speech patten resembles a much older dialect, and you heavily rely on honorifics, regardless of who you are speaking to. |
| 2 | You detest machinations of iron and its derivatives. You will not willing use iron or steel equipment. (Though, nothing is stopping you) |
| 3 | You "enjoy" the pain which comes with your metamorphosis and injury in combat, believing pain absolves one of sin. |
| 4 | Freedom is the right of all sentient beings. You feel compelled to help any person or creature in need if it is within your power to do so. |
| 5 | You are quite the dry conversationalist and tend to speak very plainly and directly. As a consequence, you don't understand most word plays, sarcasm or idioms, and take most of what people say literally. |
| 6 | You find most sentient creatures to be needlessly complicated, and much prefer the company of animals - feral, domesticated, or otherwise – over anyone else. |
| 7 | You believe the spirit of the animal you possessed is still with you, and can sometimes be found ‘consulting’ it for advice on matters. (aka talking to yourself) |
| 8 | You proclaim something along the lines of "Do not be afraid!", "Fear not!", or "Your judgment is nigh." whenever you change into your True Form. It doesn't have to be the same thing every time. |
| 9 | Being a celestial entity that was always where it needed to be when it was needed, the concepts of time and distance baffle you, and you often confuse and misconstrue them. |
| 10 | You genuinely believe your Patron's task should take absolute highest priority over all other "mundane trifles", and will often make this fact known. |
Nephilim Names
There are a number of methods one can use to name your Nephilim. The common theme is that they are likely a descriptor of some capacity, be it of one's character, appearance, personality, of otherwise.
Being celestials of the upper planes, Nephilim tend to have "holy" sounding names, often ending in "el", "il", or ""iel." The name should feel as though it could work for other celestial entities. Instead of a last name, the nephilim may hold a title denoting their character or position.
Alternatively, depending on where in the upper planes they originate from or depending upon their patron, a Nephilim may have a name that is merely one word which works for a name, or two words mashed together to sound like a name. Again, normally this name will act as some kind of descriptor, though perhaps in a more indirect fashion.
If that doesn't work, it's not uncommon for a Nephilim to receive a nickname from their compatriots. Seeing as the Nephilim are most often disguised, this nickname is liking reflect their animal form's appearance in some capacity. It can generally be described as a pet name.
Nephilim names Farrel, Opheaniel, Iezanel, Marcanel.
Sting Crusher, Savageshift, Firelinx, Aurora, Trident, Howler.
Spots, Boots, Buggs, Slick, Shelly
Nephilim Traits
Ability Score Increase. Your Constitution is increased by 2 and you may increase another stat of your choice by 1.
Age. A Nephilim can extend the average life span of the creature it posses several times over, and the spirit itself is believed to be practically immortal.
Alignment. Originating from the upper realms, most Nephilim work to better the Material Plane. From you're perspective, you tend towards being Good, but others may perceive otherwise.
Size. You are the same size as the animal you possess, and maintain this size class for your True Form.
Speed. When disguised, you have access to all of the creatures movement abilities. In your True Form, your base walk speed is 35ft, and you have access to the same movement abilities, but at a halved rate.
Languages. You can read, write, and speak Common, Celestial, and one other language of your choice.
Task Skill. Nephilim gain a skill proficiency based on their assigned task.
To Walk Amongst Men. In order to both stay on the Material Plane and aid them in their tasks, Nephilim take on disguises of relatively common, small-to-large, Beast-Type animals. The Challenge Rating of said creature must be equal to half your total level, rounded down. This is likely to be the form they spend most of their time in.
- While disguised, you assume the creature's Strength and Dexterity scores but retain your Constitution, Intelligence, Wisdom, and Charisma scores.
- You retain all of your skill and saving throw proficiencies in addition to gaining those of the creature. If the creature has the same skills or saving throws as you, use whichever is highest.
- While disguised, you have the same damage and condition vulnerabilities, resistances, and immunities, as well as the creature's natural armor, senses, abilities and attacks if it has any.
- You retain the benefit of any features from your class or other source and can use them if the animal form is physically capable of doing so.
- You can telepathically speak with a single target within 30ft of you at a time, so long as you share a known language. This does not impact any spells with a verbal component.
- You maintain hit points between forms. (Use you're classes hit-die and hit points, not the creature's)
- Your ability to wear armor or other like-equipment, cast spells, or use weapons and items is dependent on your animal form's physical capabilities.
Metamorphosis. In times of desperation, a Nephilim can reveal their True Form. Spending an action, you can assume a humanoid form up to 3 times a day for 10 minutes at a time. While horrific to behold, the change does not injure the Nephilim, though most would describe the act as ‘unpleasant’.
- You will revert back to your disguised form after 10 minutes unless you expend another use of this skill.
- You automatically return to your disguised form upon falling unconcious, dropping to 0 hit points, or dying.
- You can revert to your disguised form early by expending a bonus action on your turn.
- You regain one expended use of this ability after a short rest, or all uses after a long rest.
- Any non-mindless creature witnessing you change form for the first time must succeed a DC 12 wisdom saving throw, or become shaken for a round. If they get a 6 or under, they are Frightened for one minute. Any creature aware or warned of the Nephilim's true nature may make the roll with advantage.
- Changing form does not break concentration in regards to spells or other effects.
- Changing form does not affect your current health in any way. Your current health carries directly over from one form to the other.
- When a Nephilim returns to their Disguised Form it will show odd scars and lacerations consistent with their change. These will fully heal over the course of a short or long rest.
True Form. Upon completing Metamorphosis, you will have changed into your True Form. Unlike more common shapeshifters with a hybrid form, a Nephilim’s form is unnatural and almost monstrous. Appearing covered in with torn skin, exposed, misshapen muscle and bone, with stretched and warped appendages, the true form of a Nephilim is gruesome. While in this form, the following applies to you.
- You use your Strength and Dexterity scores while in this form
- The use of weapons, spells, armor, and other objects is no longer limited by the physical capabilities of your animal form. You are now classified as Humanoid.
- You no longer have the same damage and condition resistances, immunities, vulnerabilities, or attacks as your disguise, but you retain its natural armor, saving throws, skills, senses, and abilities if it has any.
- Celestial Resistance. You are resistant to Radiant and Infernal damage.
- Powerful Build. You count as one size larger when determining carrying capacity and the weight you can push, drag, or lift.
- Natural weapon. You have a natural weapon as a result of your transformation. It deals 2d6+STR or DEX+Proficiency of either piercing, slashing, bludgeoning, or radiant damage (your choice, choose one and stick with it). It is classified finesse, melee, and magical.
- Immutable form. You are immune to any spell or effect that would alter your form.
Optional Concepts
About Metamorphosis...
It should go without saying, but it is strongly encouraged by the author that if you want to play this race, you should talk with your DM about what creature you can or cannot be. You should also keep in mind that your character is attempting to maintain some kind of disguise, and as such, shouldn't go for creatures that would stick out to much, or call hostility upon itself. A giant scorpion might be impressive, but something like a dog blends around town in much better.
Should you be transformed...
Should you be magically transformed while disguised, you can still transform into your true form. You will assume the stats of the new creature, treating it as though it where your disguise. Your natural weapon will have changed as well (Choose a new damage type) You will also be of the same size class as the animal.
This ruling combined with something such as Polymorph would make it possible to get around the rules of To Walk Amongst Men, hence, why it is with the Optional Concepts. If you do not want your character or player to be able to do this, then it is recommended by the author to rule that a Nephilim has the Immutable Form feature in both forms.
On the topic of Death...
Being truthfully a celestial spirit, death may not be an end for your Nephilim. Should the possessed creature fall, it might be possible to find a new disguise, so long as it follows the rules in To Walk Amongst Men. Though, this is no easy task as time is not on your side.
If the physical form of the Nephilim is killed, they release and become a Nephilim spirit. The spirit needs a physical host to bond with to stay on the material plane or they else be pulled back to the higher realms from which they came, - regardless of what plane they may currently reside on - and likely have to face and explain themselves to the Patron that sent them in the first place.
Once a Nephilim becomes a spirit they have 1 day per character level to find a host or will be recalled to their original plane.
A Nephilim can also abandon the host body they currently possess. Doing so immediately kills the host body as it rapidly withers away without the Nephilims spirit to infuse it with life. This is normally only done once a Nephilim has completed the task assigned by their patron, and the idea of a Nephilim willingly leaving a perfectly healthy host they have bonded without considerable reason is considered a bit of a taboo among Nephilim and those associated with them.
Upon a successful possession, the Nephilim retains their memory, stats, skills, class levels, proficiencies, features, and abilities. They do not, however, magically retrieve their inventory, that must be re-confiscated by hand.
Nephilim Spirit
Small Celestial, same allignment
- Armor Class 10
- Hit Points 1/2 of in life
- Speed 0ft, 40ft fly. it can hover
STR DEX CON INT WIS CHA 7 (-2) 10 (0) Same (+-) Same (+-) Same (+-) Same (+-)
- Saving Throws Same as in life.
- Skills Same as in life.
- Damage Vulnerabilities Infernal
- Damage Resistances Acid, Fire, Cold Lightning, Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
- Damage Immunities Radiant
- Condition Immunities Exhaustion, Frightened, Grappled, Paralyzed, Poisoned
- Senses Same as in life, Ethereal Sight
- Languages Any it knew in life
- Challenge N/A
Actions
Ethereal Sight. The spirit can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Etherealness. The spirit enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Celestial Radiance. The spirit sheds bright light in a 20ft radius, and dim light for an additional 20ft.
Possession (Recharge 6). One beast that qualifies for To Walk Amongst Men that the spirit can see within 5 ft. must succeed a Charisma saving throw or be possessed by the Nephilim; DC equal to 8+Prof+character level. If failed, the spirit then disappears, and the target is possessed. Every Long rest after that point the beast makes another CHA save, if it fails a third save the Nephilim bonds with the creature and it becomes the Nephilim’s new host, use To Walk Amongst Men to make adjustments.
Note: the Nephilim does not gain access to the target's knowledge, class features, or proficiencies.
If the Beast makes a third third passing saving thrown beyond the initial possession, the possession ends and the Niphilim is ejected from the beast. The target is immune to this spirit's Possession for 24 hours after succeeding on the initial saving throw or after the possession ends. If a spirit is rejected and forced out, it resets the Nephilims ‘death clock.’
Resembling a small ball of light which writhes like a collection of worms and palpitates like a heart, the Spirit form of a Nephilim cannot be maintained on the material plane for very long. They require a host, though are unable to just possess anything.
Reference
Inspired by the work of TGping, specifically, their Titanomachy series of comics