Tiefling NPCs [Level 2]
Tiefling Battle Cleric [Level 2 Controller (Leader)]
Medium natural humanoid [XP 125]
Initiative +1; Senses Perception +3; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 17; Fortitude 14, Reflex 12, Will 15
Resist 6 fire
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 3 damage, and one ally within 5 squares gains a +3 power bonus to melee attack rolls against the target
until the end of the tiefling cleric’s next turn.
- ○ [M] Wrathful Thunder (standard) ✦ Thunder, Weapon
- +6 vs. AC; 1d10 + 3 thunder damage, and the target is dazed until the end of the tiefling cleric’s next turn.
- □ [M] Avenging Flame (standard) ✦ Fire, Weapon
- +6 vs. AC; 2d10 + 3 damage, and ongoing 5 fire damage (save ends). Miss: Half damage, and no ongoing fire damage. If
the target attacks on its turn, it can’t attempt a saving throw against the ongoing damage.
- □ Bless (standard)
- The tiefling cleric and each ally within 20 squares gain a +1 power bonus to attack rolls until the end of the encounter.
- ○ Infernal Wrath (minor)
- The tiefling cleric gains a +1 power bonus to the tiefling cleric’s next attack roll against an enemy that hit the tiefling
cleric since the tiefling cleric’s last turn. If the attack hits, it deals +2 extra damage.
- ○○ Healing Word (minor) ✦ Healing
- The tiefling cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The tiefling cleric gains a +1 bonus to the tiefling cleric’s next attack roll or saving throw before the end of the tiefling
cleric’s next turn.
- Bloodhunt
- The tiefling cleric gains a +1 racial bonus to attack rolls against bloodied foes.
Skills Heal +8, Religion +7
Str 16 (+4); Dex 11 (+1); Wis 14 (+3);
Con 12 (+2); Int 12 (+2); Cha 15 (+3)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Tiefling Devoted Cleric [Level 2 Controller (Leader)]
Medium natural humanoid [XP 125]
Initiative +1; Senses Perception +4; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 17; Fortitude 12, Reflex 12, Will 16
Resist 6 fire
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +4 vs. AC; 1d10 + 1 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +4 vs. AC; 1d6 + 1 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +4 vs. Reflex; 1d8 + 3 radiant damage, and one ally the tiefling cleric can see gains a +2 power bonus to his or
her next attack roll against the target.
- ○ [C] Divine Glow (standard) ✦ Radiant
- Close blast 3; targets enemies; +4 vs. Reflex; 1d8 + 3 radiant damage. Hit or Miss: Allies in the blast gain a +2 power
bonus to attack rolls until the end of the tiefling cleric’s next turn.
- □ [R] Cascade of Light (standard) ✦ Radiant
- Ranged 10; +4 vs. Will; 3d8 + 3 radiant damage, and the target gains vulnerability 5 to all the tiefling cleric’s attacks
(save ends). Miss: Half damage, and the target gains no vulnerability.
- □ Cure Light Wounds (standard) ✦ Healing
- The tiefling cleric or one creature touched by the tiefling cleric regains hit points as if spending a healing surge.
- ○ Infernal Wrath (minor)
- The tiefling cleric gains a +1 power bonus to the tiefling cleric’s next attack roll against an enemy that hit the tiefling
cleric since the tiefling cleric’s last turn. If the attack hits, it deals +3 extra damage.
- ○○ Healing Word (minor) ✦ Healing
- The tiefling cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The tiefling cleric gains a +1 bonus to the tiefling cleric’s next attack roll or saving throw before the end of the tiefling
cleric’s next turn.
- Bloodhunt
- The tiefling cleric gains a +1 racial bonus to attack rolls against bloodied foes.
Skills Heal +9, Religion +7
Str 13 (+2); Dex 11 (+1); Wis 16 (+4);
Con 12 (+2); Int 12 (+2); Cha 16 (+4)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Tiefling Greatweapon Fighter [Level 2 Soldier]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +2; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 18; Fortitude 16, Reflex 12, Will 12
Resist 6 fire
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +6 vs. AC; 1d12 + 3 damage (crit 15 + 1d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +6 vs. AC; 1d12 + 3 damage (crit 15 + 1d12). Miss: 3 damage.
- ○ [M] Steel Serpent Strike (standard) ✦ Weapon
- +6 vs. AC; 2d12 + 3 damage (crit 27 + 1d12), and the target is slowed and cannot shift until end of the tiefling fighter’s
next turn.
- □ [M] Brute Strike (standard) ✦ Reliable, Weapon
- +6 vs. AC; 3d12 + 3 damage (crit 39 + 1d12). Miss: The power is not expended.
- ○ Infernal Wrath (minor)
- The tiefling fighter gains a +1 power bonus to the tiefling fighter’s next attack roll against an enemy that hit the tiefling
fighter since the tiefling fighter’s last turn. If the attack hits, it deals +1 extra damage.
- □ Unstoppable (minor) ✦ Healing
- The tiefling fighter gains 2d6 + 2 temporary hit points.
- Bloodhunt
- The tiefling fighter gains a +1 racial bonus to attack rolls against bloodied foes.
- Combat Challenge
- Every time the tiefling fighter attacks an enemy, the tiefling fighter can mark that target, whether the attack hits or misses.
The mark lasts until the end of the tiefling fighter’s next turn. If the marked creature makes an attack that doesn’t include
the tiefling fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent
to the tiefling fighter and shifts or makes an attack that does not include the tiefling fighter, the tiefling fighter can
make a melee basic attack against that enemy as an immediate interrupt.
Skills Athletics +9, Intimidate +7
Str 16 (+4); Dex 13 (+2); Wis 12 (+2);
Con 14 (+3); Int 12 (+2); Cha 13 (+2)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Tiefling Guardian Fighter [Level 2 Soldier]
Medium natural humanoid [XP 125]
Initiative +3; Senses Perception +2; low-light
HP 37; Bloodied 18
Healing Surges (+9 hp) ○
AC 20; Fortitude 16, Reflex 15, Will 12
Resist 6 fire
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+7 vs. AC; 1d8 + 3 damage, and the target is pushed 1 square if it is the tiefling fighter’s size, smaller than the tiefling
fighter, or one size category larger. The tiefling fighter can shift into the space that the target occupied.
- ○ [M] Covering Attack (standard) ✦ Weapon
- +7 vs. AC; 2d8 + 3 damage, and an ally adjacent to the target can shift 2 squares.
- □ [M] Comeback Strike (standard) ✦ Healing, Reliable, Weapon
- +7 vs. AC; 2d8 + 3 damage, and the tiefling fighter can spend a healing surge. Miss: The power is not expended.
- ○ Get Over Here (move)
- The tiefling fighter slides one willing adjacent ally 2 squares to a square that is adjacent to the tiefling fighter.
- ○ Infernal Wrath (minor)
- The tiefling fighter gains a +1 power bonus to the tiefling fighter’s next attack roll against an enemy that hit the tiefling
fighter since the tiefling fighter’s last turn. If the attack hits, it deals +1 extra damage.
- Bloodhunt
- The tiefling fighter gains a +1 racial bonus to attack rolls against bloodied foes.
- Combat Challenge
- Every time the tiefling fighter attacks an enemy, the tiefling fighter can mark that target, whether the attack hits or misses.
The mark lasts until the end of the tiefling fighter’s next turn. If the marked creature makes an attack that doesn’t include
the tiefling fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent
to the tiefling fighter and shifts or makes an attack that does not include the tiefling fighter, the tiefling fighter can
make a melee basic attack against that enemy as an immediate interrupt.
Skills Heal +7, Intimidate +7
Str 16 (+4); Dex 14 (+3); Wis 12 (+2);
Con 13 (+2); Int 12 (+2); Cha 13 (+2)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Tiefling Avenging Paladin [Level 2 Soldier]
Medium natural humanoid [XP 125]
Initiative +1; Senses Perception +2; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 19; Fortitude 15, Reflex 13, Will 15
Resist 6 fire
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +7 vs. AC; 1d10 + 3 radiant damage. If the tiefling paladin has marked the target, the tiefling paladin gains a +1 bonus to
the damage roll.
- ○ [M] Radiant Smite (standard) ✦ Radiant, Weapon
- +7 vs. AC; 2d10 + 4 radiant damage.
- □ [M] Paladin’s Judgment (standard) ✦ Healing, Weapon
- +7 vs. AC; 3d10 + 3 damage. Hit or Miss: One ally within 5 squares can spend a healing surge.
- □ Sacred Circle (standard) ✦ Zone
- Close burst 3. The burst creates a zone that, until the end of the encounter, gives the tiefling paladin and allies within
it a +1 power bonus to AC.
- ● Divine Challenge (minor) ✦ Radiant
- The tiefling paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the
tiefling paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such
an attack, it takes 6 radiant damage. The tiefling paladin must engage the target by attacking it or ending the turn adjacent
to it, or the mark ends. The mark also ends if the tiefling paladin challenges another target. Divine Challenge can only be
used once per round.
- ○ Infernal Wrath (minor)
- The tiefling paladin gains a +1 power bonus to the tiefling paladin’s next attack roll against an enemy that hit the tiefling
paladin since the tiefling paladin’s last turn. If the attack hits, it deals +3 extra damage.
- □ Lay on Hands (minor) ✦ Healing
- The tiefling paladin spends a healing surge but regains no hit points. Instead, one creature touched by the tiefling paladin
regains hit points as if it had spent a healing surge. This power can only be used once per round.
- Bloodhunt
- The tiefling paladin gains a +1 racial bonus to attack rolls against bloodied foes.
Skills Intimidate +9, Religion +7
Str 16 (+4); Dex 11 (+1); Wis 13 (+2);
Con 12 (+2); Int 12 (+2); Cha 16 (+4)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Tiefling Protecting Paladin [Level 2 Soldier]
Medium natural humanoid [XP 125]
Initiative +1; Senses Perception +2; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 21; Fortitude 14, Reflex 15, Will 16
Resist 6 fire
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 2 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 2 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 4 damage, and the tiefling paladin gains 1 temporary hit points.
- ○ [M] Shielding Smite (standard) ✦ Weapon
- +8 vs. AC; 2d8 + 4 damage. Hit or Miss: Until the end of the tiefling paladin’s next turn, one ally within 5 squares
of the tiefling paladin gains a +1 power bonus to AC.
- □ [R] Radiant Delirium (standard) ✦ Radiant
- Ranged 5; +5 vs. Reflex; 3d8 + 4 radiant damage, and the target takes a –2 penalty to AC (save ends). Miss: Half damage.
Hit or Miss: The target is dazed until the end of the tiefling paladin’s next turn.
- ● Divine Challenge (minor) ✦ Radiant
- The tiefling paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the
tiefling paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such
an attack, it takes 7 radiant damage. The tiefling paladin must engage the target by attacking it or ending the turn adjacent
to it, or the mark ends. The mark also ends if the tiefling paladin challenges another target. Divine Challenge can only be
used once per round.
- ○ Infernal Wrath (minor)
- The tiefling paladin gains a +1 power bonus to the tiefling paladin’s next attack roll against an enemy that hit the tiefling
paladin since the tiefling paladin’s last turn. If the attack hits, it deals +4 extra damage.
- □ Lay on Hands (minor) ✦ Healing
- The tiefling paladin spends a healing surge but regains no hit points. Instead, one creature touched by the tiefling paladin
regains hit points as if it had spent a healing surge. This power can only be used once per round.
- □ Martyr’s Blessing (immediate interrupt)
- When an adjacent ally is hit by a melee or a ranged attack.
The tiefling paladin is hit by the attack instead.
- Bloodhunt
- The tiefling paladin gains a +1 racial bonus to attack rolls against bloodied foes.
Skills Intimidate +10, Religion +7
Str 14 (+3); Dex 11 (+1); Wis 13 (+2);
Con 12 (+2); Int 12 (+2); Cha 18 (+5)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Tiefling Archer Ranger [Level 2 Skirmisher]
Medium natural humanoid [XP 125]
Initiative +4; Senses Perception +7; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 17; Fortitude 14, Reflex 15, Will 12
Resist 6 fire
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 2 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +6 vs. AC; 1d6 + 2 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +6 vs. AC; 1d10 + 3 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +6/+6 vs. AC; 1d8 damage (main)/1d6 damage (off-hand).
Longbow: Ranged 20/40; +6 vs. AC (twice); 1d10 damage.
- ○ [M/R] Evasive Strike (standard) ✦ Weapon
- The tiefling ranger can shift 2 squares either before or after the attack.
Longsword: +6 vs. AC; 2d8 + 2 damage.
Longbow: Ranged 20/40; +6 vs. AC; 2d10 + 3 damage.
- □ [R] Split the Tree (standard) ✦ Weapon
- Ranged 20/40; targets two creatures within 3 squares of each other; +6 vs. AC; 2d10 + 3 damage. Make two attack rolls, take
the higher result, and apply it to both targets.
- ● Hunter’s Quarry (minor)
- The tiefling ranger can designate the nearest visible enemy as the tiefling ranger’s quarry. Once per round when hitting this
quarry, the tiefling ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until
the tiefling ranger designates a different target as the quarry. The tiefling ranger can only designate one enemy as quarry
at a time.
- ○ Infernal Wrath (minor)
- The tiefling ranger gains a +1 power bonus to the tiefling ranger’s next attack roll against an enemy that hit the tiefling
ranger since the tiefling ranger’s last turn. If the attack hits, it deals +1 extra damage.
- ○ Yield Ground (immediate reaction)
- When an enemy damages the tiefling ranger with a melee attack.
The tiefling ranger can shift 1 square. The tiefling ranger gains a +2 power bonus to all defenses until the end of the tiefling
ranger’s next turn.
- Bloodhunt
- The tiefling ranger gains a +1 racial bonus to attack rolls against bloodied foes.
- Archer Fighting Style
- The tiefling ranger gains Defensive Mobility as a bonus feat.
- Defensive Mobility [Feat]
- The tiefling ranger gains a +2 bonus to AC against opportunity attacks.
Skills Nature +7, Stealth +10
Str 14 (+3); Dex 16 (+4); Wis 13 (+2);
Con 12 (+2); Int 12 (+2); Cha 13 (+2)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Tiefling Two-Blade Ranger [Level 2 Skirmisher]
Medium natural humanoid [XP 125]
Initiative +3; Senses Perception +7; low-light
HP 41; Bloodied 20
Healing Surges (+10 hp) ○
AC 16; Fortitude 15, Reflex 14, Will 12
Resist 6 fire
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +5 vs. AC; 1d10 + 2 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +7/+7 vs. AC; 1d8 damage (main)/1d8 damage (off-hand).
Longbow: Ranged 20/40; +5 vs. AC (twice); 1d10 damage.
- ○ [C] Dire Wolverine Strike (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +7 vs. AC; 1d8 + 3 damage.
- □ [M] Jaws of the Wolf (standard) ✦ Weapon
- Two attacks on one creature.
Longsword (main): +7 vs. AC; 2d8 + 3 damage.
Longsword (off hand):
+7 vs. AC; 2d8 + 3 damage.
Miss: Half damage per attack.
- ● Hunter’s Quarry (minor)
- The tiefling ranger can designate the nearest visible enemy as the tiefling ranger’s quarry. Once per round when hitting this
quarry, the tiefling ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until
the tiefling ranger designates a different target as the quarry. The tiefling ranger can only designate one enemy as quarry
at a time.
- ○ Infernal Wrath (minor)
- The tiefling ranger gains a +1 power bonus to the tiefling ranger’s next attack roll against an enemy that hit the tiefling
ranger since the tiefling ranger’s last turn. If the attack hits, it deals +1 extra damage.
- ○ Unbalancing Parry (immediate reaction) ✦ Weapon
- When an adjacent enemy misses the tiefling ranger with a melee attack.
The tiefling ranger slides the enemy into a square adjacent to the tiefling ranger and gain combat advantage against it until
the end of the tiefling ranger’s next turn.
- Bloodhunt
- The tiefling ranger gains a +1 racial bonus to attack rolls against bloodied foes.
- Two-Blade Fighting Style
- The tiefling ranger can wield a one-handed weapon in the tiefling ranger’s off hand as if it were an off-hand weapon. In addition,
the tiefling ranger gains Toughness as a bonus feat.
- Toughness [Feat]
- The tiefling ranger gains an additional +5 hit points.
Skills Nature +7, Perception +7
Str 16 (+4); Dex 14 (+3); Wis 13 (+2);
Con 12 (+2); Int 12 (+2); Cha 13 (+2)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Tiefling Brawny Rogue [Level 2 Skirmisher]
Medium natural humanoid [XP 125]
Initiative +4; Senses Perception +1; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 16; Fortitude 13, Reflex 16, Will 13
Resist 6 fire
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +6 vs. AC; 1d6 + 2 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +7 vs. AC; 1d6 + 3 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +7 vs. Reflex; 1d6 + 3 damage.
- ○ [M] Torturous Strike (standard) ✦ Weapon
- +7 vs. AC; 2d6 + 3 damage.
- □ [M/R] Easy Target (standard) ✦ Weapon
- Short Sword: +7 vs. AC; 2d6 + 3 damage.
Shuriken: Ranged 6/12; +7 vs. AC; 2d6 + 3 damage.
Hit:
The target is slowed and grants combat advantage to the tiefling rogue (save ends both). Miss: Half damage, and the
target grants combat advantage to the tiefling rogue until the end of the tiefling rogue’s next turn.
- ○ Tumble (move)
- The tiefling rogue can shift a number of squares equal to one-half the tiefling rogue’s speed.
- ○ Infernal Wrath (minor)
- The tiefling rogue gains a +1 power bonus to the tiefling rogue’s next attack roll against an enemy that hit the tiefling
rogue since the tiefling rogue’s last turn. If the attack hits, it deals +2 extra damage.
- Bloodhunt
- The tiefling rogue gains a +1 racial bonus to attack rolls against bloodied foes.
- First Strike
- At the start of an encounter, the tiefling rogue has combat advantage against any creatures that have not yet acted in that
encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the tiefling rogue’s weapon damage die increases by one size. When wielding a dagger, the tiefling
rogue gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the tiefling rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue
weapon, the tiefling rogue deals an extra 2d6 damage.
Skills Acrobatics +9, Thievery +9
Str 14 (+3); Dex 16 (+4); Wis 11 (+1);
Con 12 (+2); Int 12 (+2); Cha 15 (+3)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Tiefling Trickster Rogue [Level 2 Skirmisher]
Medium natural humanoid [XP 125]
Initiative +4; Senses Perception +6; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 16; Fortitude 12, Reflex 16, Will 14
Resist 6 fire
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +5 vs. AC; 1d6 + 1 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +7 vs. AC; 1d6 + 3 damage.
Hand Crossbow: Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
The tiefling rogue can move 2 squares before the attack.
- ○ [M/R] King’s Castle (standard) ✦ Weapon
- Short Sword: +7 vs. Reflex; 2d6 + 3 damage.
Hand Crossbow: Ranged 10/20; +6 vs. Reflex; 2d6 + 3 damage.
Hit or Miss: Switch places with a willing adjacent ally.
- □ [M/R] Trick Strike (standard) ✦ Weapon
- Short Sword: +7 vs. AC; 3d6 + 3 damage.
Hand Crossbow: Ranged 10/20; +6 vs. AC; 3d6 + 3 damage.
Hit: The target slides 1 square. Hit or Miss: Until the end of the encounter, each time the tiefling rogue hits
the target the tiefling rogue slides it 1 square.
- ● Fleeting Ghost (move)
- The tiefling rogue can move at full speed and make a Stealth check without the normal penalty from movement.
- ○ Infernal Wrath (minor)
- The tiefling rogue gains a +1 power bonus to the tiefling rogue’s next attack roll against an enemy that hit the tiefling
rogue since the tiefling rogue’s last turn. If the attack hits, it deals +3 extra damage.
- Bloodhunt
- The tiefling rogue gains a +1 racial bonus to attack rolls against bloodied foes.
- First Strike
- At the start of an encounter, the tiefling rogue has combat advantage against any creatures that have not yet acted in that
encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the tiefling rogue’s weapon damage die increases by one size. When wielding a dagger, the tiefling
rogue gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the tiefling rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue
weapon, the tiefling rogue deals an extra 2d6 damage.
Skills Stealth +11, Thievery +9
Str 13 (+2); Dex 16 (+4); Wis 11 (+1);
Con 12 (+2); Int 12 (+2); Cha 16 (+4)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Tiefling Fey-Pact Warlock [Level 2 Skirmisher]
Medium natural humanoid [XP 125]
Initiative +1; Senses Perception +2; low-light
HP 37; Bloodied 18
Healing Surges (+9 hp) ○
AC 16; Fortitude 12, Reflex 15, Will 16
Resist 6 fire
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +3 vs. AC; 1d8 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +5 vs. Reflex; 1d10 + 4 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +5 vs. Will; 1d6 + 4 psychic damage, and the tiefling warlock is invisible to the target until the start of the
tiefling warlock’s next turn.
- ○ [R] Witchfire (standard) ✦ Fire
- Ranged 10; +5 vs. Reflex; 2d6 + 4 fire damage, and the target takes a –5 penalty to attack rolls until the end of the tiefling
warlock’s next turn.
- □ [R] Curse of the Dark Dream (standard) ✦ Charm, Psychic
- Ranged 10; +5 vs. Will; 3d8 + 4 psychic damage, and the target slides 3 squares. Hit or Miss, Sustain Minor: Slide
the target 1 square (save ends).
- ○ Ethereal Stride (move) ✦ Teleportation
- The tiefling warlock can teleport 3 squares, and the tiefling warlock gains a +2 power bonus to all defenses until the end
of the tiefling warlock’s next turn.
- ● Warlock’s Curse (minor)
- The tiefling warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
tiefling warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The tiefling warlock can only curse one target per turn.
- ○ Infernal Wrath (minor)
- The tiefling warlock gains a +1 power bonus to the tiefling warlock’s next attack roll against an enemy that hit the tiefling
warlock since the tiefling warlock’s last turn. If the attack hits, it deals +4 extra damage.
- ● Misty Step (free)
- When a cursed enemy is reduced to 0 hit points or less.
The tiefling warlock can immediately teleport 3 squares.
- Bloodhunt
- The tiefling warlock gains a +1 racial bonus to attack rolls against bloodied foes.
Skills Arcana +9, Bluff +12
Str 10 (+1); Dex 11 (+1); Wis 12 (+2);
Con 13 (+2); Int 16 (+4); Cha 18 (+5)
Equipment leather armor, spear
-1 Level / +1 Level
Tiefling Infernal-Pact Warlock [Level 2 Skirmisher]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +1; low-light
HP 40; Bloodied 20
Healing Surges (+10 hp) ○
AC 16; Fortitude 14, Reflex 15, Will 14
Resist 6 fire
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +3 vs. AC; 1d8 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +4 vs. Reflex; 1d10 + 3 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +4 vs. Reflex; 1d6 + 3 fire damage. If the tiefling warlock takes damage before the end of the tiefling warlock’s
next turn, the target takes an extra 1d6 + 3 fire damage.
- ○ [R] Vampiric Embrace (standard) ✦ Necrotic
- Ranged 5; +4 vs. Will; 2d8 + 3 necrotic damage, and the tiefling warlock gains 8 temporary hit points.
- □ [R] Flames of Phlegethos (standard) ✦ Fire
- Ranged 10; +4 vs. Reflex; 3d10 + 3 fire damage. Hit or Miss: The target takes ongoing 5 fire damage (save ends).
- ● Warlock’s Curse (minor)
- The tiefling warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
tiefling warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The tiefling warlock can only curse one target per turn.
- ○ Infernal Wrath (minor)
- The tiefling warlock gains a +1 power bonus to the tiefling warlock’s next attack roll against an enemy that hit the tiefling
warlock since the tiefling warlock’s last turn. If the attack hits, it deals +2 extra damage.
- □ Fiendish Resilience (minor)
- The tiefling warlock gains 7 temporary hit points.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The tiefling warlock gains 2 temporary hit points.
- Bloodhunt
- The tiefling warlock gains a +1 racial bonus to attack rolls against bloodied foes.
Skills Arcana +9, Intimidate +8
Str 10 (+1); Dex 12 (+2); Wis 11 (+1);
Con 16 (+4); Int 16 (+4); Cha 15 (+3)
Equipment leather armor, mace
-1 Level / +1 Level
Tiefling Star-Pact Warlock [Level 2 Skirmisher]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +1; low-light
HP 40; Bloodied 20
Healing Surges (+10 hp) ○
AC 15; Fortitude 14, Reflex 14, Will 15
Resist 6 fire
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +3 vs. AC; 1d6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +4 vs. Reflex; 1d10 + 3 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +4 vs. Fortitude; 1d6 + 3 radiant damage. If the target moves nearer to the tiefling warlock on its next turn,
it takes an extra 1d6 + 3 damage.
- ○ [R] Dreadful Word (standard) ✦ Fear, Psychic
- Ranged 5; +4 vs. Will; 2d8 + 3 psychic damage, and the target takes a –3 penalty to Will defense until the end of the tiefling
warlock’s next turn.
- □ [R] Dread Star (standard) ✦ Fear, Radiant
- Ranged 10; +4 vs. Will; 3d6 + 3 radiant damage, and the target is immobilized until the end of the tiefling warlock’s next
turn. Hit or Miss: The target takes a –2 penalty to Will defense (save ends).
- ○ Ethereal Stride (move) ✦ Teleportation
- The tiefling warlock can teleport 3 squares, and the tiefling warlock gains a +2 power bonus to all defenses until the end
of the tiefling warlock’s next turn.
- ● Warlock’s Curse (minor)
- The tiefling warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
tiefling warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The tiefling warlock can only curse one target per turn.
- ○ Infernal Wrath (minor)
- The tiefling warlock gains a +1 power bonus to the tiefling warlock’s next attack roll against an enemy that hit the tiefling
warlock since the tiefling warlock’s last turn. If the attack hits, it deals +3 extra damage.
- ● Fate of the Void (free)
- When a cursed enemy is reduced to 0 hit points or less.
The tiefling warlock gains a +1 bonus to a single d20 roll the tiefling warlock makes during the tiefling warlock’s next turn.
This bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
- Bloodhunt
- The tiefling warlock gains a +1 racial bonus to attack rolls against bloodied foes.
Skills Arcana +8, Insight +6
Str 10 (+1); Dex 12 (+2); Wis 11 (+1);
Con 16 (+4); Int 15 (+3); Cha 16 (+4)
Equipment leather armor, sickle
-1 Level / +1 Level
Tiefling Inspiring Warlord [Level 2 Soldier (Leader)]
Medium natural humanoid [XP 125]
Initiative +3; Senses Perception +1; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 17; Fortitude 15, Reflex 13, Will 15
Resist 6 fire
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +6 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +6 vs. Fortitude; 3 damage, and choose one ally adjacent to either the tiefling warlord or the target. On his or her next
attack against the target, this ally gains a +3 bonus to the attack roll and the damage roll. If the ally does not attack
the target by the end of his or her next turn, the bonus is lost.
- ○ [M] Guarding Attack (standard) ✦ Weapon
- +6 vs. AC; 2d10 + 3 damage, and one ally adjacent to either the tiefling warlord or the target gains a +4 power bonus to AC
against the target’s attacks until the end of the tiefling warlord’s next turn.
- □ [M] Bastion of Defense (standard) ✦ Weapon
- +6 vs. AC; 3d10 + 3 damage, and allies within 5 squares of the tiefling warlord gains a +1 power bonus to all defenses until
the end of the encounter. Hit or Miss: Allies within 5 squares of the tiefling warlord gains 8 temporary hit points.
- ○ Infernal Wrath (minor)
- The tiefling warlord gains a +1 power bonus to the tiefling warlord’s next attack roll against an enemy that hit the tiefling
warlord since the tiefling warlord’s last turn. If the attack hits, it deals +3 extra damage.
- ○○ Inspiring Word (minor) ✦ Healing
- The tiefling warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This
power can only be used once per round.
- ○ Shake It Off (minor)
- The tiefling warlord or one ally within 10 squares makes a saving throw with a +3 power bonus.
- Bloodhunt
- The tiefling warlord gains a +1 racial bonus to attack rolls against bloodied foes.
- Inspiring Presence
- When an ally who can see the tiefling warlord spends an action point to take an extra action, that ally also regains 4 lost
hit points.
- Combat Leader
- The tiefling warlord and each ally within 10 squares who can see and hear the tiefling warlord gains a +2 power bonus to initiative.
Skills Heal +6, History +8
Str 16 (+4); Dex 11 (+1); Wis 10 (+1);
Con 12 (+2); Int 15 (+3); Cha 16 (+4)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Tiefling Tactical Warlord [Level 2 Soldier (Leader)]
Medium natural humanoid [XP 125]
Initiative +3; Senses Perception +1; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 18; Fortitude 15, Reflex 15, Will 14
Resist 6 fire
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage. Before the tiefling warlord attacks, one ally adjacent to either the tiefling warlord or the target
may shift 1 square as a free action.
- ○ [M] Warlord’s Favor (standard) ✦ Weapon
- +7 vs. AC; 2d8 + 3 damage, and one ally within 5 squares gains a +4 power bonus to attack rolls against the target until the
end of the tiefling warlord’s next turn.
- □ [M] Lead the Attack (standard) ✦ Weapon
- +7 vs. AC; 3d8 + 3 damage, and the tiefling warlord and allies within 5 squares gain a +4 power bonus to attack rolls against
the target until the end of the encounter. Miss: The power bonus to attack is only +1.
- ○ Knight’s Move (move)
- One ally within 10 squares takes a move action as a free action.
- ○ Infernal Wrath (minor)
- The tiefling warlord gains a +1 power bonus to the tiefling warlord’s next attack roll against an enemy that hit the tiefling
warlord since the tiefling warlord’s last turn. If the attack hits, it deals +2 extra damage.
- ○○ Inspiring Word (minor) ✦ Healing
- The tiefling warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This
power can only be used once per round.
- Bloodhunt
- The tiefling warlord gains a +1 racial bonus to attack rolls against bloodied foes.
- Tactical Presence
- When an ally the tiefling warlord can see spends an action point to make an extra attack, the ally gains a +3 bonus to the
attack roll.
- Combat Leader
- The tiefling warlord and each ally within 10 squares who can see and hear the tiefling warlord gains a +2 power bonus to initiative.
Skills Heal +6, History +9
Str 16 (+4); Dex 11 (+1); Wis 10 (+1);
Con 12 (+2); Int 16 (+4); Cha 15 (+3)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Tiefling Control Wizard [Level 2 Artillery]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +3; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 15; Fortitude 12, Reflex 15, Will 15
Resist 6 fire
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +3 vs. AC; 1d8 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +5 vs. Fortitude; 1d6 + 4 cold damage, and the target is slowed until the end of the tiefling wizard’s next turn.
- ○ [A] Icy Terrain (standard) ✦ Cold
- Area burst 1 within 10; +5 vs. Reflex; 1d6 + 4 cold damage, and the target is knocked prone. Hit or Miss: The power’s
area is difficult terrain until the end of the tiefling wizard’s next turn. The tiefling wizard can end this effect as a minor
action.
- □ [A] Sleep (standard) ✦ Sleep
- Area burst 2 within 20; +5 vs. Will. Hit or Miss: The target is slowed (save ends). If the target was hit and fails
its first saving throw against this power, the target becomes unconscious (save ends).
- ○ Infernal Wrath (minor)
- The tiefling wizard gains a +1 power bonus to the tiefling wizard’s next attack roll against an enemy that hit the tiefling
wizard since the tiefling wizard’s last turn. If the attack hits, it deals +1 extra damage.
- ○ Orb of Imposition (free)
- The tiefling wizard can choose one creature suffering from one of the tiefling wizard’s wizard spells whose effect ends on
a saving throw. That creature takes a -2 penalty to its saving throws against that effect. Alternatively, the tiefling wizard
can extend the duration a wizard at-will spell whose effect is ending at the end of the tiefling wizard’s current turn, so
that it lasts instead until the end of the tiefling wizard’s next turn.
- ○ Shield (immediate interrupt) ✦ Force
- When the tiefling wizard is hit by an attack.
The tiefling wizard gains a +4 power bonus to AC and Reflex defense until the end of the tiefling wizard’s next turn.
- Bloodhunt
- The tiefling wizard gains a +1 racial bonus to attack rolls against bloodied foes.
Skills Arcana +10, Insight +8
Str 10 (+1); Dex 13 (+2); Wis 14 (+3);
Con 12 (+2); Int 18 (+5); Cha 13 (+2)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Tiefling War Wizard [Level 2 Artillery]
Medium natural humanoid [XP 125]
Initiative +3; Senses Perception +2; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 15; Fortitude 12, Reflex 15, Will 14
Resist 6 fire
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +3 vs. AC; 1d8 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +5 vs. Reflex; 1d6 + 4 fire damage.
- ○ [C] Burning Hands (standard) ✦ Fire
- Close blast 5; +5 vs. Reflex; 2d6 + 4 fire damage.
- □ [R] Acid Arrow (standard) ✦ Acid
- Ranged 20; +5 vs. Reflex; 2d8 + 4 acid damage, ongoing 5 acid damage (save ends) and make a secondary attack against each
creature adjacent to the primary target. Secondary Attack: +5 vs. Reflex; 1d8 + 4 acid damage, and ongoing 5 acid damage
(save ends). Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.
- ○ Infernal Wrath (minor)
- The tiefling wizard gains a +1 power bonus to the tiefling wizard’s next attack roll against an enemy that hit the tiefling
wizard since the tiefling wizard’s last turn. If the attack hits, it deals +1 extra damage.
- ○ Wand of Accuracy (free)
- The tiefling wizard gains a +2 bonus to a single attack roll.
- ○ Shield (immediate interrupt) ✦ Force
- When the tiefling wizard is hit by an attack.
The tiefling wizard gains a +4 power bonus to AC and Reflex defense until the end of the tiefling wizard’s next turn.
- Bloodhunt
- The tiefling wizard gains a +1 racial bonus to attack rolls against bloodied foes.
Skills Arcana +10, History +10
Str 10 (+1); Dex 14 (+3); Wis 13 (+2);
Con 12 (+2); Int 18 (+5); Cha 13 (+2)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Tiefling Isolating Avenger [Level 2 Skirmisher]
Medium natural humanoid [XP 125]
Initiative +1; Senses Perception +4; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 17; Fortitude 13, Reflex 15, Will 15
Resist 6 fire
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 1 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +4 vs. AC; 1d6 + 1 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 3 damage, and the tiefling avenger shifts 1 square, sliding the target 1 square into the space the tiefling
avenger occupied.
- ○ [M] Avenging Echo (standard) ✦ Radiant, Weapon
- +7 vs. AC; 1d10 + 3 damage, and until the end of the tiefling avenger’s next turn, any enemy that ends its turn adjacent to
the tiefling avenger or that hits or misses the tiefling avenger takes 8 radiant damage.
- □ [M] Temple of Light (standard) ✦ Radiant, Weapon, Zone
- +7 vs. AC; 2d10 + 3 radiant damage. Hit or Miss: The attack creates a zone of radiant energy in a burst 2 centered
on the target. The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered
on it. Whenever the tiefling avenger hits a creature that is within the zone, that attack deals 1d6 extra radiant damage.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the tiefling avenger can see in within 10 squares. When the tiefling avenger makes a melee attack against
the target and the target is the only enemy adjacent to the tiefling avenger, the tiefling avenger makes two attack rolls
and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which
point the tiefling avenger regains the use of this power.
- ○ Infernal Wrath (minor)
- The tiefling avenger gains a +1 power bonus to the tiefling avenger’s next attack roll against an enemy that hit the tiefling
avenger since the tiefling avenger’s last turn. If the attack hits, it deals +1 extra damage.
- ○ Refocus Enmity (minor)
- Choose one creature the tiefling avenger can see within 10 squares. The target becomes the target of the tiefling avenger’s
oath of enmity, replacing the current target.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the tiefling avenger makes an attack roll against the tiefling avenger’s oath of enmity
target.
The ally makes a second attack roll and uses either result.
- Bloodhunt
- The tiefling avenger gains a +1 racial bonus to attack rolls against bloodied foes.
- Censure of Retribution
- When any enemy other than the tiefling avenger’s oath of enmity target hits the tiefling avenger, the tiefling avenger gains
a +3 bonus to damage rolls against the tiefling avenger’s oath of enmity target until the end of the tiefling avenger’s next
turn. This bonus is cumulative.
- Armor of Faith
- The favor of the tiefling avenger’s deity wards the tiefling avenger from harm. While the tiefling avenger is neither wearing
heavy armor nor using a shield, the tiefling avenger gains a +3 bonus to AC.
Skills Athletics +7, Religion +9
Str 13 (+2); Dex 11 (+1); Wis 16 (+4);
Con 12 (+2); Int 16 (+4); Cha 12 (+2)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Tiefling Pursuing Avenger [Level 2 Skirmisher]
Medium natural humanoid [XP 125]
Initiative +3; Senses Perception +4; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 16; Fortitude 13, Reflex 14, Will 15
Resist 6 fire
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 1 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +5 vs. AC; 1d8 + 2 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 3 damage, and if the target doesn’t end its next turn adjacent to the tiefling avenger, the tiefling avenger
can shift 3 squares as a free action. The tiefling avenger must end that shift closer to the target.
- ○ [M] Angelic Alacrity (standard) ✦ Weapon
- +7 vs. AC; 2d10 + 3 damage. Before the attack, the tiefling avenger shifts 3 squares.
- □ [M] Oath of the Final Duel (standard) ✦ Teleportation, Weapon
- +7 vs. AC; 2d10 + 3 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target is
more than 3 squares away from the tiefling avenger at the start of the tiefling avenger’s turn, the tiefling avenger can teleport
to a space within 3 squares of it as a minor action. This effect ends if the tiefling avenger ends the tiefling avenger’s
turn more than 3 squares away from the target.
- ○ Distracting Flare (move)
- The tiefling avenger becomes invisible and moves the tiefling avenger’s speed. The tiefling avenger is invisible until the
end of the movement.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the tiefling avenger can see in within 10 squares. When the tiefling avenger makes a melee attack against
the target and the target is the only enemy adjacent to the tiefling avenger, the tiefling avenger makes two attack rolls
and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which
point the tiefling avenger regains the use of this power.
- ○ Infernal Wrath (minor)
- The tiefling avenger gains a +1 power bonus to the tiefling avenger’s next attack roll against an enemy that hit the tiefling
avenger since the tiefling avenger’s last turn. If the attack hits, it deals +1 extra damage.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the tiefling avenger makes an attack roll against the tiefling avenger’s oath of enmity
target.
The ally makes a second attack roll and uses either result.
- Bloodhunt
- The tiefling avenger gains a +1 racial bonus to attack rolls against bloodied foes.
- Censure of Pursuit
- If the tiefling avenger’s oath of enmity target moves away from the tiefling avenger willingly, the tiefling avenger gains
a +4 bonus to damage rolls against the target until the end of the tiefling avenger’s next turn.
- Armor of Faith
- The favor of the tiefling avenger’s deity wards the tiefling avenger from harm. While the tiefling avenger is neither wearing
heavy armor nor using a shield, the tiefling avenger gains a +3 bonus to AC.
Skills Religion +7, Stealth +10
Str 13 (+2); Dex 14 (+3); Wis 16 (+4);
Con 12 (+2); Int 13 (+2); Cha 12 (+2)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Tiefling Rageblood Barbarian [Level 2 Brute]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +6; low-light
HP 44; Bloodied 22
Healing Surges (+11 hp) ○
AC 16; Fortitude 16, Reflex 13, Will 13
Resist 6 fire
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +6 vs. AC; 1d12 + 3 damage (crit 15 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+6 vs. AC; 1d12 + 1d8 + 3 damage (crit 23 + 1d12). Hit or Miss: Until the start of the tiefling barbarian’s next turn,
any attacker gains a +2 bonus to attack rolls against the tiefling barbarian. If the tiefling barbarian is raging, attackers
do not gain this bonus.
- ○ [M] Avalanche Strike (standard) ✦ Weapon
- +6 vs. AC; 3d12 + 5 damage (crit 41 + 1d12). Hit or Miss: Until the start of the tiefling barbarian’s next turn, any
attacker gains a +4 bonus to attack rolls against the tiefling barbarian.
- □ [M] Bloodhunt Rage (standard) ✦ Rage, Weapon
- +6 vs. AC; 3d12 + 3 damage (crit 39 + 1d12). Miss: Half damage. Hit or Miss: The tiefling barbarian enters the
rage of the bloodhunt. Until the rage ends, the tiefling barbarian gains a +2 bonus to melee damage rolls if either the tiefling
barbarian or the tiefling barbarian’s target is bloodied.
- ○ Infernal Wrath (minor)
- The tiefling barbarian gains a +1 power bonus to the tiefling barbarian’s next attack roll against an enemy that hit the tiefling
barbarian since the tiefling barbarian’s last turn. If the attack hits, it deals +2 extra damage.
- □ Primal Vitality (minor)
- The tiefling barbarian gains 3 temporary hit points. If the tiefling barbarian is raging, the tiefling barbarian instead gains
5 temporary hit points.
- ○ Swift Charge (free)
- When the tiefling barbarian’s attack reduces an enemy to 0 hit points.
The tiefling barbarian charges an enemy.
- Bloodhunt
- The tiefling barbarian gains a +1 racial bonus to attack rolls against bloodied foes.
- Rageblood Vigor
- Whenever the tiefling barbarian’s attack reduces an enemy to 0 hit points, the tiefling barbarian gains 2 temporary hit points.
- Barbarian Agility
- While the tiefling barbarian is not wearing heavy armor, the tiefling barbarian gains a +1 bonus to AC and Reflex.
Skills Athletics +8, Perception +6
Str 16 (+4); Dex 12 (+2); Wis 11 (+1);
Con 14 (+3); Int 12 (+2); Cha 15 (+3)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Tiefling Thaneborn Barbarian [Level 2 Brute]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +6; low-light
HP 43; Bloodied 21
Healing Surges (+10 hp) ○
AC 16; Fortitude 16, Reflex 13, Will 14
Resist 6 fire
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +6 vs. AC; 1d12 + 3 damage (crit 15 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+6 vs. AC; 1d12 + 1d6 + 3 damage (crit 21 + 1d12). When charging, the tiefling barbarian can use this power in place of a
melee basic attack. If the tiefling barbarian is raging, the tiefling barbarian can move 2 extra squares as part of the charge.
- ○ [M] Vault the Fallen (standard) ✦ Weapon
- Targets one or two creatures; +6 vs. AC; 1d12 + 1d6 + 3 damage (crit 21 + 1d12). If the tiefling barbarian targets two creatures,
the tiefling barbarian can shift 3 squares after the first attack.
- □ [C] Macetail’s Rage (standard) ✦ Rage, Weapon
- Close burst 1; targets visible enemies; +6 vs. Reflex; 1d12 + 3 damage (crit 15 + 1d12), and the tiefling barbarian knocks
the target prone. Miss: Half damage. Hit or Miss: The tiefling barbarian enters the rage of the macetail behemoth.
Until the rage ends, whenever the tiefling barbarian hits, the tiefling barbarian gains 3 temporary hit points.
- ○ Combat Sprint (move)
- The tiefling barbarian moves the tiefling barbarian’s speed + 4. The tiefling barbarian gains a +4 bonus to all defenses against
any opportunity attack the tiefling barbarian provoke with this movement.
- ○ Infernal Wrath (minor)
- The tiefling barbarian gains a +1 power bonus to the tiefling barbarian’s next attack roll against an enemy that hit the tiefling
barbarian since the tiefling barbarian’s last turn. If the attack hits, it deals +3 extra damage.
- ○ [C] Roar of Triumph (free) ✦ Fear
- When the tiefling barbarian’s attack reduces an enemy to 0 hit points.
Each enemy within 5 squares takes a –2 penalty to all defenses until the end of the tiefling barbarian’s next turn.
- Bloodhunt
- The tiefling barbarian gains a +1 racial bonus to attack rolls against bloodied foes.
- Thaneborn Triumph
- Whenever the tiefling barbarian bloodies an enemy, the next attack by the tiefling barbarian or an ally against that enemy
gains a +3 bonus to the attack roll.
- Barbarian Agility
- While the tiefling barbarian is not wearing heavy armor, the tiefling barbarian gains a +1 bonus to AC and Reflex.
Skills Athletics +8, Perception +6
Str 16 (+4); Dex 12 (+2); Wis 11 (+1);
Con 13 (+2); Int 12 (+2); Cha 16 (+4)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Tiefling Cunning Bard [Level 2 Controller (Leader)]
Medium natural humanoid [XP 125]
Initiative +1; Senses Perception +6; low-light
HP 37; Bloodied 18
Healing Surges (+9 hp) ○
AC 18; Fortitude 12, Reflex 16, Will 16
Resist 6 fire
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 1 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +5 vs. Will; 1d6 + 4 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the tiefling
bard’s next turn.
- ○ [R] Blunder (standard) ✦ Charm
- Ranged 5; +5 vs. Will; 1d6 + 4 damage, and the tiefling bard slides the target 4 squares. During the slide, the tiefling bard
or one of the tiefling bard’s allies can make a melee basic attack against the target as a free action, with a +2 power bonus
to the attack roll.
- □ [R] Stirring Shout (standard) ✦ Healing, Psychic
- Ranged 10; +5 vs. Will; 2d6 + 4 psychic damage. Hit or Miss: Until the end of the encounter, whenever an ally hits
the target, that ally regains 4 hit points.
- ○ Infernal Wrath (minor)
- The tiefling bard gains a +1 power bonus to the tiefling bard’s next attack roll against an enemy that hit the tiefling bard
since the tiefling bard’s last turn. If the attack hits, it deals +4 extra damage.
- ○○ Majestic Word (minor) ✦ Healing
- The tiefling bard or one ally within 5 squares can spend a healing surge and regain an additional 4 hit points. This power
can only be used once per round. The tiefling bard can also slide the target 1 square.
- □ Song of Defense (minor) ✦ Zone
- Close burst 5; the burst creates a zone of bolstering song that lasts until the end of the tiefling bard’s next turn. When
the tiefling bard moves, the zone moves with the tiefling bard, remaining centered on the tiefling bard. While within the
zone, any ally gains a +1 power bonus to AC. Sustain Minor: The zone persists.
- Bloodhunt
- The tiefling bard gains a +1 racial bonus to attack rolls against bloodied foes.
- Virtue of Cunning
- Once per round, when an enemy attack misses an ally within 8 squares of the tiefling bard, the tiefling bard can slide that
ally 1 square as a free action.
- Skill Versatility
- The tiefling bard gains a +1 bonus to untrained skill checks.
Skills Arcana +9, Bluff +12
Str 12 (+2); Dex 11 (+1); Wis 10 (+1);
Con 13 (+2); Int 16 (+4); Cha 18 (+5)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Tiefling Valorous Bard [Level 2 Controller (Leader)]
Medium natural humanoid [XP 125]
Initiative +1; Senses Perception +6; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 18; Fortitude 13, Reflex 15, Will 16
Resist 6 fire
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 1 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 4 damage, and the target takes a –2 penalty to the defense of the tiefling bard’s choice until the end of
the tiefling bard’s next turn.
- ○ [C] Shout of Triumph (standard) ✦ Thunder
- Close blast 3; targets enemies; +5 vs. Fortitude; 1d6 + 4 thunder damage, and the target is pushed 2 squares. Hit or Miss:
The tiefling bard slides each ally in the blast 1 square.
- □ [M] Slayer’s Song (standard) ✦ Weapon
- +8 vs. AC; 2d8 + 4 damage, and the target grants combat advantage to the tiefling bard and the tiefling bard’s allies (save
ends). Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever the tiefling bard hits an enemy,
that enemy grants combat advantage to the tiefling bard and the tiefling bard’s allies until the end of the tiefling bard’s
next turn.
- ○ Infernal Wrath (minor)
- The tiefling bard gains a +1 power bonus to the tiefling bard’s next attack roll against an enemy that hit the tiefling bard
since the tiefling bard’s last turn. If the attack hits, it deals +4 extra damage.
- ○○ Majestic Word (minor) ✦ Healing
- The tiefling bard or one ally within 5 squares can spend a healing surge and regain an additional 4 hit points. This power
can only be used once per round. The tiefling bard can also slide the target 1 square.
- □ Song of Courage (minor) ✦ Zone
- Close burst 5; the burst creates a zone of inspirational shouts that lasts until the end of the tiefling bard’s next turn.
When the tiefling bard moves, the zone moves with the tiefling bard, remaining centered on the tiefling bard. While within
the zone, any ally gains a +1 power bonus to attack rolls. Sustain Minor: The zone persists.
- Bloodhunt
- The tiefling bard gains a +1 racial bonus to attack rolls against bloodied foes.
- Virtue of Valor
- Once per round, when any ally within 5 squares of the tiefling bard reduces an enemy to 0 hit points or bloodies an enemy,
the tiefling bard can grant 3 temporary hit points to that ally as a free action.
- Skill Versatility
- The tiefling bard gains a +1 bonus to untrained skill checks.
Skills Arcana +8, Athletics +6
Str 12 (+2); Dex 11 (+1); Wis 10 (+1);
Con 14 (+3); Int 15 (+3); Cha 18 (+5)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Tiefling Guardian Druid [Level 2 Controller]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +4; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 16; Fortitude 13, Reflex 13, Will 15
Resist 6 fire
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +4 vs. AC; 2d4 + 1 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +4 vs. Reflex; 1d8 + 3 damage, and the target is slowed until the end of the tiefling druid’s next turn. This power can be
used as a melee basic attack.
- ● [A] Chill Wind (standard) ✦ Cold
- Area burst 1 within 10; +4 vs. Fortitude; 1d6 cold damage, and the target slides 1 square.
- ○ [R] Frost Flash (standard) ✦ Cold
- Ranged 10; +4 vs. Fortitude; 1d6 + 5 cold damage, and the target is immobilized until the end of the tiefling druid’s next
turn.
- □ [A] Fires of Life (standard) ✦ Fire, Healing
- Area burst 1 within 10; targets enemies; +4 vs. Reflex; 1d6 + 3 fire damage, and ongoing 5 fire damage (save ends). If the
target drops to 0 hit points before it saves against the ongoing damage, one creature of the tiefling druid’s choice within
5 squares of the target regains 7 hit points. Aftereffect: One creature of the tiefling druid’s choice within 5 squares
of the target regains 2 hit points. Miss: Half damage.
- ● Wild Shape (minor) ✦ Polymorph
- The tiefling druid changes from the tiefling druid’s humanoid form to beast form or vice versa. When the tiefling druid changes
from beast form back to the tiefling druid’s humanoid form, the tiefling druid shifts 1 square. While the tiefling druid is
in beast form, the tiefling druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the
tiefling druid can sustain such powers. The tiefling druid can use this power once per round.
- ○ Infernal Wrath (minor)
- The tiefling druid gains a +1 power bonus to the tiefling druid’s next attack roll against an enemy that hit the tiefling
druid since the tiefling druid’s last turn. If the attack hits, it deals +1 extra damage.
- ○ Barkskin (minor)
- The tiefling druid or one ally with 5 squares gains a +2 power bonus to AC until the end of the tiefling druid’s next turn.
- Bloodhunt
- The tiefling druid gains a +1 racial bonus to attack rolls against bloodied foes.
- Primal Guardian
- While the tiefling druid is not wearing heavy armor, the tiefling druid can use the tiefling druid’s Constitution modifier
in place of the tiefling druid’s Dexterity or Intelligence modifier to determine the tiefling druid’s AC.
Skills Heal +9, Nature +9
Str 12 (+2); Dex 13 (+2); Wis 16 (+4);
Con 14 (+3); Int 13 (+2); Cha 12 (+2)
Equipment hide armor, scythe
-1 Level / +1 Level
Tiefling Predator Druid [Level 2 Controller]
Medium natural humanoid [XP 125]
Initiative +3; Senses Perception +9; low-light
HP 37; Bloodied 18
Healing Surges (+9 hp) ○
AC 16; Fortitude 12, Reflex 14, Will 15
Resist 6 fire
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +4 vs. AC; 2d4 + 1 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +4 vs. Reflex; 1d8 + 3 damage, and the target slides 1 square. This power can be used as a melee basic attack.
- ● [R] Flame Seed (standard) ✦ Fire, Zone
- Ranged 10; +4 vs. Reflex; 1d6 fire damage, and the squares adjacent to the target become a fiery zone that lasts until the
end of the tiefling druid’s next turn. Any enemy that enters the zone or starts its turn there takes 3 fire damage.
- ○ [M] Darting Bite (standard) ✦ Beast Form
- Targets one or two creatures; +4 vs. Reflex; 1d10 + 3 damage. If at least one of the attacks hits, the tiefling druid can
shift 2 squares.
- □ [C] Savage Frenzy (standard) ✦ Beast Form
- Close burst 1; targets visible enemies; +4 vs. Reflex; 1d6 + 3 damage, and the target is dazed and slowed (save ends both).
Miss: Half damage, and the target is slowed until the end of the tiefling druid’s next turn.
- ● Wild Shape (minor) ✦ Polymorph
- The tiefling druid changes from the tiefling druid’s humanoid form to beast form or vice versa. When the tiefling druid changes
from beast form back to the tiefling druid’s humanoid form, the tiefling druid shifts 1 square. While the tiefling druid is
in beast form, the tiefling druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the
tiefling druid can sustain such powers. The tiefling druid can use this power once per round.
- ○ Infernal Wrath (minor)
- The tiefling druid gains a +1 power bonus to the tiefling druid’s next attack roll against an enemy that hit the tiefling
druid since the tiefling druid’s last turn. If the attack hits, it deals +1 extra damage.
- □ Fleet Pursuit (minor) ✦ Beast Form
- Until the end of the encounter, the tiefling druid gains a +2 power bonus to the tiefling druid’s speed while the tiefling
druid is in beast form.
- Bloodhunt
- The tiefling druid gains a +1 racial bonus to attack rolls against bloodied foes.
- Primal Predator
- While the tiefling druid is not wearing heavy armor, the tiefling druid gains a +1 bonus to the tiefling druid’s speed.
Skills Nature +9, Perception +9
Str 12 (+2); Dex 14 (+3); Wis 16 (+4);
Con 13 (+2); Int 13 (+2); Cha 12 (+2)
Equipment hide armor, scythe
-1 Level / +1 Level
Tiefling Preserving Invoker [Level 2 Artillery]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +4; low-light
HP 31; Bloodied 15
Healing Surges (+7 hp) ○
AC 17; Fortitude 13, Reflex 15, Will 15
Resist 6 fire
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +3 vs. AC; 1d10 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +4 vs. Reflex; 1d8 + 3 radiant damage, and the tiefling invoker slides the target 1 square. The tiefling invoker
can use this power as a ranged basic attack.
- ○ [A] Blades of Astral Fire (standard) ✦ Radiant
- Area burst 1 within 10; targets enemies; +4 vs. Reflex; 1d6 + 3 radiant damage. Hit or Miss: Each ally in the burst
gains a +4 power bonus to AC until the end of the tiefling invoker’s next turn.
- □ [C] Binding Invocation of Chains (standard)
- Close burst 10; targets enemies; +4 vs. Reflex; The target is slowed (save ends). Miss: The target is slowed until
the end of the tiefling invoker’s next turn.
- ○ Infernal Wrath (minor)
- The tiefling invoker gains a +1 power bonus to the tiefling invoker’s next attack roll against an enemy that hit the tiefling
invoker since the tiefling invoker’s last turn. If the attack hits, it deals +1 extra damage.
- ○ Divine Call (minor)
- One or two allies within 10 squares are pulled 3 squares.
- ○ Preserver’s Rebuke (immediate reaction) ✦ Channel Divinity
- When an enemy within 10 squares of the tiefling invoker hits the tiefling invoker’s ally.
The tiefling invoker gains a +3 bonus to the tiefling invoker’s next attack roll against the triggering enemy if that attack
occurs before the end of the tiefling invoker’s next turn.
- Bloodhunt
- The tiefling invoker gains a +1 racial bonus to attack rolls against bloodied foes.
- Covenant of Preservation
- When the tiefling invoker uses a divine encounter or daily attack power on the tiefling invoker’s turn, the tiefling invoker
can slide an ally within 10 squares of the tiefling invoker 1 square.
Skills Arcana +9, Religion +9
Str 10 (+1); Dex 12 (+2); Wis 16 (+4);
Con 13 (+2); Int 16 (+4); Cha 13 (+2)
Equipment hide armor, morningstar
-1 Level / +1 Level
Tiefling Wrathful Invoker [Level 2 Artillery]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +4; low-light
HP 32; Bloodied 16
Healing Surges (+8 hp) ○
AC 17; Fortitude 14, Reflex 14, Will 15
Resist 6 fire
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +3 vs. AC; 1d10 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +4 vs. Fortitude; 1d10 + 3 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra
+2 radiant damage. The tiefling invoker can use this power as a ranged basic attack.
- ○ [R] Thunder of Judgment (standard) ✦ Thunder
- Ranged 10; targets one, two, or three creatures; +4 vs. Fortitude; 1d6 + 3 thunder damage, or 2d6 + 3 thunder damage if the
tiefling invoker targets only one creature. In addition, the target is dazed until the end of the tiefling invoker’s next
turn and is pushed 2 squares.
- □ [R] Purging Flame (standard) ✦ Fire
- Ranged 10; +4 vs. Reflex; 1d10 + 3 fire damage, and ongoing 10 fire damage (save ends). Miss: Half damage, and ongoing
5 fire damage (save ends).
- ○ Infernal Wrath (minor)
- The tiefling invoker gains a +1 power bonus to the tiefling invoker’s next attack roll against an enemy that hit the tiefling
invoker since the tiefling invoker’s last turn. If the attack hits, it deals +1 extra damage.
- ○ [C] Armor of Wrath (immediate reaction) ✦ Channel Divinity, Radiant
- When an enemy within 5 squares of the tiefling invoker hits the tiefling invoker.
The triggering enemy takes 2 radiant damage and is pushed 2 squares.
- □ Shroud of Warning (no action)
- When the tiefling invoker and the tiefling invoker’s allies roll initiative at the beginning of an encounter.
The tiefling invoker and each ally in within 10 squares gains a +4 bonus to the initiative check.
- Bloodhunt
- The tiefling invoker gains a +1 racial bonus to attack rolls against bloodied foes.
- Covenant of Wrath
- When the tiefling invoker uses a divine encounter or daily attack power on the tiefling invoker’s turn, the tiefling invoker
gains a bonus to the damage roll equal to 1 for each enemy the tiefling invoker attacks with the power.
Skills Endurance +7, Religion +8
Str 10 (+1); Dex 12 (+2); Wis 16 (+4);
Con 14 (+3); Int 15 (+3); Cha 13 (+2)
Equipment chainmail, morningstar
-1 Level / +1 Level
Tiefling Bear Shaman [Level 2 Controller (Leader)]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +9; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 15; Fortitude 14, Reflex 13, Will 15
Resist 6 fire
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +3 vs. AC; 1d10 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +4 vs. Will; 1d8 + 3 damage, and each ally adjacent to the tiefling shaman’s spirit companion gains 2 temporary
hit points.
- ○ [R] Thunder Bear’s Warding (standard) ✦ Thunder
- Ranged 5; +4 vs. Fortitude; 1d6 + 3 thunder damage, and until the end of the tiefling shaman’s next turn, the tiefling shaman
and the tiefling shaman’s allies gain 2 resistance to all damage while adjacent to the tiefling shaman’s spirit companion.
In addition, the tiefling shaman or one ally within 5 squares of the tiefling shaman gains 2 temporary hit points.
- □ [C] Spirit of the Healing Flood (standard) ✦ Healing
- Close burst 5; targets enemies; +4 vs. Fortitude; 1d8 + 3 damage. Miss: Half damage. Hit or Miss: Until the
end of the encounter, the tiefling shaman and each ally in the burst gain regeneration 2 while bloodied. As a minor action,
a character can end this effect on himself or herself to regain 10 hit points.
- □ Spirit of Life (standard) ✦ Healing
- One ally within 10 squares regains hit points as if he or she had spent a healing surge.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The tiefling shaman conjures the tiefling shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts
until the tiefling shaman falls unconscious or until the tiefling shaman dismisses it as a minor action. The spirit occupies
1 square. Enemies cannot move through its space, but allies can. When the tiefling shaman takes a move action, the tiefling
shaman can also move the spirit a number of squares equal to the tiefling shaman’s speed.
The spirit can be targeted
by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals 11 damage to the spirit,
the spirit disappears, and the tiefling shaman takes 6 damage. Otherwise, the spirit is unaffected by the attack.
- ○ Infernal Wrath (minor)
- The tiefling shaman gains a +1 power bonus to the tiefling shaman’s next attack roll against an enemy that hit the tiefling
shaman since the tiefling shaman’s last turn. If the attack hits, it deals +1 extra damage.
- ○○ Healing Spirit (minor) ✦ Healing
- The tiefling shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the
tiefling shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once per round.
- ● [M] Spirit’s Shield (opportunity) ✦ Healing, Spirit
- When an enemy leaves a square adjacent to the tiefling shaman’s spirit companion without shifting.
Targets triggering enemy; +4 vs. Reflex; 3 damage. Hit or Miss: One ally within 5 squares of the tiefling shaman’s
spirit companion regains 3 hit points.
- Bloodhunt
- The tiefling shaman gains a +1 racial bonus to attack rolls against bloodied foes.
- Protector Spirit
- Any ally adjacent to the tiefling shaman’s spirit companion regains 2 additional hit points when he or she uses second wind
or when the tiefling shaman uses a healing power on him or her.
Skills Nature +9, Perception +9
Str 11 (+1); Dex 12 (+2); Wis 16 (+4);
Con 14 (+3); Int 15 (+3); Cha 12 (+2)
Equipment leather armor, longspear
-1 Level / +1 Level
Tiefling Panther Shaman [Level 2 Controller (Leader)]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +9; low-light
HP 37; Bloodied 18
Healing Surges (+9 hp) ○
AC 16; Fortitude 13, Reflex 14, Will 15
Resist 6 fire
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +3 vs. AC; 1d10 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +4 vs. Fortitude; 1d10 + 3 damage, and until the end of the tiefling shaman’s next turn, the tiefling shaman’s
spirit companion can flank with the tiefling shaman and the tiefling shaman’s allies. If the target is bloodied, the tiefling
shaman gains a +1 bonus to the attack roll.
- ○ [R] Twin Panthers (standard)
- Ranged 5; two attacks against one or two creatures; +4 vs. Reflex; 1d8 + 3 damage. If the target is bloodied, the tiefling
shaman gains a +3 bonus to the attack roll. Hit: Until the end of the tiefling shaman’s next turn, the tiefling shaman
and the tiefling shaman’s allies have combat advantage when making melee attacks against any enemy adjacent to the tiefling
shaman’s spirit companion.
- □ [C] Wrath of the Spirit World (standard) ✦ Psychic
- Close burst 2; targets enemies in burst and each enemy adjacent to the tiefling shaman’s spirit companion; +4 vs. Will; 3d6
+ 3 psychic damage, and the tiefling shaman knocks the target prone. Miss: Half damage.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The tiefling shaman conjures the tiefling shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts
until the tiefling shaman falls unconscious or until the tiefling shaman dismisses it as a minor action. The spirit occupies
1 square. Enemies cannot move through its space, but allies can. When the tiefling shaman takes a move action, the tiefling
shaman can also move the spirit a number of squares equal to the tiefling shaman’s speed.
The spirit can be targeted
by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals 11 damage to the spirit,
the spirit disappears, and the tiefling shaman takes 6 damage. Otherwise, the spirit is unaffected by the attack.
- ○ Infernal Wrath (minor)
- The tiefling shaman gains a +1 power bonus to the tiefling shaman’s next attack roll against an enemy that hit the tiefling
shaman since the tiefling shaman’s last turn. If the attack hits, it deals +1 extra damage.
- ○○ Healing Spirit (minor) ✦ Healing
- The tiefling shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the
tiefling shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once per round.
- □ Spirits of Battle (minor) ✦ Zone
- Area burst 5 within 10; the burst creates a zone filled with ancestral spirits that lasts until the end of the encounter.
While within the zone, the tiefling shaman’s allies gain a +1 bonus to attack rolls.
- ● [M] Spirit’s Fangs (opportunity) ✦ Spirit
- When an enemy leaves a square adjacent to the tiefling shaman’s spirit companion without shifting.
Targets triggering enemy; +4 vs. Reflex; 1d10 + 3 damage.
- Bloodhunt
- The tiefling shaman gains a +1 racial bonus to attack rolls against bloodied foes.
- Stalker Spirit
- Any ally adjacent to the tiefling shaman’s spirit companion gains a +3 bonus to damage rolls against bloodied enemies.
Skills Nature +9, Perception +9
Str 11 (+1); Dex 12 (+2); Wis 16 (+4);
Con 13 (+2); Int 16 (+4); Cha 12 (+2)
Equipment leather armor, longspear
-1 Level / +1 Level
Tiefling Chaos Sorcerer [Level 2 Artillery]
Medium natural humanoid [XP 125]
Initiative +3; Senses Perception +1; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 13; Fortitude 12, Reflex 13, Will 17
Resist 6 fire
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +6 vs. AC; 1d4 + 2 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +5 vs. Will; 1d10 + 6 psychic damage and if the tiefling sorcerer rolled an even number for the primary attack
roll, make a secondary attack against one creature within 5 squares of the target last hit by this power. Secondary Attack:
+5 vs. Will; 1d6 + 2 psychic damage. If the tiefling sorcerer rolled an even number for the secondary attack roll, repeat
the secondary attack. The tiefling sorcerer can attack a creature only once with a single use of this power.
- ○ [C] Bedeviling Burst (standard) ✦ Psychic
- Close burst 3; targets one or two creatures; +5 vs. Will; 1d10 + 6 psychic damage, and the target is pushed 2 squares. If
the tiefling sorcerer rolled an even number on the attack roll, the target slides instead of being pushed.
- □ [R] Dazzling Ray (standard) ✦ Radiant
- Ranged 10; +5 vs. Will; 6d6 + 6 radiant damage and if the tiefling sorcerer rolled an even number on the attack roll, the
target takes a -2 penalty to attack rolls against the tiefling sorcerer (save ends). Miss: Half damage.
- ○ Infernal Wrath (minor)
- The tiefling sorcerer gains a +1 power bonus to the tiefling sorcerer’s next attack roll against an enemy that hit the tiefling
sorcerer since the tiefling sorcerer’s last turn. If the attack hits, it deals +4 extra damage.
- ○ Stretch Spell (minor)
- Until the end of the tiefling sorcerer’s turn, add +2 to the range of the tiefling sorcerer’s ranged arcane powers.
- Bloodhunt
- The tiefling sorcerer gains a +1 racial bonus to attack rolls against bloodied foes.
- Chaos Power
- The tiefling sorcerer gains a +2 bonus to the damage rolls of arcane powers.
- Unfettered Power
- When the tiefling sorcerer rolls a natural 20 on an attack roll for an arcane power, the tiefling sorcerer slides the target
1 square and knock it prone after applying the attack’s other effects. When the tiefling sorcerer rolls a natural 1 on an
attack roll for an arcane power, the tiefling sorcerer must push each creature within 5 squares of the tiefling sorcerer 1
square.
Skills Arcana +7, Bluff +12
Str 13 (+2); Dex 14 (+3); Wis 10 (+1);
Con 12 (+2); Int 13 (+2); Cha 18 (+5)
Equipment cloth armor, dagger
-1 Level / +1 Level
Tiefling Dragon Sorcerer [Level 2 Skirmisher]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +1; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 13; Fortitude 13, Reflex 12, Will 17
Resist 6 fire
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 2 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +5 vs. Reflex; 1d8 + 6 fire damage. The next enemy that hits the tiefling sorcerer with a melee attack before
the end of the tiefling sorcerer’s next turn takes 2 fire damage.
- ○ [C] Tempest Breath (standard) ✦ Acid
- Close blast 3; +5 vs. Reflex; 2d6 + 6 acid damage, and the target can’t gain combat advantage against any creature until the
end of the tiefling sorcerer’s next turn. The tiefling sorcerer gains concealment until the end of the tiefling sorcerer’s
next turn.
- □ [C] Lightning Breath (standard) ✦ Lightning
- Close blast 3; +5 vs. Reflex; 3d8 + 6 lightning damage. Miss: Half damage. Hit or Miss: Until the end of the
tiefling sorcerer’s next turn, whenever an enemy hits the tiefling sorcerer with a melee attack, the tiefling sorcerer pushes
that enemy 1 square and the enemy takes 5 lightning damage. Sustain Minor: The effect persists.
- ○ Infernal Wrath (minor)
- The tiefling sorcerer gains a +1 power bonus to the tiefling sorcerer’s next attack roll against an enemy that hit the tiefling
sorcerer since the tiefling sorcerer’s last turn. If the attack hits, it deals +4 extra damage.
- ○ Dragonflame Mantle (immediate interrupt) ✦ Fire
- When the tiefling sorcerer is hit by an attack.
Until the end of the tiefling sorcerer’s next turn, the tiefling sorcerer gains a +1 power bonus to all defenses, and any
creature that hits the tiefling sorcerer with a melee attack takes 1d6 + 2 fire damage.
- Bloodhunt
- The tiefling sorcerer gains a +1 racial bonus to attack rolls against bloodied foes.
- Draconic Power
- The tiefling sorcerer gains a +2 bonus to the damage rolls of arcane powers.
- Draconic Resilience
- While the tiefling sorcerer is not wearing heavy armor, the tiefling sorcerer can use the tiefling sorcerer’s Strength modifier
in place of the tiefling sorcerer’s Dexterity or Intelligence modifier to determine the tiefling sorcerer’s AC.
Skills Arcana +7, Athletics +8
Str 14 (+3); Dex 13 (+2); Wis 10 (+1);
Con 12 (+2); Int 13 (+2); Cha 18 (+5)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Tiefling Earth Warden [Level 2 Brute]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +7; low-light
HP 44; Bloodied 22
Healing Surges (+11 hp) ○
AC 18; Fortitude 15, Reflex 14, Will 13
Resist 6 fire
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 3 damage, and the tiefling warden gains a +1 power bonus to AC until the end of the tiefling warden’s next
turn.
- ○ [M] Thunder Ram Assault (standard) ✦ Thunder, Weapon
- +6 vs. AC; 1d10 + 3 thunder damage, and the tiefling warden pushes the target 2 squares. Make a secondary attack. Secondary
Attack: Close blast 3; +6 vs. Fortitude; 1d6 thunder damage, and the tiefling warden pushes the secondary target 1 square.
- □ Nature’s Abundance (standard) ✦ Zone
- Close burst 3; the burst creates a zone of plants that lasts until the end of the encounter. The tiefling warden and the tiefling
warden’s allies have cover while within the zone.
- ○ Infernal Wrath (minor)
- The tiefling warden gains a +1 power bonus to the tiefling warden’s next attack roll against an enemy that hit the tiefling
warden since the tiefling warden’s last turn. If the attack hits, it deals +1 extra damage.
- □ Form of the Willow Sentinel (minor) ✦ Polymorph
- The tiefling warden assumes the guardian form of the willow sentinel until the end of the encounter. While the tiefling warden
is in this form, the tiefling warden can negate being pulled, pushed, or slid. In addition, any ally gains a +2 power bonus
to Fortitude while adjacent to the tiefling warden. Once during this encounter, the tiefling warden can make the following
attack while the tiefling warden is in this form as an immediate interrupt when an enemy adjacent to the tiefling warden makes
an attack roll against the tiefling warden’s ally.
Secondary Attack: Targets the triggering enemy; +6 vs. AC;
1d10 + 3 damage, and the target takes a –4 penalty to the triggering attack roll. Miss: Half damage, and the target
takes a –2 penalty to the triggering attack roll.
- ● [C] Warden’s Grasp (immediate reaction)
- When an enemy marked by the tiefling warden that is within 5 squares of the tiefling warden makes an attack that does not
include the tiefling warden as a target.
Targets the triggering enemy; The tiefling warden slides the target 1 square. The target is slowed and cannot shift until
the end of its turn.
- Bloodhunt
- The tiefling warden gains a +1 racial bonus to attack rolls against bloodied foes.
- Earthstrength
- When the tiefling warden uses the tiefling warden’s second wind, the tiefling warden gains an additional +2 bonus to AC. The
bonus lasts until the end of the tiefling warden’s next turn.
- Font of Life
- At the start of the tiefling warden’s turn, the tiefling warden can make a saving throw against one effect that a save can
end. On a save, the effect immediately ends, preventing it from affecting the tiefling warden on the tiefling warden’s current
turn. If the tiefling warden fails the saving throw, the tiefling warden still makes a saving throw against the effect at
the end of the tiefling warden’s turn.
- Nature’s Wrath
- Once during each of the tiefling warden’s turns, the tiefling warden can mark each adjacent enemy as a free action. This mark
lasts until the end of the tiefling warden’s next turn.
Skills Athletics +6, Perception +7
Str 16 (+4); Dex 12 (+2); Wis 13 (+2);
Con 14 (+3); Int 12 (+2); Cha 13 (+2)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Tiefling Wild Warden [Level 2 Brute]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +8; low-light
HP 43; Bloodied 21
Healing Surges (+10 hp) ○
AC 16; Fortitude 15, Reflex 12, Will 14
Resist 6 fire
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +6 vs. AC; 1d12 + 3 damage (crit 15 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +6 vs. AC; 1d12 + 3 damage (crit 15 + 1d12), and the target is slowed until the end of the tiefling warden’s next turn.
- ○ [M] Wildblood Frenzy (standard) ✦ Weapon
- Two attacks against one or two targets; +6 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ○ Infernal Wrath (minor)
- The tiefling warden gains a +1 power bonus to the tiefling warden’s next attack roll against an enemy that hit the tiefling
warden since the tiefling warden’s last turn. If the attack hits, it deals +1 extra damage.
- ○ Eyes of the Hawk (minor)
- The tiefling warden makes a Perception check with a +10 power bonus.
- □ Form of the Relentless Panther (minor) ✦ Polymorph
- The tiefling warden assumes the guardian form of the relentless panther until the end of the encounter. While the tiefling
warden is in this form, the tiefling warden gains a +2 bonus to Reflex and a +1 bonus to attack rolls against enemies marked
by the tiefling warden. In addition, the tiefling warden can shift 2 squares as a move action. Once during this encounter,
the tiefling warden can make the following attack while the tiefling warden is in this form as a standard action.
Secondary
Attack: Before the attack, the tiefling warden shifts the tiefling warden’s speed; +6 vs. Reflex; 2d12 + 3 damage (crit
27 + 1d12), and ongoing 5 damage (save ends). Miss: Half damage, and ongoing 2 damage (save ends).
- ● [M] Warden’s Fury (immediate interrupt) ✦ Weapon
- When an enemy marked by the tiefling warden makes an attack that does not include the tiefling warden as a target.
Targets the triggering enemy; +6 vs. Fortitude; 1d12 + 3 damage (crit 15 + 1d12), and the target grants combat advantage to
the tiefling warden and the tiefling warden’s allies until the end of the tiefling warden’s next turn.
- Bloodhunt
- The tiefling warden gains a +1 racial bonus to attack rolls against bloodied foes.
- Wildblood
- When the tiefling warden uses the tiefling warden’s second wind, each enemy marked by the tiefling warden takes an additional
-2 penalty to attack rolls for attacks that don’t include the tiefling warden as a target, until the end of the tiefling warden’s
next turn.
- Font of Life
- At the start of the tiefling warden’s turn, the tiefling warden can make a saving throw against one effect that a save can
end. On a save, the effect immediately ends, preventing it from affecting the tiefling warden on the tiefling warden’s current
turn. If the tiefling warden fails the saving throw, the tiefling warden still makes a saving throw against the effect at
the end of the tiefling warden’s turn.
- Nature’s Wrath
- Once during each of the tiefling warden’s turns, the tiefling warden can mark each adjacent enemy as a free action. This mark
lasts until the end of the tiefling warden’s next turn.
Skills Athletics +8, Perception +8
Str 16 (+4); Dex 12 (+2); Wis 14 (+3);
Con 13 (+2); Int 12 (+2); Cha 13 (+2)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Copyright 2009 by Paul Strack. The contents of this document may be used in
accordance with the Open Gaming License, version
1.0a. 100% of the document is open gaming content, as per section 8 of the
Open Gaming License.