Nephilim Species in Liria | World Anvil

Nephilim

Basic Information

Anatomy

Humanoid

Biological Traits

Nephilim have been recorded as being able to be born from any humanoid species. The biggest unexplained phenomenon is that no matter the race the child is born from their base appearance is still human with the exception of the traits that make them Nephilim. Their lifespan tends to be as long as your average human of under a hundred years or so. Nephilim males tend to be larger and heavier than the females of the species and other than skin tone, horns, and ear, they have the general appearance of your average human.

 

Many Nephilim inherit some of their bloodline's biological traits, including parts of their appearance and abilities. This includes the tail nearly all Nephilim possess takes the design related to their bloodline heritage. Other inheritances of their specific bloodlines may include a brimstone odor, a cat-shaped pupils, or even a fork tongue.

Genetics and Reproduction

Sexual Congress

Growth Rate & Stages

Nephilim age at the same rates as humans and have roughly the same life expectancy as them. They reach their coming-of-age around the age of thirteen and considered adults around the age of seventeen.

Additional Information

Facial characteristics

All Nephilim are born with a set of horns that grow to maturity with them. Their horns develop in various shapes, sizes, and colors. A Nephilim can have up to three sets of horns, however, they will all be the same color and general design but may grow in different formations. They also have elongated and pointed ears in various sizes and contours. Nephilim tend to grow up self-conscious of their horns and ears and often decorating them with different types of jewelry and adornments. Nephilim will at many times also adorn their face in various jewelry for their nose, lips, or other sections of their face. Nephilim eyes come in many different colors, the most common identified colors are blue, black, green, red, and orange. It is also very common for Nephilim to experience heterochromia. Some Nephilim also has eyes that were solid orbs of black, red, white, silver, or gold.

Perception and Sensory Capabilities

Nephilim's visual sensory in dim or low light is enhanced by their darkvision. Thanks to your infernal heritage, they have superior vision in dark and dim conditions. Nephilim can see in dim light within 60 feet o as if it were bright light, and in darkness as if it were dim light. They can not discern color in darkness, only shades of gray.

Civilization and Culture

Naming Traditions

Nephilim names at birth are given according to the race of the parents that gave birth to the child. However, those that are raised outside a family, in orphanages, or on the streets, tend to change their name to something they are more comfortable with.

Major Language Groups and Dialects

The common tongue is still the main language spoken by Nephilim, however, they are also fluent in Infernal.

Culture and Cultural Heritage

The circumstances behind a Nephilim birth leave them with no culture to call their own. Most grow in the culture of the family that gave them birth, adapting the traditions and habits of their parent's culture. Many Nephilim children get abandoned or left at an orphanage or church as the rumor started long ago of these children being cursed or unpure still frighten some people even thousands of years later. The only commonality you will find among Nephilim is their attitude regarding their heritage, and while some Nephilim embraced it, others were repulsed by it, forging the two most common stereotypes of their race.

History

Little can be said for the history of the Nephilim. They have been around for as long as any mortal memory can recall. Ancient elven records that were captured are the oldest to note of one in the year 2214 AC, which is the first recording of a slave fitting the physical characteristics and depictions of a Nephilim. The elves attempted many spells and rituals in an attempt to uncover the origins and secrets of the species, but failed in their efforts, and began to fear what they couldn't explain. Records go on to mention that for many years those captured were experimented on, dissected, and tortured to find out more about them with little to no success. Eventually, the elves determine the Nephilim were of no threat to them and their enslavement along the others began in earnest. To this day a Nephilim can be born of any humanoid species and the mystery of their existence baffles scholars to this day. A Nephilim during the elven empire's reign was lucky to live past their birth. During this time that the rumor was spread, by the elven powers still fearful of this new race, that these were curse abomination and should be disposed of immediately. Many were killed after their birth or taken away by the elves to become part of their experiments.

Interspecies Relations and Assumptions

Nephilim, in general, try to get along with all other races but are still slow to mistrust others quickly.

In Kiyoka, all Nephilim are considered curses upon the family and upon reaching maturity are exiled from the country.

Lifespan
Less then 100 years
Average Height
1.66 m
Average Weight
80 kg
Body Tint, Colouring and Marking

Nephilim skin tone has a range of variety. Besides the standard pigments found among the human species, Nephilim has also displayed shades of red, purple, blue, greens, and oranges as their skin tones. Their skin may sometimes also be leathery or scaley.

Geographic Distribution

Nephilim

ability score increase: +2/+1
age:
alignment: Any
Size: Medium
speed: 30 ft
Languages: Common, Infernal
race features:
Age. Nephilim mature at the same rate as humans but live a few years longer.   Size. Nephilim are about the same size and build as humans. Your size is Medium.   Speed. Your base walking speed is 30 feet.   Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in the dark within 60 feet of you as if it were dim light. You can’t discern color in darkness, only shades of gray.   Languages. You can speak, read, and write Common and Infernal.  

Nephilim Bloodlines

Infernal Bloodline

  • Hellish Resistance. You have resistance to fire damage.
  • Infernal Legacy. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Aboleth Bloodline

  • Speed. You have a swim speed of 30 feet.
  • Amphibious. You can breathe both air and water.
  • Unfathomable Minds. You have resistance to psychic damage.
  • Telepathy. You can telepathically speak to a creature you can see within 10 feet of you. You do not need to share a language with the creature for it to understand your telepathic message, but it must be able to understand at least one language.

Balor Bloodline

  • Fire Aura. As a bonus action, you can emanate an aura of flaming magic around you for a number of rounds equal to your Constitution modifier (min 1). While your aura is active, each creature within 5 feet of you takes 1d6 fire damage, and flammable objects in the aura that are not being worn or carried ignite. Once you use this trait, you cannot use it again until you finish a short rest or long rest.
  • Flaming Retribution. When a creature touches you or hits you with a melee attack while within 5 feet of you, you can use your reaction to unleash your abyssal magic upon the creature. The creature must succeed on a Dexterity saving throw or takes 2d6 fire damage. The save DC for this saving throws equals 8 + your proficiency bonus + your Charisma modifier. Once you use this trait, you cannot use it again until you finish a short rest or long rest.

Bone Bloodline

  • Frigid Toughness. You have resistance to cold damage.
  • Skeletal Tail. Your tail is now skeletal, with protruded spines and tightly stretched skin and is a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Unholy Venom. When you make a successful attack against a creature with your Skeletal Tail, you can use a bonus action to inject them with your venomous prongs. The creature must succeed on a Constitution saving throw or becomes poisoned until the end of your next turn. The save DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait you cannot use it again until you complete a short or long rest.

Ice Bloodline

  • Hellish Fortitude. You have resistance against cold damage, and you do not suffer the effects of extreme cold.
  • Freezing Touch. As an action, you can magically touch an object with your hand to coat it with frost, or partially freeze it.
  • Hellish Frost. When you finish a short rest or long rest, you can touch one melee weapon or piece of ammunition to coat with your cold, infernal magic. A creature hit by the weapon or ammunition coated with your magic must make a Constitution saving throw or take cold damage equal to 1d10 and have its speed decreases by 10 feet until the end of its next turn. The magic coating the weapon or ammunition lasts until 1 minute, after which it becomes a normal non-magical item.

Marilith Bloodline

  • Blade-Sharp Senses. You are proficient in the Perception skill.
  • Nephilim Weapon Training. You have proficiency with the dagger, rapier, shortsword, and longsword.
  • Abyssal Riposte. When a creature you can see targets you with a melee weapon attack, you can use your reaction to add your Charisma modifier to your Armor Class against that attack (minimum of 1). You must be wielding a dagger, rapier, longsword, or shortsword to use this trait. Once you use this trait, you cannot use it again until you finish a short rest or long rest.

Nalfeshness Bloodline

  • Naturally Deceptive. You are proficient in the Deception skill.
  • Abyssal Resistance. You have resistance to lightning damage.
  • Weird Nimbus. When you hit a creature with a melee weapon attack, you can use a bonus action to emit scintillating, multicolored light from your weapon. The creature must succeed on a Wisdom saving throw or be frightened of you for 1 minute. The save DC for this saving throw equals 8 + your proficiency bonus + your Charisma modifier. If the creature succeeds on the saving throw, it is immune to your Weird Nimbus trait for the next 24 hours. Once you use this trait, you cannot use it again until you finish a short rest or long rest.

Onyx Bloodline

  • Fiendish Inclination. Whenever you make a Charisma skill check when interacting with a creature that has the fiend creature type, you are considered proficient in that skill.
  • Abyssal Magic. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the thunderwave spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the blindness/deafness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Rakshasa Bloodline

  • Limited Magic Resistance. You have advantage on saving throws against cantrips and 1st-level spells. This ability may be used a number of times equal to your Intelligence modifier and reset after a long rest.
  • Haunting Strike. When you hit a creature with a melee attack, you can choose to imbue the creature with your innate magic that lingers within the creature for 8 hours. When the creature takes a short rest or long rest while imbued with your magic, it must make a Wisdom saving throw. The save DC for this saving throw equals 8 + your proficiency bonus + your Charisma modifier. Fiends automatically succeed on this saving throw. On a successful save, the imbued magic wears off. On a failed save, the imbued magic manifests itself, filling its thoughts with horrible images and dreams. The creature gains no benefit from finishing a short rest or long rest. The imbued magic ends early when the creature is targeted by a remove curse spell or similar magic. You can have only one creature imbued with your magic with this trait, and once you use this trait, you cannot use it again until you finish a long rest.
  • Disguise Self. Like your outsider heritage, you are skilled at hiding your true nature. You can use a standard action to assume the appearance of a humanoid form that is of the same sex and size once with this trait and regain the ability to do so when you finish a long rest. This ability functions similarly to disguise self though you gain an additional proficiency bonus on your spell save DC for Investigation checks made to see if you are disguised because of your innate expertise. The disguised form lasts until dispelled.[/il]

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