A Neraph is a fantasy race of humanoid outsiders originating in the Dungeons & Dragons fantasy role-playing game. They are originally introduced in the Planar Handbook, where they are a playable race living in Limbo.
Neraphim physiology is relatively humanoid, but they differ much from humans in appearance. Their heads are froglike, making them much like slaadi in appearance. They have red hides with chitinlike encrustations that work as a natural armor. Their hands are four-fingered and clawed, but otherwise like human's. They have darkvision extending to over fifty feet. They age slowly, reaching adulthood at forty years of age and being capable of living past four hundred.
Neraphim are generally of Chaotic alignment. However, they generally try to control the chaotic natures their homeplane forces upon them, usually successfully. Most neraphim who become player characters have been exiled from their tribes for some crime. They usually become rangers.
Neraphim live as nomadic hunters in Limbo. Their favored game is the chaos beast, which can provide a tribe with food for a week and raw materials for clothing. They organise themselves in houses, led by a matriarch.
Neraphim physiology is relatively humanoid, but they differ much from humans in appearance. Their heads are froglike, making them much like slaadi in appearance. They have red hides with chitinlike encrustations that work as a natural armor. Their hands are four-fingered and clawed, but otherwise like human's. They have darkvision extending to over fifty feet. They age slowly, reaching adulthood at forty years of age and being capable of living past four hundred.
Neraphim are generally of Chaotic alignment. However, they generally try to control the chaotic natures their homeplane forces upon them, usually successfully. Most neraphim who become player characters have been exiled from their tribes for some crime. They usually become rangers.
Neraphim live as nomadic hunters in Limbo. Their favored game is the chaos beast, which can provide a tribe with food for a week and raw materials for clothing. They organise themselves in houses, led by a matriarch.
In the Dungeons & Dragons game, nerras are the rulers of the Plane of Mirrors. These mysterious outsiders constantly observe the Material Plane, occasionally making forays to kidnap its inhabitants. They are known to wander the planes on missions of reconnaissance and infiltration for a theoretical future invasion.
Nerras resemble humanoids with mirrorlike skin. When killed, nerras shatter into thousands of shards. Nerras wield weapons made out of the mirrolike substance of their home plane.
Although they consider themselves superior to Material Plane beings, they try to maintain a neutral outlook on most matters.
Types of Nerras
Kalareem: Ferocious warriors that fight with two shard swords, they are the chosen defenders of the Plane of Mirrors.
Sillit: The leaders, planners, and schemers of the nerras.
Varoot: The most common nerras, experts at spying, infiltration, and subterfuge.
Nerras resemble humanoids with mirrorlike skin. When killed, nerras shatter into thousands of shards. Nerras wield weapons made out of the mirrolike substance of their home plane.
Although they consider themselves superior to Material Plane beings, they try to maintain a neutral outlook on most matters.
Types of Nerras
Kalareem: Ferocious warriors that fight with two shard swords, they are the chosen defenders of the Plane of Mirrors.
Sillit: The leaders, planners, and schemers of the nerras.
Varoot: The most common nerras, experts at spying, infiltration, and subterfuge.
Kezef the Chaos Hound is a fictional creature in the Forgotten Realms campaign setting for the Dungeons & Dragons fantasy role-playing game who is based on Fenrir of Norse mythology (and in-game he appears to be an aspect of Fenris), although his name is taken from the first of the five Archangels of Punishment in Hebrew lore. He is a unique being who roams the Outer Planes constantly hunting the Faithful, which are the souls of those who have chosen to venerate one god above all others. He has no taste for the Faithless or the False and is sickened by the taste of the unripened spirits of the still-living. When Kezef destroys one of the Faithful, the maggots that make up his pelt swarm away from his jet-boned skeleton to devour the corpse. The gorged creatures then mill slowly over Kezef’s body, making him appear bloated. Any of the Faithful who are eaten in this fashion are forever and truly destroyed, beyond even the recall of the gods.
The Ravager of the Heavens relishes the scent of hatred, and he sometimes pauses and becomes substantial so that he can savor a particularly juicy emotional scent. In his wake, he leaves screaming nightmares particularly cherished by Dendar the Night Serpent. He is nauseated by the scent of cloying, reckless happiness.
Kezef appears as a huge mastiff with unearthly malevolent, red eyes and a ratty tail. Maggots teem in his fur, which makes the coat shift incessantly over barely covered sinews and bones. His flesh oozes like pus from an old sore, and his paws leave burning prints in the ground that spread into pools of burning ichor in his wake. Pointed teeth glitter like daggers of jet in the light. His blood is a dark, corrosive, liquid ooze, and he radiates a pestilent aura of decay. The fetid air of his breath extinguishes all nearby fires, and he reeks with the sweet stench of ancient death. Those with a sense of smell can catch this scent from many miles away. The Chaos Hound speaks in a low and rumbling growl.
Kezef was imprisoned for centuries within the howling depths of Pandemonium by an alliance of Faerûnian gods when the Circle of Greater Powers forbade traffic by deity or mortal with the beast. After he was hunted down, the powers bet Kezef he could not break a leash forged by Gond the Wonderbringer. Kezef allowed Gond to place a short length of sturdy chain around his neck in exchange for Tyr placing his right hand in the Chaos Hound’s slavering jaws. Gond anchored the chain miles deep into the rock of Pandemonium, and Mystra wrapped the beast in an unbreakable, glowing curtain of magical energy that automatically repaired itself. From these two traps Kezef could not escape, and no one could reach him. When Kezef discovered he was truly fettered, he bit off Tyr’s hand and feasted on its divine essence for centuries as he strove to free himself. Kezef was eventually freed, by Cyric’s machinations, to once again hunt the souls of mortals and gods alike.
The Ravager of the Heavens relishes the scent of hatred, and he sometimes pauses and becomes substantial so that he can savor a particularly juicy emotional scent. In his wake, he leaves screaming nightmares particularly cherished by Dendar the Night Serpent. He is nauseated by the scent of cloying, reckless happiness.
Kezef appears as a huge mastiff with unearthly malevolent, red eyes and a ratty tail. Maggots teem in his fur, which makes the coat shift incessantly over barely covered sinews and bones. His flesh oozes like pus from an old sore, and his paws leave burning prints in the ground that spread into pools of burning ichor in his wake. Pointed teeth glitter like daggers of jet in the light. His blood is a dark, corrosive, liquid ooze, and he radiates a pestilent aura of decay. The fetid air of his breath extinguishes all nearby fires, and he reeks with the sweet stench of ancient death. Those with a sense of smell can catch this scent from many miles away. The Chaos Hound speaks in a low and rumbling growl.
Kezef was imprisoned for centuries within the howling depths of Pandemonium by an alliance of Faerûnian gods when the Circle of Greater Powers forbade traffic by deity or mortal with the beast. After he was hunted down, the powers bet Kezef he could not break a leash forged by Gond the Wonderbringer. Kezef allowed Gond to place a short length of sturdy chain around his neck in exchange for Tyr placing his right hand in the Chaos Hound’s slavering jaws. Gond anchored the chain miles deep into the rock of Pandemonium, and Mystra wrapped the beast in an unbreakable, glowing curtain of magical energy that automatically repaired itself. From these two traps Kezef could not escape, and no one could reach him. When Kezef discovered he was truly fettered, he bit off Tyr’s hand and feasted on its divine essence for centuries as he strove to free himself. Kezef was eventually freed, by Cyric’s machinations, to once again hunt the souls of mortals and gods alike.
In the Dungeons & Dragons game, ethergaunts are fictional, ancient aberrations that once inhabited the Material Plane, but nearly ten millennia ago abandoned it for the Ethereal Plane. They view the current inhabitants of the Material Plane as vermin infesting their ancient homeworld, and seek to exterminate them.
Ethergaunts look like extremely emaciated humanoids standing nearly 8 feet tall. They hide their alien faces behind masks, while tendrils hang from their head like long hair. Ethergaunts refer to themselves as "khen-zai". Their society consists of a rigid caste system. Ethergaunts reproduce asexually once during their lifespans. Known for their advanced technology, ethergaunts employ a variety of unique items.
Types of Ethergaunts
Black Ethergaunt: Black ethergaunts stand at the pinnacle of khen-zai society, honored as near divine philosopher-scientists.
Red Ethergaunt: The reds serve the race as scouts, trackers, and low-level diplomats.
White Ethergaunt: The whites serve the race as scholars, philosophers, diplomats, and bureaucrats.
Ethergaunts look like extremely emaciated humanoids standing nearly 8 feet tall. They hide their alien faces behind masks, while tendrils hang from their head like long hair. Ethergaunts refer to themselves as "khen-zai". Their society consists of a rigid caste system. Ethergaunts reproduce asexually once during their lifespans. Known for their advanced technology, ethergaunts employ a variety of unique items.
Types of Ethergaunts
Black Ethergaunt: Black ethergaunts stand at the pinnacle of khen-zai society, honored as near divine philosopher-scientists.
Red Ethergaunt: The reds serve the race as scouts, trackers, and low-level diplomats.
White Ethergaunt: The whites serve the race as scholars, philosophers, diplomats, and bureaucrats.