Angels of Tartarusdrgfdgrgdrdrgdrfgrdfgf
Angels of Tartarusdrgfdgrgdrdrgdrfgrdfgf
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Contents
An Introduction 5
On Gyreon’s Authority 5
Descent into Tartarus 5
The Ploys of the Xildur 6
The Frozen Fortress 7
Half-Nephilim 8
Half-Nephilim Subraces 10
The Tower 12
Denizens of Babel 13
Wretch 15
Nephilim Acolyte 16
To Become a Warrior 17
Nephilim Warrior 18
Nephilim Sergeant 19
The Higher Levels 20
Wretched Jailor 22
Nephilim Lieutenant 23
Spoils of War 25
Blade of Infinite Blossoms 26
Axe of the Jade Sentinel 27
Box of Sins 28
The Lost Thread 29
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3
– A S E C O N D C H A N C E –
Wake, mortal.
You have perished. The Court has assigned your fate to me. Your actions in life were cruel, self-interested. Your
ambition was your doom. Still, you showed promise, in your fall from grace. Resolve. Single-minded determination to
achieve your goals, selfish though they were. The Atherkin have judged you Evil, yet Lawful. Ordinate. You are to be
punished. Your soul is dangerous, and must be turned into energy, lest you one day become a servant of the Enemy.
I could destroy you. Make you into essence with which to fuel our cause. That would be just punishment for your
misdeeds. There is another option. Submit to me and become Nephilim. Indulge your wicked nature in the strict
pursuit of triumph over the ultimate evil. Follow the absolute rules of our creed and ascend the Frozen Fortress until
you have trumped all. An afterlife of toil, battle, and struggle, with the faint promise of your unlikely ascension. I give
you a second chance to serve the Universe. Will you redeem yourself?
4
An Introduction
D
o the means justify the ends? That is the
question at the heart of the Nephilim. Against
total annihilation, what good are morals,
anyway? Peacekeepers cannot fight a war.
Angels and Celestials cannot go far enough to
achieve their goals. Their triumph is impeded
by the very values they hold so dear. A vow
comes into question, when you try for the impossible. A
creed, an oath, a divinity, even; it all crumbles in the face
of victory. To win–to truly triumph–you must abandon
all else.
That is what the Archangel Azrael concluded, before
leaving the Celestial Realms of his brethren and
submitting into darkness, willingly sumbitting himself to
the Soul Recombinator of Gyreon, meant only for
mortal souls, and coming out the other side as the
original Dark Angel, the First Nephilim.
On Gyreon’s Authority
How are Nephilim created? What kind of magic turns a
celestial into such a malicious, tyrannical entity? The
answer comes in one of Gyreon’s ancient devices: the
Soul Recombinator of Tartarus, christened the
Fountain of Triumph, after Azrael’s passage.
Gyreon, God of Order, was one of the most powerful
divinities of the Age of Gods. Soul Recombinators are
devices engineered by Him, placed at the heart of every
plane of existence, meant to reincarnate the souls of
mortals into the afterlife. It was no coincidence their
reincarnations were that of devils, angels, and other
forms conspicuously reminiscent of the original
servants of the pantheon; in truth, Gyreon feared the
limitless potential of mortal souls and the White Flame
that spawned them, and had to create a mold, an
expected outcome, instead of letting them develop into
Gods know what. The God of Order–and the pantheon
at large, for that matter–needed to exert control. What
could have become of a leashless mortalkind? What
could they have achieved, were they not caged by the
Gods?
INTRODUCTION
5
of the Gods, an infinite glacial wasteland, where The Fountain of Triumph
damned souls went to freeze under the power of Stasis.
It was a labyrinth, of sorts, a deathly realm watched over Azrael plunged into the icy waters at the heart of the
by the beast-king Tauryl, a God of a younger race–the Soul Recombinator, letting himself go. He did not know
fateful Meratar. what would happen; he only hoped to be free. Free of
Tauryl was, in truth, a fire god, akin to Yhawe and his nature, free of his divine duty, free of his gilded cage.
Agni, burning bright through his Divine Domain of He wanted more. He wanted to be Great. In the depths
choice; Perseverance. He was given Stasis, a domain of of the universe, he called unto a higher power.
Ice, along with authority over Tartarus, as a means to And the Fountain of Triumph answered. The Soul
push him out of the Higher Planes. His influence among Recombinator turned his white wings into foils of black,
the Meratar was becoming too great, and many his body became laced with gold, and his eyes turned to
respected and turned to him over the Xildur. His brilliant pools of light. The algorithms of Gyreon did not
growing popularity had to be dealt with. account for a divine creature, and so, it attempted to
As such, the Pantheon plotted to disguise his exile as create something new, changing and rearranging Him
a call of duty. Such a ploy went unnoticed by Tauryl to fit the resolve He’d shown in His journey of defiance,
himself, until it was too late. After all, he could not reject and the aspirations lodged in His heart. Azrael arose
the task at hand; he was, indeed, the best choice to carry from the waters of Triumph, reborn as the first
Stasis, for he would balance its ice with the fires of Nephilim, and the Soul Recombinator was changed
Perseverance. forever.
The Fountain of Triumph would no longer create
The Ploys of the Xildur anything other than Nephilim, and of course, their
terrible variants.
Wounded and battered by his travels, Azrael found
himself on the doorstep of Tauryl, who welcomed a The War against the Gods
fellow exile. Together, they shared their grievances, and
Azrael spent the entirety of his life, up until Eternity’s
above all, their disdain for the Xildur Gods. Azrael
coming, fighting against the Xildur. He had claimed
pleaded with the Meratar of how trapped and limited he
Triumph, and the power of his Meratar friend and ally,
felt in his celestial body, of how his essence was meant
Tauryl, could not be discounted. Tartarus was a threat,
for so much more than being a pawn in the Xildur’s
and of the coming Nephilim, Azrael was the highest
game. He wanted to be free of his nature; of the
among them.
deterministic values he had to uphold, because of his
Such was his power the very Yhawe, God of Might
divine status. Azrael’s plead for freedom persuaded the
and previous Master of Azrael, decided to march to war
Bull-God to help, for Tauryl had been a victim of the
with Tartarus, and was soundly defeated by the nascent
very same ploys. Together, Meratar and Fallen Angel
Dark Angels. Not only did he lose, but Azrael took a
set out to find the Soul Recombinator, in the depths of
piece of his divinity for himself, for that was the price of
labyrinthic Tartarus.
defeat against almighty Triumph. In that moment, Odin,
When finally they reached their goal, Tauryl objected
son of Yhawe, decided to take up arms to recover the
one last time to Azrael’s suicidal endeavor; he did not
piece of his father that was lost, and Asgard went to war
want the Archangel’s blood on his hands, should the
against Tartarus in the longest interplanar conflict the
reincarnation fail. Yet, the soon-to-be Dark Angel
universe had ever seen up until that point.
showed such resolve, such determination, Tauryl could
Only the arrival of Eternity could force a truce
do nothing but watch.
between Azrael and Odin, and still, it took great effort to
convince them to work together. During their final
charge, even despite their bad blood, Odin knew the
Xildur would win. Triumph incarnate was on their side,
after all.
INTRODUCTION
6
The Frozen Fortress games of power made cooperation in such a large scale
impossible.
Before Azrael, Tartarus was a forsaken realm, an At the upmost floor of the fortress, in the middle of the
amalgam of elements beyond the planes of water and air. Astral Sea, the Thread of Triumph resides, the remnant of
A frigid island in the middle of a inhospitable frozen sea. Azrael’s divinity. It was passed onto his followers, on the
There was only the Labyrinth at the heart of the plane; condition they defeat the Enemy at any cost. In doing so,
a terrible construction of Gyreon, made to protect the Azrael ensured the Nephilim would always strive to
Soul Recombinator at its center, and to contain creatures protect reality, in spite of their evil nature; for whoever
the Xildur deemed too dangerous. Tauryl, exiled to the contributed the most in their eternal labor would be
frozen wastes and made to carry the divine domain of rewarded by the Thread of Triumph itself.
Stasis alone, slowly but surely figured out the maze in
such a way he would never forget it, which allowed him to In the Third Age
lead Azrael to the Fountain of Triumph, centuries later.
His perseverance, mixed with the power of stasis, made Today, the frozen fortress of Tartarus is a cutthroat game
the Labyrinth change from a frozen prison to a crucible of of politics and backstabbing, eternally at war against the
flames. It thus became his very own divine domain, in Enemy and all who would aid it, even unwittingly or by
which many creatures, including minotaurs and accident. Azrael’s dream of reaching the heavens under
Goristros, were born of Tauryl’s divinity. His own terms is nothing but a fairy tale, an impossibility
for the selfish and arrogant ranks of the Nephilim. The
The Tower of Babel Tower of Babel will thus forever be half-finished, having
never lived up to its full potential.
With the Labyrinth as its base, newly ascended Azrael Many believed the Nephilim would destroy themselves.
began building up. He knew the Xildur would not accept And yet, somehow, across thousands of years of
His rebellion, and so, He began preparing for war. In rebellions and plays for power, they reached some kind of
defiance of the Gods, He erected the Frozen Fortress of equilibrium. The current wielder of the Thread of
Tartarus, called Babel, a tower so high it would reach– Triumph, the Archnephilim Barbatos, has managed to
and surpass–the heavens themselves. hold on to the Thread for over a millennia, but came close
With the help of Tauryl, who presided over the to losing it during the War of Prophecy that devastated
Labyrinth, Azrael used the Fountain of Triumph to create Tartarus and rattled the hells.
more Nephilim; some out of willing celestials who Power is all that matters in that terrible fortress, which
defected the higher planes, and others from the promising trickled down into the Labyrinth and turned many of the
mortal souls that were sent to Tartarus to suffer. His army followers of Tauryl to evil. The Isark people fled from this
was not only powerful, but also fiercely loyal to him. Still, corruption into the material plane, and are the only
those who turned into Nephilim were rarely aligned with civilization that still worships Tauryl in its aspects of
morality, which meant the only thing keeping these evil perseverance and determination.
and tyrannical dark angels together was their faith in As such, in the current Age, an unprecedented period of
Azrael. order and cooperation is the current state of affairs down
At the moment of his death, during the War of Eternity, in Tartarus. Some even believe Barbatos to be the second
the Tower of Babel reached so high into the cosmos it cut coming of Azrael, able to continue the Fallen Angel’s
into the Astral Sea like a blade, having left Tartarus project. Perhaps, one day, the Tower of Babel will reach
behind. After Azrael’s sacrifice, the Nephilim lost their into the broken heavens, and the Nephilim will rule all.
aim, and could never continue their ascent. Their own
INTRODUCTION
7
Half-Nephilim
Playable Species by Ariadne’s Codex
Of Freedom…
Celestials are inherently different from mortalkind.
Angels of the higher planes are incapable of
reproducing, for they are creatures of essence, created
to serve a purpose, bound to their planes in existence.
Most creatures in the universe, with the exception of
devils and seraphim, find themselves in this situation.
The flame of life, which pushes species to endure, to
change, and to ensure their own survival, is not very
bright among the higher beings.
Nephilim, however, made to be free from the shackles
of the Xildur, have discarded these limits.
…And Servitude
Though they cannot reproduce with each other, for a
trueborn Nephilim can only be created from a willing
soul plunged into the Fountain of Triumph, these dark
angels are able to cross with a multitude of species,
creating the fateful Half-Nephilim.
This act is highly encouraged in Tartarus; Nephilim
that have sired many children climb the Tower faster.
The reason for this is quite simple: the soul of a Half-
Nephilim is bound to the Tower of Babel, no matter
their actions in life. This means that, as mortals, Half-
Nephilim are destined to become Nephilim after their
death, and thus serve in Tartarus for all eternity. It is
ironic that the spawn of Azrael, who desired freedom
above all else, are fated to servitude in such way.
Abandoned
The Nephilim culture is extremely promiscuous, finding
in pleasure and sex another battlefield to conquer. It
does not, however, support parentage. As such,
Nephilim engage with other species for short periods of
time, in acts of great, fleeting love and pleasure, only to
abandon their newly formed family as soon as the
children are born. They do not deceive their partners;
yet they avoid the question, allowing the mortal’s own
hope to betray them.
The Tower of Babel gives a Nephilim that is in the
process of siring or raising a child several years of leave
from the army, to ensure the Half-Nephilim is born
strong and healthy. This said, most leave their partners
a few days after the birth, for they crave desperately to
return to battle, and the eternal quest of ascent of the
Tower of Babel.
INTRODUCTION
8
Children of Triumph
Half-Nephilim are born into this terrible situation, with
one parent broken and the other entirely absent, which
makes them have quite a hard time in their years among
mortalkind. And yet, these Children of Triumph
eventually mature to understand the purpose of
Tartarus, and most accept their place within the Tower
of Babel, indeed eagerly awaiting their deaths, if only to
finally live their true, destined afterlives.
Of Divine Sin
Half-Nephilim walk the path of Azrael, a divine rebellion
they act out in their mortal lives. This is often one of
internal struggle, torn between celestial purity and the
darker tendencies that tug at their soul. They are
marked by their ethereal, golden beauty, mixed with an
intrinsically menacing aura, a foreboding feeling of
wrath, ambition, and catastrophe. Depending on their
mortal parent, they can skew one way or the other.
INTRODUCTION
9
Half-Nephilim Traits Human Resolve. When you fail a saving throw, you can
reroll it. You must take the new roll. Once you use this
Half-Nephilim share certain racial traits as a result of feature, you cannot do so again until you finish a long
their common and celestial origin. rest.
INTRODUCTION
10
Halfling Tiefling
Half-Nephilim born of Halflings are marked by their Half-Nephilim born of Tiefling heritage are an especially
celestial heritage but maintain the resilience and luck of rare mix, with both celestial and infernal traits.
their mortal ancestors.
Ability Score Increase. Your Charisma score increases
Ability Score Increase. Your Dexterity score increases by 1.
by 1.
Hellish Resistance. You have resistance to fire damage.
Lucky. When you roll a 1 on the d20 for an attack roll,
ability check, or saving throw, you can reroll the die and Hellfire and Triumph. When you deal radiant damage,
must use the new roll. Once you use this ability, you you can change the damage type to fire, or vice versa.
must finish a short or long rest before you can use it Additionally, you know the thaumaturgy cantrip.
again. Constitution is your spellcasting ability for this spell.
Golden Illusions. You know the minor illusion cantrip. Ability Score Increase. Your Strength score increases
At 3rd level, you can cast the mirror image spell once by 1.
per long rest without expending a spell slot.
Constitution is your spellcasting ability for these spells. Relentless Endurance. When you are reduced to 0 hit
points but not killed outright, you can drop to 1 hit point
Speed & Size. Your base walking speed is 25 feet. Your instead. You can’t use this feature again until you finish
size is Small. a long rest.
T
he winding, labyrinthic corridors of the in a profound, almost unnatural way. Other types of
megastructure known as the Frozen creatures, such as devils and celestials, can also be
Fortress extend beyond what most mortals changed by the Fountain, but most become a higher
can conceive, with over one hundred denomination of Nephilim. The Acolyte echelon is, more
thousand floors. Each level above ground than anything, a test. If you are deemed worthy in the
implies authority over the lower levels, with Trial of Triumph, you are allowed to ascend. If you are
the exception of level zero, which is not, your soul is once more unmade, to feed the waters
presided by the Principality of Havoc, the Archnephilim of the Fountain, and fuel another’s transformation.
Kali. Beneath the frigid arctic of Tartarus, the tower of The Trial of Triumph is extended to all Acolytes who
Babel finds its gigantic foundations in the Labyrinth, have exceeded expectations in their duties. It consists of
overseen by the followers of Tauryl. a fight to the death against another Acolyte, in which the
In the center of the Labyrinth, deep beneath the loser is destroyed and used as energy for the Soul
plane, the Fountain of Triumph is guarded by Recombinator. Afterwards, with the blood of their
unknowable sentinels of black iron, created by Tauryl comrade still in their hands, the Acolyte is plunged into
himself. In the cold waters of the soul recombinator, the the Waters of Triumph, and must retrieve a golden
souls of mortals are given the choice to power the feather from its bottom; a remnant of the wings that
machine with their essence or be turned into Nephilim Azrael once left behind. During the swim, the whispers
Acolytes, to be tested by Tartarus. It needn’t be said of the void assail the mind, for the depths of Tartarus
what path most choose. reach the edges of the known universe, further than
anything else.
The Nephilim Hierarchy Most Acolytes don’t succeed in becoming Warriors.
Those that do are changed completely; they become a
The most important factor in Tartarus is your standing drastically different person from the one they were at
among the fortress. Generally, the higher your quarters, the moment of their death. They come out of the water
the greater your status, and to ascend the tower, you reborn; they are now Nephilim, through and through,
must serve the Nephilim’s purpose. That generally and they thirst for power and victory.
implies a lot of fighting all across the universe, as the
Nephilim are considered the most important planar Warriors
force against the hosts of the Enemy, ever since the fall
The most common type of Nephilim across the
of Asgard. With each victory, your standing in Babel
universe, the Warriors are the second echelon in the
increases proportionally to your influence, and so does
hierarchy of Tartarus. They inhabit floors 1.000 to
your power. Servants of the void tremble at the sight of
9.999, and have a complex chain of command, in which
the black angels.
none, not a single one of them, is equal to another. They
Wretches are either above, or below their peers, who are peers in
name only. And those that are above have near absolute
The lowest rank of Nephilim are the Wretches, souls so authority over those below. This creates a climate of
wicked they could not be formed into proper Nephilim. absolute respect for your betters; a single misplaced
Either because of their actions in life or the darkness of word, a foul action, a questionable decision in the
their soul, these nightmarish creatures come out of the battlefield–these could all be punished by descent in the
Fountain as incarnations of evil, though always hirearchy, or in the worst of cases, it can lead to
subservient to their masters. These monsters are becoming a Wretch.
condemned to an eternity of servitude; many higher
ranks of Nephilim often threaten, or even punish, their
subordinates by forcefully turning them into wretches. Threadnotes: Devils of Tartarus
Wretches fly about outside the Tower of Babel, Devils, mortal souls reincarnated by the Recombinators of
commanded by other Nephilim, and are found all across Pandemonium and Sheol, have found great comfort in the
the plane of Tartarus. halls of Babel. They will never truly be considered Dark
Angels, but perhaps, that is for the best; they are not
Acolytes contained by the rigidity of the Nephilim caste system, and
can serve whomever they wish.
Next, the Nephilim Acolytes, the first echelon of the
These “independent contractors” wound the Nephilim’s
Nephilim order. They inhabit floors 1 to 999 in the pride, but they cannot turn them away, for they do, in fact,
Tower of Babel. A soul that is determined to be Lawful need their help to maintain the titanic systems of Tartarus
Evil by the Court of the Afterlife, and that has sufficient properly functioning.
potential for Tartarus, is offered the choice to become
an Acolyte. The Fountain of Triumph changes the soul
Nephilim Warrior Triumph (3/day). When the Nephilim reduces a hostile creature to 0 hit
points, it can choose to gain 10 temporary hit points and immediately
Medium celestial (Nephilim), typically lawful evil
take another action. The Nephilim can only use this trait once per turn.
Armor Class 18 (natural armor)
Hit Points 152 (16d8 + 80)
Actions
Speed 30 ft., fly 90 ft. Multiattack. The Nephilim Warrior makes three attacks with its Obsidian
Blade.
STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 20 (+5) 12 (+1) 14 (+2) 20 (+5) Obsidian Blade. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 8 (1d6 + 5) slashing damage plus 18 (4d8) radiant damage.
Saving Throws Dex +10, Con +10, Cha +10 Arts of War (Recharge 4-6). The Nephilim uses its martial prowess to
Skills Athletics +10, Intimidation +10, Perception +12 perform one of the following Arts of War:
Damage Resistances radiant, necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks Coup de Grace. The Nephilim makes one Obsidian Blade attack against a
Condition Immunities charmed, frightened creature within range. On a hit against a creature that has 40 hit points
Senses darkvision 120 ft., passive Perception 22 or fewer, it must succeed on a DC 18 Constitution saving throw or be
Languages all, telepathy 120 ft. killed instantly. The Nephilim can choose to reduce the target to 0 hit
Challenge 14 (11,500 XP) Proficiency Bonus +5 points instead, leaving it stable.
18
Nephilim Sergeant immediately take another action. The Nephilim can only use
this trait once per turn.
Medium celestial (Nephilim), typically lawful evil
Actions
Armor Class 18 (natural armor) Multiattack. The Nephilim Sergeant makes three attacks with
Hit Points 189 (18d8 + 108) its Obsidian Blade.
Speed 30 ft., fly 120 ft.
Obsidian Blade. Melee Weapon Attack: +12 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 9 (1d6 + 6) slashing damage plus 23 (5d8) radiant
22 (+6) 22 (+6) 22 (+6) 14 (+2) 16 (+3) 22 (+6) damage.
Saving Throws Str +12, Dex +12, Con +12, Cha +12 Arts of War (Recharge 4-6). The Nephilim uses its martial
Skills Athletics +12, Intimidation +12, Perception +13 prowess to perform one of the following Arts of War:
Damage Resistances radiant, necrotic; bludgeoning, piercing,
and slashing from nonmagical attacks Coup de Grace. The Nephilim makes one Obsidian Blade attack
Condition Immunities charmed, exhaustion, frightened against a creature within range. On a hit against a creature that
Senses darkvision 120 ft., passive Perception 23 has 50 hit points or fewer, it must succeed on a DC 20
Languages all, telepathy 120 ft. Constitution saving throw or be killed instantly. The Nephilim
Challenge 17 (18,000 XP) Proficiency Bonus +6 can choose to reduce the target to 0 hit points instead, leaving
it stable.
Angelic Weapons. The Nephilim’s weapon attacks are magical. Whirlwind. The Nephilim Sergeant makes three Obsidian Blade
On a hit, they deal an extra 22 (5d8) radiant damage (included attacks against each creature of its choice within 5 feet of it.
in the attack).
Sunder Defenses. The Nephilim Sergeant makes one Obsidian
Tireless Victor. The Nephilim Sergeant doesn’t require sleep, Blade attack against a creature within range. On a hit against a
food, drink or air, drawing all the sustenance it needs from the creature that is wearing medium or heavy armor, the target
divine domain of Triumph. It is immune to exhaustion. must succeed on a DC 20 Dexterity saving throw or have their
AC reduced by 5 for one minute. A creature can repeat the
Sergeant. The Nephilim Sergeant is a divine inspiration to those saving throw at the end of each of its turns, ending the effect
that fight by its side. Allies of the Sergeant’s choice within 30 on itself on a success. This effect cannot be applied multiple
feet of it add 1d4 to their attack rolls and saving throws while times to the same target, and cannot lower a creature’s AC
the Sergeant is not incapacitated. Creatures that benefit from below what they would have if they weren’t wearing any armor.
this trait deal an additional 4 (1d8) radiant damage on a hit
with a weapon attack. Staggering Strike. The Nephilim Sergeant makes one Obsidian
Blade against a creature within range. On a hit, the target must
Innate Spellcasting. The Nephilim’s spellcasting ability is succeed on a DC 20 Constitution saving throw or be
Charisma (spell save DC 20, +12 to hit with spell attacks). The incapacitated and have their speed halved for one minute. A
Nephilim can cast the following spells innately, requiring no creature can repeat the saving throw at the end of each of its
material components: turns, ending the effect on itself on a success.
At will: compelled duel, guiding bolt Reality Slash (1/day). The Nephilim Sergeant makes a singular
slash or thrust, either a 60-foot cone or in a 120-foot line that is
1/day each: commune, branding smite, pulverizing radiance , 5 foot wide. Each creature within that area must make a DC 20
watcher’s smite Dexterity saving throw, taking 52 (15d6) force damage on a
failed save, or half as much damage on a successful one. This
Magic Resistance. The Nephilim has advantage on saving attack extends into the ethereal plane.
throws against spells and other magical effects.
Reactions
Survivor. If the Nephilim Sergeant starts its turn with less than
half of its maximum hit points, it regains 10 hit points if it has Parry. The Nephilim Sergeant adds 1d12 to its AC against one
at least 1 hit point remaining. melee attack that would hit it, potentially causing it to miss. To
do so, the Nephilim must see the attacker and be wielding a
Triumph. When the Nephilim reduces a hostile creature to 0 hit melee weapon.
points, it can choose to gain 10 temporary hit points and
Lieutenants
What other military bodies might consider a middle of
the pack rank, the Nephilim regard as a high honor.
Lieutenants are extremely powerful Nephilim, able to
easily defeat many scions of the void and even duel
against the dreaded Heralds of the End Times. These
are some of the most powerful celestials in the cosmos,
and without them, the forces of Eternity would have
swarmed the Universe long ago.
This said, Nephilim Lieutenants are especially
ruthless. They are angels of war and only care for the
ultimate salvation of existence, not the path they need to
take to get there, or what existence may look like after
they’re done. As such, they are incredibly wasteful of
their armies, and of life in general, throwing thousands
of Acolytes to their deaths only to overtake a single
position and exterminating entire planets to ensure the
void’s corruption does not spread. Lieutenants are also
the most intolerant of failure, for they are the ones that
Wretched Jailor hit points. If the Wretched Jailor takes 30 points of damage from a single
source or is critically hit by an attack, this trait does not function until
Medium celestial (Nephilim), lawful evil
the end of the Wretched Jailor’s next turn.
Armor Class 17 (natural armor) Pain Tolerance. The Wretched Jailor has a damage threshold of 10. It
Hit Points 153 (18d8 + 72) ignores instances of damage below 10 points, but takes the damage as
Speed 20 ft. normal in all other cases.
STR DEX CON INT WIS CHA Soul Link. The Wretched Jailor knows the precise location of all souls that
20 (+5) 7 (-2) 18 (+4) 7 (-2) 14 (+2) 14 (+2) are linked to it. A soul that is linked to the Jailor cannot be affected by
conjuration or abjuration magic unless the Jailor allows it to be. The
Skills Athletics +8, Perception +6 Jailor can use an action to enslave the soul of a creature that has been
Damage Resistances radiant, necrotic; bludgeoning, piercing, and dead for no more than an hour within 30 feet of it. The soul must
slashing from nonmagical attacks succeed on a DC 17 Charisma saving throw or be linked to the jailor. The
Damage Immunities poison Wretched Jailor releases all linked souls when it is slain.
Condition Immunities charmed, exhaustion, frightened, poisoned Actions
Senses blindsense 120 ft., passive Perception 16
Languages understands common and celestial but can only Multiattack. The Wretched Jailor makes three Chain attacks. If the
communicate in bellowing growls Wretched Jailor reduces a creature to 0 hit points with one of these
Challenge 12 (8,400 XP) Proficiency Bonus +4 attacks, it can immediately make an Enslave attack as part of this action.
Chain. Melee Weapon Attack: +9 to hit, reach 30 ft., one creature. Hit: 10
Cursed Existence. The Wretched Jailor is immune to any spell or effect (1d8 + 5) bludgeoning damage and the target is grappled (escape DC
that would alter its form. In addition, if a creature targets the wretch with 17). The Jailor can use this attack to pull on a grappled creature instead
a spell that curses, diseases, poisons, or inflicts a lingering harmful of dealing damage. The target must succeed on a DC 17 Strength saving
condition, the Wretch is not affected by the spell and the creature that throw or be pulled 15 feet closer to the Jailor. The Jailor can have up to
cast it must succeed on a DC 14 Charisma saving throw or become the six creatures grappled in this manner.
target of the spell. The creature suffers from the bane effect for the
maximum duration of the spell or until the Wretch is slain Enslave. Melee Weapon Attack: +9 to hit, reach 30 ft., one creature. Hit: 10
(1d8 + 5) bludgeoning damage plus 18 (4d8) radiant damage. The Jailor
Keen Hearing. The Wretch has advantage on Wisdom (Perception) regains an amount of hit points equal to the radiant damage dealt by
checks that rely on hearing. this attack. A creature with 0 hit points remaining that is hit by this
attack is instantly killed and its soul is enslaved by the jailor.
Compliant Relentlessness. The Wretched Jailor will not attack unless to
defend itself from creatures other than Nephilim or other Wretches. It Soul Wrench. The Jailor pulls on a soul is linked to it. Regardless of
will only be hostile to creatures its Master deems worthy of punishment. distance, the soul is restrained and incapacitated until the Jailor chooses
When reduced to 0 hit points, the Wretched Jailor can still act as if it had to release it. As a part of this action, the Jailor can choose to teleport to
1 hit point. The Wretched Jailor is only destroyed if it ends its turn with 0 an unoccupied space within 30 feet of the soul.
22
Nephilim Lieutenant At will: compelled duel, guiding bolt
Large Celestial, typically lawful evil
3/day each: commune, branding smite, pulverizing radiance ,
Armor Class 21 (natural armor) watcher’s smite
Hit Points 250 (20d10 + 140)
1/day each: control weather, heavenly ire
Speed 50 ft., fly 120 ft.
Magic Resistance. The Nephilim has advantage on saving throws against
STR DEX CON INT WIS CHA spells and other magical effects.
24 (+7) 24 (+7) 24 (+7) 18 (+4) 20 (+5) 24 (+7)
Survivor. If the Nephilim Lieutenant starts its turn with less than half of
Saving Throws Str +14, Dex +14, Con +14, Cha +14 its maximum hit points, it regains 10 hit points if it has at least 1 hit
Skills Athletics +14, Intimidation +14, Perception +19 point remaining.
Damage Resistances radiant, necrotic, poison; bludgeoning, piercing,
and slashing from nonmagical attacks Triumph. When the Nephilim reduces a hostile creature to 0 hit points, it
Condition Immunities charmed, exhaustion, frightened, poisoned can choose to gain 10 temporary hit points and immediately take
Senses truesight 120 ft., passive Perception 29 another action. The Nephilim can only use this trait once per turn.
Languages all, telepathy 120 ft. Actions
Challenge 21 (33,000 XP) Proficiency Bonus +7
Multiattack. The Nephilim Lieutenant makes two Greatsword attacks.
Angelic Weapons. The Nephilim’s weapon attacks are magical. On a hit, Greatsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit:
they deal an extra 22 (5d8) radiant damage (included in the attack). 21 (4d6 + 7) slashing damage and 22 (5d8) radiant damage.
Warlord. Allies of the Lieutenant’s choice within 30 feet of it add 1d4 to Reality Slash (3/day). The Nephilim Sergeant makes a singular slash or
their attack rolls and saving throws while the Lieutenant is not thrust, either a 60-foot cone or in a 120-foot line that is 5 foot wide. Each
incapacitated. Creatures that benefit from this trait deal an additional 9 creature within that area must make a DC 22 Dexterity saving throw,
(2d8) radiant damage on a hit with a weapon attack. taking 52 (15d6) force damage on a failed save, or half as much damage
on a successful one. This attack extends into the ethereal plane.
Tireless Victor. The Nephilim Lieutenant doesn’t require sleep, food,
drink or air, drawing all the sustenance it needs from the divine domain Reactions
of Triumph. It is immune to exhaustion. Parry and Riposte. The Nephilim Lieutenant adds 1d12 + 5 to its AC
against one melee attack that would hit it, potentially causing it to miss.
Innate Spellcasting. The Nephilim’s spellcasting ability is Charisma (spell To do so, the Nephilim must see the attacker and be wielding a melee
save DC 22, +13 to hit with spell attacks). The Nephilim can innately weapon. If the attack misses, the Lieutenant can make a single
cast the following spells, requiring no material components: Greatsword attack against the attacker.
This ornate greatsword was once the blade of an Archfey entangle the target, reducing its maximum speed by 10
by the name of Sarasel, Warlord of the Blossoming feet until the start of your next turn.
Steppes. The demiplane where the creature had made its
lair was overgrown with seeds of doom, weeds tainted by Vengeance of Thorns. While attuned to the Blade of
the void and allowed to blossom without end. Sarasel Infinite Blossoms, the critical range of all your attacks is
thought he could control these creatures and conquer increased by 1. If you score a critical hit with the Blade of
Elphame, the world of the Fey. To that end, he wedded a Infinite Blossoms, the vines explode into a shower of
powerful Princess of the End Times and watered his razor-sharp petals, forcing all creatures of your choice
demiplane with the vile blood of Eternity, creating an within 30 feet of the original target to make a DC 18
army of deathless voidborn. He was brought to heel by the Dexterity saving throw, taking 10d6 slashing damage on a
Archnephilim Kali herself, who relished in the absolute failed save, or half as much on a successful one.
destruction she brought to the Blossoming Steppes. Not a
Steps of the Archfey. While attuned to the Blade of Infinite
single drop of ichor remained after the Lady of
Blossoms, the ground beneath your feet blossoms with
Retribution was done with it.
flowers and vines as you walk. Your walking speed
The powerful weapon Sarasel left behind, however,
increases by 10 feet, and difficult terrain created by
caught Kali’s eyes. She took it back to Tartarus, where it
remains as one of her most valuable trophies. She often nonmagical plants does not affect you. Additionally, you
loans it to her trusted Nephilim Lieutenants, and in rare can cast the misty step spell at will, without expending a
cases, even to adventurers who show a particularly spell slot or requiring material components. Charisma is
promising gift for destruction. your spellcasting ability for this spell.
Fae-Killer Weapon. You have a +3 to attack and damage Blossoming Rebirth (1/week). Once per week, if you are
rolls while using this magic weapon. This weapon’s reduced to 0 hit points while wielding the Blade of Infinite
strikes extend into the ethereal plane, and fey creatures Blossoms, you can use your reaction before falling
take an additional 3d6 force damage on a hit with this unconscious to enwreathe yourself in a cocoon of radiant
weapon. vines that has 20 AC, 80 hit points, immunity to psychic
damage, and resistance to all other damage except fire. If
Flowering Wrath. Once per turn, when you hit a creature the cocoon has hit points remaining at the start of your
with this weapon, you can choose to have ethereal flowers next turn, you burst from it fully restored, having regained
and vines erupt from the point of impact, lashing out to all your hit points and recovered your features as if you
deal an additional 2d10 piercing damage. The vines had benefitted from a long rest.
This legendary battleaxe was wielded by a famous the Jade Sentinel wait patiently for its old owner to make
sentinel of the Blackstone wall, the great barrier that the grueling ascent to the rank of Lieutenant, when the
separates the Ichorous Peninsula from the Marshes of Nephilim will declare him worthy of wielding it.
Rhunia in the material plane. This enigmatic character
was nicknamed the Jade Sentinel, for he came from the Eldritch Slayer. You have a +3 to attack and damage rolls
Eastern country carrying weapons and artifacts of jade while using this magic weapon. Aberrations take an
and fought always behind the green mask of an Onryō. He additional 2d8 force damage from this weapon. In
is rumored to have been exiled from the kingdom of addition, Whenever you reduce an aberration to 0 hit
Daxin for having preached the dangers of the Ichorous points with this weapon, its body disintegrates into
Peninsula to the Dynast Xiyun herself, and being glowing jade dust.
punished for the insolence of thinking he knew better
Madness Immunity. While wielding this battleaxe, you are
than his draconic liege. A spirit such as his, however, is
protected by its potent warding magic. You have
not to be snuffed out, and so, the Dynast chose to exile
resistance to psychic damage and advantage on saving
him, for in secret, she was well-aware of the mounting
dangers of the south. throws against being charmed and frightened. You are
The Jade Sentinel found his doom in the marshes of immune to the demoralized condition and to the effects
Selem, killed by an abomination of ichor and madness. of short and long-term madness.
Yet, such a determined character could not be wasted,
Jade Vigilance. While wielding the Axe of the Jade
even in death. The Nephilim envoys that escorted him
Sentinel, you can make an opportunity attack against a
from the Court of the Afterlife proposed a deal, extended
creature that enters your melee reach. When you hit with
by a Nephilim Centurion known only as Shinigami, who
an opportunity attack using this battleaxe, the target is
like the Jade Sentinel, was originally a mortal born in the
restrained until the start of your next turn, as magical
Rippling East. The Jade Sentinel had been noted as a
patches of jade manifest across their body.
great warrior, an expert at dealing death. He would be a
great addition to the fight against the eldritch beyond the Sentinel’s Gaze. As an action, you can channel the gaze of
material plane. the Jade Sentinel through this battleaxe. You gain
The Sentinel agreed to become a dark angel on one truesight out to 60 feet for 10 minutes. During this time,
condition. Shinigami, who was a known figure of attacks you make with it ignore damage resistances and
Daxinian legend, would have to reforge the jade battleaxe deal an additional 2d8 force damage. After you use this
of the Sentinel into the weapon of a true Nephilim feature, you must complete a long rest before you can use
Lieutenant. And so, Shinigami did, thus does the Axe of it again.
The Many Sins. The following are some of the acts the
Box of Sins can store and their immediate
repercussions. The Box of Sins can have another effect
that is not listed here, at the DM’s discretion. The
interpretation of what a sin consists of can differ from
culture to culture, even from individual to individual. A
You must excuse my lack of decorum. The Labyrinth took everything from me, you know. Part by part. I’m not quite
sure anything of me remains, after all this time. And I see you did so well for yourself. A City of Strings, eh? That’s a
little pretentious, even for you, my love. Have you told them about your brother, yet? The one you condemned to death.
The one you had me kill. That’s your true face, isn’t it? One you’ve reserved only for me. And for your wretched father,
of course. Well, the Labyrinth cannot contain me forever, my love. And every day, my power grows.
I see Luthael did not manage to kill you. A lousy character. Not quite as useful as I thought. No matter. You’ve made
quite a gallery of enemies these last few centuries, love. I’ll have no trouble finding others. Of course, I don’t expect
them to slay you. Oh… no. That is an honor reserved only for myself. I have a new Patron now. Every part of me the
Labyrinth took, my God replaced with great pleasure. Even if it takes the End of All Things, I will have my revenge. The
Nephilim cannot hold me forever. I will see you pay for what you did to me.
The universe will know. They will see me kill, and burn, and destroy. They will see me shout your name as I bring
oblivion to the stars. And they will see you, just as I see you. This is your fault, my love. I am doing this because of you.
29
That’s all, Folks!
We would like to extend a big THANK YOU to all of
our patrons, who make these entries possible and
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ever-fledging world.
Antonio Affinito
Lynda Behling
LPM
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Shadowkihn
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Nick Gomez
Jayde Heathen