Tiefling NPCs [Level 7]
Tiefling Battle Cleric [Level 7 Controller (Leader)]
Medium natural humanoid [XP 300]
Initiative +3; Senses Perception +5; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 18, Reflex 16, Will 19
Resist 8 fire
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 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] Awe Strike (standard) ✦ Fear, Weapon
- +10 vs. Will; 1d10 + 5 damage, and the target is immobilized until the end of the tiefling cleric’s next turn.
- □ Cure Serious Wounds (standard) ✦ Healing
- The tiefling cleric or one creature touched by the tiefling cleric regains hit points as if spending two healing surges.
- ○ 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 2d6 hit points. This power
can only be used once per round.
- □ Weapon of the Gods (minor) ✦ Radiant, Weapon
- One weapon touched by the tiefling cleric is blessed. Until the end of the encounter, all attacks made with the weapon deal
an extra 1d6 radiant damage. When the weapon hits an enemy, the enemy takes a –2 penalty to AC until the end of the weapon
wielder’s next turn.
- ○ 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 +10, Religion +9
Str 17 (+6); Dex 11 (+3); Wis 15 (+5);
Con 12 (+4); Int 12 (+4); Cha 15 (+5)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Tiefling Devoted Cleric [Level 7 Controller (Leader)]
Medium natural humanoid [XP 300]
Initiative +3; Senses Perception +6; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 16, Reflex 16, Will 20
Resist 8 fire
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 3 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +8 vs. Reflex; 1d8 + 5 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.
- ○ [R] Break the Spirit (standard) ✦ Charm, Radiant
- Ranged 10; +8 vs. Will; 2d8 + 5 radiant damage, and the target takes a -3 penalty to attack rolls until the end of the tiefling
cleric’s next turn.
- □ [R] Spiritual Weapon (standard) ✦ Conjuration
- Ranged 10; +8 vs. AC; 1d10 + 5 damage. The tiefling cleric conjures a weapon that appears in the target’s square and attacks.
Hit or Miss: The tiefling cleric’s allies gain combat advantage against the target. The tiefling cleric can move the
weapon up to 10 squares to another enemy’s square as a move action. The weapon lasts until the end of the tiefling cleric’s
next turn. Sustain Minor: Repeat the attack. The tiefling cleric’s allies continue to gain combat advantage against
the weapon’s target.
- □ Cure Serious Wounds (standard) ✦ Healing
- The tiefling cleric or one creature touched by the tiefling cleric regains hit points as if spending two healing surges.
- ○ 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 2d6 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 +11, Religion +9
Str 13 (+4); Dex 11 (+3); Wis 17 (+6);
Con 12 (+4); Int 12 (+4); Cha 17 (+6)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Tiefling Greatweapon Fighter [Level 7 Soldier]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +4; low-light
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 22; Fortitude 20, Reflex 16, Will 16
Resist 8 fire
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12). Miss: 3 damage.
- ○ [C] Come and Get It (standard) ✦ Weapon
- Close burst 3; targets visible enemies. Each target is pulled 2 squares to a space adjacent to the tiefling fighter. A target
that cannot end adjacent to the tiefling fighter is not pulled. The tiefling fighter then makes a close attack targeting each
adjacent enemy: +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- □ [M] Dizzying Blow (standard) ✦ Reliable, Weapon
- +10 vs. AC; 3d12 + 5 damage (crit 41 + 1d12), and the target is immobilized (save ends). 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.
- □ Defensive Training (minor) ✦ Stance
- The tiefling fighter gains a +2 power bonus to the tiefling fighter’s Fortitude, Reflex, or Will defense. Stance: This power lasts until the end of the encounter or until the tiefling fighter uses another stance power.
- 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 +11, Intimidate +9
Str 17 (+6); Dex 13 (+4); Wis 12 (+4);
Con 15 (+5); Int 12 (+4); Cha 13 (+4)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Tiefling Guardian Fighter [Level 7 Soldier]
Medium natural humanoid [XP 300]
Initiative +5; Senses Perception +4; low-light
HP 77; Bloodied 38
Healing Surges (+19 hp) ○
AC 24; Fortitude 20, Reflex 19, Will 16
Resist 8 fire
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+11 vs. AC; 1d8 + 5 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] Iron Bulwark (standard) ✦ Weapon
- +11 vs. AC; 2d8 + 5 damage. Hit or Miss: The tiefling fighter gains a +2 power bonus to AC until the end of the tiefling
fighter’s next turn.
- □ [M] Crack the Shell (standard) ✦ Reliable, Weapon
- +11 vs. AC; 2d8 + 5 damage, and the target takes ongoing 5 damage and a –2 penalty to AC (save ends both). 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.
- ○ Unbreakable (immediate reaction)
- When the tiefling fighter is hit by an attack.
Reduce the damage from the attack by 6.
- 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 +9, Intimidate +9
Str 17 (+6); Dex 15 (+5); Wis 12 (+4);
Con 13 (+4); Int 12 (+4); Cha 13 (+4)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Tiefling Avenging Paladin [Level 7 Soldier]
Medium natural humanoid [XP 300]
Initiative +3; Senses Perception +4; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 23; Fortitude 19, Reflex 17, Will 19
Resist 8 fire
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +11 vs. AC; 1d10 + 5 radiant damage. If the tiefling paladin has marked the target, the tiefling paladin gains a +1 bonus
to the damage roll.
- ○ [M] Thunder Smite (standard) ✦ Thunder, Weapon
- +11 vs. AC; 2d10 + 5 thunder damage, and the target is knocked prone. If the target is marked by the tiefling paladin, the
attack can score a critical hit on a roll of 19–20.
- □ [M] Martyr’s Retribution (standard) ✦ Radiant, Weapon
- The tiefling paladin must spend a healing surge without regaining any hit points.
+11 vs. AC; 4d10 + 5 radiant damage. Miss: Half damage.
- ● 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.
- □ Wrath of the Gods (minor)
- The tiefling paladin and each adjacent ally add +3 to damage rolls until the end of the encounter.
- Bloodhunt
- The tiefling paladin gains a +1 racial bonus to attack rolls against bloodied foes.
Skills Intimidate +11, Religion +9
Str 17 (+6); Dex 11 (+3); Wis 13 (+4);
Con 12 (+4); Int 12 (+4); Cha 17 (+6)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Tiefling Protecting Paladin [Level 7 Soldier]
Medium natural humanoid [XP 300]
Initiative +3; Senses Perception +4; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 25; Fortitude 18, Reflex 19, Will 20
Resist 8 fire
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +9 vs. AC; 1d6 + 4 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +12 vs. AC; 1d8 + 6 damage, and the tiefling paladin gains 1 temporary hit points.
- ○ [R] Beckon Foe (standard)
- Ranged 5; +9 vs. Will; 2d10 + 6 damage, and the target is pulled 1 square.
- □ [C] Hallowed Circle (standard) ✦ Zone
- Close burst 3; targets enemies; +9 vs. Reflex; 2d6 + 6 damage. Hit or Miss: The burst creates a zone of bright light
that lasts until the end of the encounter. The tiefling paladin and the tiefling paladin’s allies gain a +1 power bonus to
all defenses while within the zone.
- ● 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.
- □ Divine Bodyguard (minor)
- Choose an ally within 5 squares. The tiefling paladin takes half that ally’s damage until the end of the encounter or until
the tiefling paladin ends the effect as a free action. No power or effect can reduce the damage the tiefling paladin takes
from this power.
- Bloodhunt
- The tiefling paladin gains a +1 racial bonus to attack rolls against bloodied foes.
Skills Intimidate +12, Religion +9
Str 15 (+5); Dex 11 (+3); Wis 13 (+4);
Con 12 (+4); Int 12 (+4); Cha 19 (+7)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Tiefling Archer Ranger [Level 7 Skirmisher]
Medium natural humanoid [XP 300]
Initiative +6; Senses Perception +9; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 18, Reflex 19, Will 16
Resist 8 fire
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 4 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +10 vs. AC; 1d6 + 4 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +10 vs. AC; 1d10 + 5 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +10/+10 vs. AC; 1d8 + 2 damage (main)/1d6 + 2 damage
(off-hand).
Longbow: Ranged 20/40; +10 vs. AC (twice); 1d10 + 2 damage.
- ○ [R] Spikes of the Manticore (standard) ✦ Weapon
- Ranged 20/40; one attack each on one or two creatures; +10 vs. AC; 2d10 + 5 damage (first shot) and 1d10 + 5 damage (second
shot).
- □ [R] Splintering Shot (standard) ✦ Weapon
- Ranged 20/40; +10 vs. AC; 3d10 + 5 damage, and the target takes a –2 penalty to attack rolls until the end of the encounter.
Miss: Half damage, and the target takes a –1 penalty to attack rolls until the end of the encounter.
- ● 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.
- ○ Weave through the Fray (immediate interrupt)
- When an enemy moves adjacent to the tiefling ranger.
The tiefling ranger can shift 1 square.
- 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 +9, Stealth +12
Str 15 (+5); Dex 17 (+6); Wis 13 (+4);
Con 12 (+4); Int 12 (+4); Cha 13 (+4)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Tiefling Two-Blade Ranger [Level 7 Skirmisher]
Medium natural humanoid [XP 300]
Initiative +5; Senses Perception +9; low-light
HP 81; Bloodied 40
Healing Surges (+20 hp) ○
AC 20; Fortitude 19, Reflex 18, Will 16
Resist 8 fire
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +9 vs. AC; 1d10 + 4 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +11/+11 vs. AC; 1d8 + 2 damage (main)/1d8 + 2 damage
(off-hand).
Longbow: Ranged 20/40; +9 vs. AC (twice); 1d10 + 2 damage.
- ○ [M] Claws of the Griffon (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword (main): +11 vs. AC; 2d8 + 5 damage.
Longsword (off
hand): +11 vs. AC; 1d8 + 5 damage.
- □ [M] Two-Wolf Pounce (standard) ✦ Weapon
- The tiefling ranger can shift 2 squares before making this attack. Two attacks on one creature.
Longsword (main):
+11 vs. AC; 2d8 + 5 damage.
Longsword (off hand): +11 vs. AC; 1d8 + 5 damage.
Hit or Miss: After
attacking the primary target, the tiefling ranger can shift 2 squares and make a secondary attack against a different creature.
Secondary Attack: +11 vs. AC; 1d8 + 5 damage (off-hand).
- ● 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.
- □ Evade Ambush (no action)
- At the start of a surprise round in which any allies are surprised, the tiefling ranger can use this power to allow one ally
to avoid being surprised.
- 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 +9, Perception +9
Str 17 (+6); Dex 15 (+5); Wis 13 (+4);
Con 12 (+4); Int 12 (+4); Cha 13 (+4)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Tiefling Brawny Rogue [Level 7 Skirmisher]
Medium natural humanoid [XP 300]
Initiative +6; Senses Perception +3; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 20; Fortitude 17, Reflex 20, Will 17
Resist 8 fire
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +10 vs. AC; 1d6 + 4 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +11 vs. AC; 1d6 + 5 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +11 vs. Reflex; 1d6 + 5 damage.
- ○ [M] Imperiling Strike (standard) ✦ Weapon
- +11 vs. Fortitude; 1d6 + 5 damage, and the target takes a –1 penalty to AC and Reflex defense until the end of the tiefling
rogue’s next turn.
- □ [M] Deep Cut (standard) ✦ Weapon
- +11 vs. Fortitude; 2d6 + 5 damage, and ongoing 7 damage (save ends). Miss: Half damage, and no ongoing damage.
- ○ Ignoble Escape (move)
- If the tiefling rogue is marked, end that condition. The tiefling rogue can shift a number of squares equal to 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 +11, Thievery +11
Str 15 (+5); Dex 17 (+6); Wis 11 (+3);
Con 12 (+4); Int 12 (+4); Cha 15 (+5)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Tiefling Trickster Rogue [Level 7 Skirmisher]
Medium natural humanoid [XP 300]
Initiative +6; Senses Perception +8; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 20; Fortitude 16, Reflex 20, Will 18
Resist 8 fire
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +9 vs. AC; 1d6 + 3 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +11 vs. AC; 1d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
The tiefling rogue can move 2 squares before the attack.
- ○ [M/R] Rogue’s Luck (standard) ✦ Weapon
- Short Sword: +11 vs. AC; 2d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +10 vs. AC; 2d6 + 5 damage.
Miss: Make a secondary attack against the target.
Short Sword: +11 vs. AC; 1d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- □ [M/R] Walking Wounded (standard) ✦ Weapon
- Short Sword: +11 vs. Fortitude; 2d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +10 vs. Fortitude; 2d6 +
5 damage.
Hit: The target is knocked prone. Until the end of the encounter, if the target moves more than half
its speed in a single action, it falls prone at the end of its movement. Miss: Half damage, and the target is not knocked
prone.
- ○ 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.
- ● Chameleon (immediate interrupt)
- When the tiefling rogue is hidden and loses cover or concealment against an opponent.
The tiefling rogue makes a Stealth check. Until the end of the tiefling rogue’s next turn, the tiefling rogue remains hidden
from a creature with a clear line of sight to the tiefling rogue if that creature does not beat the tiefling rogue’s check
result with its Perception check. If at the end of the tiefling rogue’s next turn, the tiefling rogue is not behind cover
or concealment against a creature, that creature automatically notices the tiefling rogue.
- 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 +13, Thievery +11
Str 13 (+4); Dex 17 (+6); Wis 11 (+3);
Con 12 (+4); Int 12 (+4); Cha 17 (+6)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Tiefling Fey-Pact Warlock [Level 7 Skirmisher]
Medium natural humanoid [XP 300]
Initiative +3; Senses Perception +4; low-light
HP 77; Bloodied 38
Healing Surges (+19 hp) ○
AC 20; Fortitude 16, Reflex 19, Will 20
Resist 8 fire
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +9 vs. Reflex; 1d10 + 6 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +9 vs. Will; 1d6 + 6 psychic damage, and the tiefling warlock is invisible to the target until the start of the
tiefling warlock’s next turn.
- ○ [R] Mire the Mind (standard) ✦ Illusion, Psychic
- Ranged 10; +9 vs. Will; 1d10 + 6 psychic damage, and the tiefling warlock and all allies in range are invisible to the target
until the end of the tiefling warlock’s next turn. Hit or Miss: The tiefling warlock gains a +3 power bonus to Stealth
checks until the end of the encounter.
- □ [R] Crown of Madness (standard) ✦ Charm, Psychic
- Ranged 10; +9 vs. Will; 2d6 + 6 psychic damage. Miss: Half damage. Hit or Miss, Sustain Minor: The target makes
a melee basic attack against one of its adjacent allies of the tiefling warlock’s choice (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 +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.
- □ Dark One’s Own Luck (free)
- Reroll one attack roll, skill check, ability check, or saving throw, using the higher of the two results.
- Bloodhunt
- The tiefling warlock gains a +1 racial bonus to attack rolls against bloodied foes.
Skills Arcana +11, Bluff +14
Str 10 (+3); Dex 11 (+3); Wis 12 (+4);
Con 13 (+4); Int 17 (+6); Cha 19 (+7)
Equipment leather armor, spear
-1 Level / +1 Level
Tiefling Infernal-Pact Warlock [Level 7 Skirmisher]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +3; low-light
HP 81; Bloodied 40
Healing Surges (+20 hp) ○
AC 20; Fortitude 18, Reflex 19, Will 18
Resist 8 fire
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +8 vs. Reflex; 1d10 + 5 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +8 vs. Reflex; 1d6 + 5 fire damage. If the tiefling warlock takes damage before the end of the tiefling warlock’s
next turn, the target takes an extra 1d6 + 5 fire damage.
- ○ [C] Howl of Doom (standard) ✦ Fear, Thunder
- Close blast 3; +8 vs. Fortitude; 2d6 + 5 thunder damage, and the target is pushed 4 squares.
- □ [A] Avernian Eruption (standard) ✦ Fire
- Area burst 1 within 10; +8 vs. Reflex; 2d10 + 5 fire damage. Hit or Miss: The targets take 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.
- □ Shroud of Black Steel (minor) ✦ Polymorph
- The tiefling warlock’s skin changes into living steel. The tiefling warlock gains a +2 power bonus to AC and Fortitude defense
but take a –2 penalty to speed until the end of the encounter. The tiefling warlock can end this effect as a minor action.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The tiefling warlock gains 7 temporary hit points.
- Bloodhunt
- The tiefling warlock gains a +1 racial bonus to attack rolls against bloodied foes.
Skills Arcana +11, Intimidate +10
Str 10 (+3); Dex 12 (+4); Wis 11 (+3);
Con 17 (+6); Int 17 (+6); Cha 15 (+5)
Equipment leather armor, mace
-1 Level / +1 Level
Tiefling Star-Pact Warlock [Level 7 Skirmisher]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +3; low-light
HP 81; Bloodied 40
Healing Surges (+20 hp) ○
AC 19; Fortitude 18, Reflex 18, Will 19
Resist 8 fire
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +7 vs. AC; 1d6 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +8 vs. Reflex; 1d10 + 5 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +8 vs. Fortitude; 1d6 + 5 radiant damage. If the target moves nearer to the tiefling warlock on its next turn,
it takes an extra 1d6 + 5 damage.
- ○ [R] Sign of Ill Omen (standard)
- Ranged 10; +8 vs. Will; 2d6 + 5 damage, and the target must roll twice for its next attack and use the lower of the two rolls.
When the target rolls twice, it takes a -2 penalty to both rolls.
- □ [A] Hunger of Hadar (standard) ✦ Necrotic, Zone
- Area burst 1 within 10. The burst creates a zone of darkness until the end of the tiefling warlock’s next turn, blocking line
of sight. Creatures that enter the zone or start their turns there take 2d10 + 2 necrotic damage. Sustain Minor: Make
a secondary attack against each creature within the zone. Secondary Attack: +8 vs. Fortitude; 1d6 + 5 necrotic damage.
- ● 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.
- □ Dark One’s Own Luck (free)
- Reroll one attack roll, skill check, ability check, or saving throw, using the higher of the two results.
- Bloodhunt
- The tiefling warlock gains a +1 racial bonus to attack rolls against bloodied foes.
Skills Arcana +10, Insight +8
Str 10 (+3); Dex 12 (+4); Wis 11 (+3);
Con 17 (+6); Int 15 (+5); Cha 17 (+6)
Equipment leather armor, sickle
-1 Level / +1 Level
Tiefling Inspiring Warlord [Level 7 Soldier (Leader)]
Medium natural humanoid [XP 300]
Initiative +5; Senses Perception +3; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 19, Reflex 17, Will 19
Resist 8 fire
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +10 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +10 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] Sunder Armor (standard) ✦ Weapon
- +10 vs. AC; 2d10 + 5 damage. Until the end of the tiefling warlord’s next turn, any attack roll against the target can score
a critical hit on a roll of 18–20.
- □ [M] Stand the Fallen (standard) ✦ Healing, Weapon
- +10 vs. AC; 3d10 + 5 damage. Hit or Miss: Each ally within 10 squares can spend a healing surge and regains additional
3 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 2d6 hit points. This
power can only be used once per round.
- □ Stand Tough (minor) ✦ Healing
- The tiefling warlord and each ally within 5 squares regain 13 hit points.
- 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 6 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 +8, History +10
Str 17 (+6); Dex 11 (+3); Wis 10 (+3);
Con 12 (+4); Int 15 (+5); Cha 17 (+6)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Tiefling Tactical Warlord [Level 7 Soldier (Leader)]
Medium natural humanoid [XP 300]
Initiative +5; Senses Perception +3; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 22; Fortitude 19, Reflex 19, Will 18
Resist 8 fire
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 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] Surprise Attack (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage, and an ally within 5 squares of the tiefling warlord makes a basic attack with combat advantage
as a free action against a target of his or her choice. The ally gains a +3 bonus to the attack roll.
- □ [M] Villain’s Nightmare (standard) ✦ Weapon
- +11 vs. Reflex; 3d8 + 5 damage. Hit or Miss: Until the end of the encounter, when the tiefling warlord is adjacent
to the target and it walks or runs, the tiefling warlord can cancel that movement as an immediate interrupt.
- ○ 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 2d6 hit points. This
power can only be used once per round.
- ○ Guide the Charge (immediate interrupt)
- When an ally within 10 squares charges.
If the ally hits, he or she adds +3 to the damage roll and pushes the attack’s target 2 squares. The ally can shift 2 squares
to remain adjacent to the target.
- 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 +8, History +11
Str 17 (+6); Dex 11 (+3); Wis 10 (+3);
Con 12 (+4); Int 17 (+6); Cha 15 (+5)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Tiefling Control Wizard [Level 7 Artillery]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +5; low-light
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 19; Fortitude 16, Reflex 19, Will 19
Resist 8 fire
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +9 vs. Fortitude; 1d6 + 6 cold damage, and the target is slowed until the end of the tiefling wizard’s next turn.
- ○ [R] Spectral Ram (standard) ✦ Force
- Ranged 10; +9 vs. Fortitude; 2d10 + 6 force damage, and the target is pushed 3 squares and it is knocked prone.
- □ [A] Stinking Cloud (standard) ✦ Poison, Zone
- Area burst 2 within 20; +9 vs. Fortitude; 1d10 + 6 poison damage. Hit or Miss: The burst creates a zone of poisonous
vapor that blocks line of sight until the end of the tiefling wizard’s next turn. Creatures that enter the zone or start their
turns there take 1d10 + 6 poison damage. As a move action, the tiefling wizard can move the zone up to 6 squares. Sustain
Minor: The zone persists.
- □ Invisibility (standard) ✦ Illusion
- The tiefling wizard or one creature with 5 squares becomes invisible until the end of the tiefling wizard’s next turn. If
the target attacks, the target becomes visible. Sustain Standard: If the target is within 5 squares, the tiefling wizard
can sustain the effect.
- ○ 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.
- Bloodhunt
- The tiefling wizard gains a +1 racial bonus to attack rolls against bloodied foes.
Skills Arcana +12, Insight +10
Str 10 (+3); Dex 13 (+4); Wis 15 (+5);
Con 12 (+4); Int 19 (+7); Cha 13 (+4)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Tiefling War Wizard [Level 7 Artillery]
Medium natural humanoid [XP 300]
Initiative +5; Senses Perception +4; low-light
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 19; Fortitude 16, Reflex 19, Will 18
Resist 8 fire
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +9 vs. Reflex; 1d6 + 6 fire damage.
- ○ [R] Lightning Bolt (standard) ✦ Lightning
- Ranged 10; +9 vs. Reflex; 2d6 + 6 lightning damage. Also make a secondary attack against two creatures within 10 squares of
the primary target. Secondary Attack: +9 vs. Reflex; 1d6 + 6 lightning damage.
- □ [A] Fireball (standard) ✦ Fire
- Area burst 3 within 20; +9 vs. Reflex; 3d6 + 6 fire damage. Miss: Half damage.
- □ Dimension Door (move) ✦ Teleportation
- The tiefling wizard teleports 10 squares.
- ○ 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.
- Bloodhunt
- The tiefling wizard gains a +1 racial bonus to attack rolls against bloodied foes.
Skills Arcana +12, History +12
Str 10 (+3); Dex 15 (+5); Wis 13 (+4);
Con 12 (+4); Int 19 (+7); Cha 13 (+4)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Tiefling Isolating Avenger [Level 7 Skirmisher]
Medium natural humanoid [XP 300]
Initiative +3; Senses Perception +6; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 17, Reflex 19, Will 19
Resist 8 fire
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 3 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 5 damage, and the tiefling avenger shifts 1 square, sliding the target 1 square into the space the tiefling
avenger occupied.
- ○ [M] Splinter the Formation (standard) ✦ Teleportation, Weapon
- +11 vs. AC; 1d10 + 5 damage, and the tiefling avenger teleports each enemy within 2 squares of the target 4 squares.
- □ [M] Executioner’s Cloak (standard) ✦ Illusion, Weapon
- +11 vs. AC; 2d10 + 5 damage, and the tiefling avenger is invisible to the target (save ends). Aftereffect: The tiefling
avenger is invisible to the target until the end of the tiefling avenger’s next turn. Miss: Half damage, and the tiefling
avenger is invisible to the target until the end of the tiefling avenger’s next turn.
- ○ [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.
- □ Wrath of the Divine (immediate reaction) ✦ Radiant
- When an enemy scores a critical hit against the tiefling avenger.
If the tiefling avenger’s oath of enmity target is within 10 squares, the target takes radiant damage equal to the critical
hit’s damage.
- 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 +9, Religion +11
Str 13 (+4); Dex 11 (+3); Wis 17 (+6);
Con 12 (+4); Int 17 (+6); Cha 12 (+4)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Tiefling Pursuing Avenger [Level 7 Skirmisher]
Medium natural humanoid [XP 300]
Initiative +5; Senses Perception +6; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 20; Fortitude 17, Reflex 18, Will 19
Resist 8 fire
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 3 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +9 vs. AC; 1d8 + 4 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 5 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] Inexorable Pursuit (standard) ✦ Weapon
- +11 vs. AC; 2d10 + 5 damage. Before the attack, the tiefling avenger gains phasing until the end of the tiefling avenger’s
turn, and the tiefling avenger shifts 4 squares.
- □ [R] Oath of Consuming Light (standard) ✦ Radiant
- Ranged 10; +8 vs. Reflex; 2d10 + Wisdom radiant damage. Whenever the tiefling avenger hits the target with a divine power,
the target takes 1d6 extra radiant damage (save ends). Aftereffect: Whenever the tiefling avenger hits the target with
a divine power, the target takes 1d4 extra radiant damage (save ends). Miss: Half damage. Whenever the tiefling avenger
hits the target with a divine power, the target takes 1d4 extra radiant damage (save ends).
- ○ Aspect of Agility (move)
- The tiefling avenger shifts 5 squares, and the tiefling avenger gains a +2 bonus to AC and Reflex until the end of the tiefling
avenger’s next turn.
- ○ [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 +9, Stealth +12
Str 13 (+4); Dex 15 (+5); Wis 17 (+6);
Con 12 (+4); Int 13 (+4); Cha 12 (+4)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Tiefling Rageblood Barbarian [Level 7 Brute]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +8; low-light
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 20; Fortitude 20, Reflex 17, Will 17
Resist 8 fire
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+10 vs. AC; 1d12 + 1d8 + 5 damage (crit 25 + 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] Tide of Blood (standard) ✦ Weapon
- +10 vs. AC; 2d12 + 5 damage (crit 29 + 1d12). The attack deals 1 extra damage for each enemy within 2 squares of the tiefling
barbarian.
- □ [M] Silver Phoenix Rage (standard) ✦ Fire, Healing, Rage, Weapon
- +10 vs. AC; 2d12 + 5 fire damage (crit 29 + 1d12), and ongoing 5 fire damage (save ends). Miss: Half damage. Hit
or Miss: The tiefling barbarian enters the rage of the silver phoenix. Until the rage ends, the tiefling barbarian gains
regeneration 3. In addition, the first time the tiefling barbarian drops to 0 hit points or fewer, the tiefling barbarian
can spend a healing surge as an immediate interrupt.
- ○ 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.
- ○ Swift Charge (free)
- When the tiefling barbarian’s attack reduces an enemy to 0 hit points.
The tiefling barbarian charges an enemy.
- □ Combat Surge (free)
- When the tiefling barbarian misses with an attack.
Must be raging.
The tiefling barbarian rerolls the attack.
- 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 +10, Perception +8
Str 17 (+6); Dex 12 (+4); Wis 11 (+3);
Con 15 (+5); Int 12 (+4); Cha 15 (+5)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Tiefling Thaneborn Barbarian [Level 7 Brute]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +8; low-light
HP 93; Bloodied 46
Healing Surges (+23 hp) ○
AC 20; Fortitude 20, Reflex 17, Will 18
Resist 8 fire
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+10 vs. AC; 1d12 + 1d6 + 5 damage (crit 23 + 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] Frost Wolf Rage (standard) ✦ Cold, Rage, Weapon
- Before the attack, the target can make a melee basic attack against the tiefling barbarian as a free action. If it does so,
the tiefling barbarian’s attack deals 1d12 damage extra cold damage.
+10 vs. AC; 3d12 + 5 cold damage (crit 41 + 1d12).
Miss: Half damage. Hit or Miss: The tiefling barbarian enters the rage of the frost wolf. Until the rage ends,
any enemy that hits the tiefling barbarian with a melee attack takes 6 cold damage.
- ○ 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.
- ○ [M] Curtain of Steel (immediate reaction) ✦ Weapon
- When an enemy adjacent to the tiefling barbarian hits or misses the tiefling barbarian.
Targets the triggering enemy; +13 vs. AC; 3d12 + 5 damage (crit 41 + 1d12).
- □ Instinctive Charge (no action)
- When the tiefling barbarian rolls initiative at the beginning of an encounter.
The tiefling barbarian gains a +5 power bonus to the tiefling barbarian’s initiative. The tiefling barbarian also gains a
+2 power bonus to the tiefling barbarian’s first attack roll during the encounter.
- 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 +10, Perception +8
Str 17 (+6); Dex 12 (+4); Wis 11 (+3);
Con 13 (+4); Int 12 (+4); Cha 17 (+6)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Tiefling Cunning Bard [Level 7 Controller (Leader)]
Medium natural humanoid [XP 300]
Initiative +3; Senses Perception +8; low-light
HP 77; Bloodied 38
Healing Surges (+19 hp) ○
AC 22; Fortitude 16, Reflex 20, Will 20
Resist 8 fire
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +9 vs. Will; 1d6 + 6 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the tiefling
bard’s next turn.
- ○ [R] Distracting Shout (standard) ✦ Thunder
- Ranged 10; +9 vs. Will; 2d8 + 6 thunder damage, and the target takes a –7 penalty to opportunity attack rolls until the end
of the tiefling bard’s next turn.
- □ [R] Song of Discord (standard) ✦ Charm
- Ranged 10; +9 vs. Will; the target is dominated until the end of the tiefling bard’s next turn. Hit or Miss: The target
makes a basic attack against an enemy of the tiefling bard’s choice as a free action.
- ○ 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 1d6 + 4 hit points. This
power can only be used once per round. The tiefling bard can also slide the target 1 square.
- □ Trickster’s Healing (immediate reaction) ✦ Healing
- When an attack misses an ally within 10 squares of the tiefling bard.
Each ally within 10 squares missed by the triggering attack regains 6 hit points.
- 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 +11, Bluff +14
Str 12 (+4); Dex 11 (+3); Wis 10 (+3);
Con 13 (+4); Int 17 (+6); Cha 19 (+7)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Tiefling Valorous Bard [Level 7 Controller (Leader)]
Medium natural humanoid [XP 300]
Initiative +3; Senses Perception +8; low-light
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 22; Fortitude 17, Reflex 19, Will 20
Resist 8 fire
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +12 vs. AC; 1d8 + 6 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.
- ○ [M] Scorpion’s Claw Strike (standard) ✦ Weapon
- +12 vs. AC; 2d8 + 6 damage, and the tiefling bard slides an ally who is adjacent to the target to another space adjacent to
it. Until the end of the tiefling bard’s next turn, the ally also gains a +2 power bonus to AC.
- □ [C] Satire of Bravery (standard) ✦ Psychic
- Close blast 3; targets enemies; +9 vs. Will; 2d6 + 6 psychic damage, and the target is affected by the tiefling bard’s satire
of bravery (save ends). While the target is affected by the satire, if the target ends its turn closer to the tiefling bard
than where it started its turn, the target takes 1d6 + 6 psychic damage and is dazed until the end of its next turn. Miss:
Half damage. Hit or Miss: The tiefling bard pushes the target 3 squares.
- ○ 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 1d6 + 4 hit points. This
power can only be used once per round. The tiefling bard can also slide the target 1 square.
- ○ Ode to Sacrifice (minor)
- Choose one ally within 5 squares. The tiefling bard transfers one effect on the target that a save can end to the tiefling
bard or to another ally with 5 squares. The new subject of the effect gains a +2 power bonus to saving throws against that
effect.
- 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 +10, Athletics +8
Str 12 (+4); Dex 11 (+3); Wis 10 (+3);
Con 15 (+5); Int 15 (+5); Cha 19 (+7)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Tiefling Guardian Druid [Level 7 Controller]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +6; low-light
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 20; Fortitude 17, Reflex 17, Will 19
Resist 8 fire
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +8 vs. AC; 2d4 + 3 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +8 vs. Reflex; 1d8 + 5 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; +8 vs. Fortitude; 1d6 + 2 cold damage, and the target slides 1 square.
- ○ [R] Swirling Winds (standard)
- Ranged 10; +8 vs. Reflex; 1d10 + 5 damage, and the tiefling druid pulls each creature within 3 squares of the target 1 square.
If the tiefling druid pulls pull one or more creatures that are adjacent to the target, the target takes an extra 2 damage.
- □ [A] Wall of Thorns (standard) ✦ Conjuration
- Area wall 8 within 10. The tiefling druid conjures a wall of thorny, writhing vines. The wall can be up to 4 squares high
and must be on a solid surface, and it lasts until the end of the tiefling druid’s next turn. The wall provides cover. A creature’s
line of sight through a wall square is blocked unless the creature is adjacent to that square. Entering a wall square costs
3 extra squares of movement. If a creature enters the wall’s space or starts its turn there, that creature takes 1d10 + 5
damage and ongoing 5 damage (save ends). Sustain Minor: The wall persists.
- ● 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.
- ○ Camouflage Cloak (minor)
- The tiefling druid or one ally within 5 squares becomes invisible until moving or 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 +11, Nature +11
Str 12 (+4); Dex 13 (+4); Wis 17 (+6);
Con 15 (+5); Int 13 (+4); Cha 12 (+4)
Equipment hide armor, scythe
-1 Level / +1 Level
Tiefling Predator Druid [Level 7 Controller]
Medium natural humanoid [XP 300]
Initiative +5; Senses Perception +11; low-light
HP 77; Bloodied 38
Healing Surges (+19 hp) ○
AC 20; Fortitude 16, Reflex 18, Will 19
Resist 8 fire
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +8 vs. AC; 2d4 + 3 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +8 vs. Reflex; 1d8 + 5 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; +8 vs. Reflex; 1d6 + 2 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] Latch On (standard) ✦ Beast Form
- +8 vs. Reflex; 2d10 + 5 damage, and the tiefling druid grabs the target. The target takes a -2 penalty to checks to escape
the grab.
- □ [C] Roar of Terror (standard) ✦ Beast Form, Fear, Psychic
- Close blast 5; +8 vs. Will; 2d6 + 5 psychic damage, and the target is dazed (save ends). Miss: Half damage, and the
target is dazed 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.
- □ Stalker’s Eyes (minor)
- The tiefling druid gains low-light vision and a +4 bonus to Perception checks until the end of the encounter.
- 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 +11, Perception +11
Str 12 (+4); Dex 15 (+5); Wis 17 (+6);
Con 13 (+4); Int 13 (+4); Cha 12 (+4)
Equipment hide armor, scythe
-1 Level / +1 Level
Tiefling Preserving Invoker [Level 7 Artillery]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +6; low-light
HP 61; Bloodied 30
Healing Surges (+15 hp) ○
AC 21; Fortitude 17, Reflex 19, Will 19
Resist 8 fire
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 2 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +8 vs. Reflex; 1d8 + 5 radiant damage, and the tiefling invoker slides the target 1 square. The tiefling invoker
can use this power as a ranged basic attack.
- ○ [A] Thunderbolt of the Heavens (standard) ✦ Thunder
- Area burst 1 within 10; +8 vs. Fortitude; 2d8 + 5 thunder damage, and the target is pushed 4 squares.
- □ [A] Searing Orb (standard) ✦ Radiant
- Area burst 1 within 10; +8 vs. Fortitude; 1d8 + 5 radiant damage, and the target is blinded (save ends). The target is also
dazed until the end of the tiefling invoker’s next turn. Miss: Half damage, and the target is blinded until the end
of the tiefling invoker’s next turn.
- □ Astral Step (move) ✦ Teleportation
- The tiefling invoker and each ally within 5 squares teleports 6 squares.
- ○ 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.
- ○ 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 +11, Religion +11
Str 10 (+3); Dex 12 (+4); Wis 17 (+6);
Con 13 (+4); Int 17 (+6); Cha 13 (+4)
Equipment hide armor, morningstar
-1 Level / +1 Level
Tiefling Wrathful Invoker [Level 7 Artillery]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +6; low-light
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 21; Fortitude 18, Reflex 18, Will 19
Resist 8 fire
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 2 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +8 vs. Fortitude; 1d10 + 5 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.
- ○ [A] Invoke Obedience (standard) ✦ Psychic
- Area burst 1 within 10; +13 vs. Will; 2d6 + 5 psychic damage. Before the attack, each target can fall prone as a free action.
Each prone target takes 1d6 + 2 psychic damage.
- □ [C] Icon of Terror (standard) ✦ Fear, Psychic
- Close blast 5; +8 vs. Will; 2d6 + 5 psychic damage, and the target is pushed 2 squares. Miss: Half damage, and the
target is pushed 1 square.
- ○ 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.
- ○ Demand Justice (immediate interrupt)
- When a creature within 10 squares of the tiefling invoker makes a saving throw.
The triggering creature rerolls the saving throw and must use the new result.
- 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 +9, Religion +10
Str 10 (+3); Dex 12 (+4); Wis 17 (+6);
Con 15 (+5); Int 15 (+5); Cha 13 (+4)
Equipment chainmail, morningstar
-1 Level / +1 Level
Tiefling Bear Shaman [Level 7 Controller (Leader)]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +11; low-light
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 19; Fortitude 18, Reflex 17, Will 19
Resist 8 fire
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +7 vs. AC; 1d10 + 2 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +8 vs. Will; 1d8 + 5 damage, and each ally adjacent to the tiefling shaman’s spirit companion gains 2 temporary
hit points.
- ○ [R] Winter Wind Spirit (standard) ✦ Cold
- Ranged 5; +8 vs. Fortitude; 1d10 + 5 cold damage, and before the end of the tiefling shaman’s next turn, as an immediate interrupt,
the tiefling shaman can grant an ally adjacent to the tiefling shaman’s spirit companion a +5 bonus to AC against an attack
that hits.
- □ [R] War Chieftain’s Blessing (standard)
- Ranged 10; +8 vs. Will; 2d10 + 5 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, the
tiefling shaman and the tiefling shaman’s allies gain a +2 bonus to attack rolls against the target.
- ● 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 13 damage to the spirit,
the spirit disappears, and the tiefling shaman takes 8 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 2d6 hit points. This power can only be used once per round.
- □ Spirit of the Keeper (minor) ✦ Healing
- One creature within 5 squares can spend a healing surge and regains 1d6 additional hit points. Until the end of the encounter,
any ally adjacent to the tiefling shaman’s spirit companion doesn’t grant combat advantage.
- ● [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; +8 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 +11, Perception +11
Str 11 (+3); Dex 12 (+4); Wis 17 (+6);
Con 15 (+5); Int 15 (+5); Cha 12 (+4)
Equipment leather armor, longspear
-1 Level / +1 Level
Tiefling Panther Shaman [Level 7 Controller (Leader)]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +11; low-light
HP 77; Bloodied 38
Healing Surges (+19 hp) ○
AC 20; Fortitude 17, Reflex 18, Will 19
Resist 8 fire
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +7 vs. AC; 1d10 + 2 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +8 vs. Fortitude; 1d10 + 5 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.
- ○ [M] Call to the Blood Dancer (standard) ✦ Spirit
- Spirit melee 1; +8 vs. Will; 2d10 + 5 damage, and until the end of the tiefling shaman’s next turn, any ally adjacent to the
tiefling shaman’s spirit companion can score a critical hit on a roll of 18–20 and gains a +3 bonus to damage rolls.
- □ [C] Earthrage Spirit (standard)
- Close blast 5; targets enemies; +8 vs. Reflex; 2d6 + 5 damage, and the tiefling shaman knocks the target prone. Miss:
Half damage. Hit or Miss: Each target drops prone whenever it is hit by an attack (save ends).
- ● 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 13 damage to the spirit,
the spirit disappears, and the tiefling shaman takes 8 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 2d6 hit points. This power can only be used once per round.
- ○ Sudden Restoration (minor)
- One or two allies within 10 squares make a saving throw.
- ● [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; +8 vs. Reflex; 1d10 + 5 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 +11, Perception +11
Str 11 (+3); Dex 12 (+4); Wis 17 (+6);
Con 13 (+4); Int 17 (+6); Cha 12 (+4)
Equipment leather armor, longspear
-1 Level / +1 Level
Tiefling Chaos Sorcerer [Level 7 Artillery]
Medium natural humanoid [XP 300]
Initiative +5; Senses Perception +3; low-light
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 17; Fortitude 16, Reflex 17, Will 21
Resist 8 fire
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +10 vs. AC; 1d4 + 4 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +9 vs. Will; 1d10 + 8 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:
+9 vs. Will; 1d6 + 4 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.
- ○ [A] Chaos Storm (standard) ✦ Lightning, Teleportation
- Area burst 1 within 10; +9 vs. Reflex; 2d6 + 8 lightning damage. Hit or Miss: The tiefling sorcerer teleports each
target hit by the attack to any other space within the burst.
- □ [R] Serpentine Blast (standard) ✦ Lightning
- Ranged 10; +9 vs. Reflex; 3d10 + 8 lightning damage. Miss: Half damage. The attack ignores cover and concealment, but
not superior cover or total concealment.
- ○ 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.
- ○ Swift Escape (immediate interrupt) ✦ Teleportation
- When the tiefling sorcerer is hit by an area or a close attack.
The tiefling sorcerer teleports 4 squares.
- 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 +9, Bluff +14
Str 13 (+4); Dex 15 (+5); Wis 10 (+3);
Con 12 (+4); Int 13 (+4); Cha 19 (+7)
Equipment cloth armor, dagger
-1 Level / +1 Level
Tiefling Dragon Sorcerer [Level 7 Skirmisher]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +3; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 17; Fortitude 17, Reflex 16, Will 21
Resist 8 fire
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +9 vs. Reflex; 1d8 + 8 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] Rimestorm (standard) ✦ Cold
- Close blast 3; targets enemies; +9 vs. Fortitude; 2d8 + 8 cold damage, and the tiefling sorcerer knocks the target prone.
The target also takes a –2 penalty to Fortitude until the end of the tiefling sorcerer’s next turn.
- □ [C] Thunder Leap (standard) ✦ Thunder
- Close burst 1; +9 vs. Fortitude; 2d6 + 8 thunder damage. Hit or Miss: The tiefling sorcerer jumps a number of squares
equal to the tiefling sorcerer’s speed + 4. This movement does not provoke opportunity attacks. Then make a secondary attack
against each creature in the burst. Secondary Attack: +9 vs. Fortitude; 2d6 + 4 thunder damage, and the tiefling sorcerer
pushes the secondary target 1 square.
- ○ 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.
- ○ Sudden Scales (immediate interrupt)
- When the tiefling sorcerer is hit by an attack.
The tiefling sorcerer gains a +5 bonus to all defenses against the triggering attack.
- 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 +9, Athletics +10
Str 15 (+5); Dex 13 (+4); Wis 10 (+3);
Con 12 (+4); Int 13 (+4); Cha 19 (+7)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Tiefling Earth Warden [Level 7 Brute]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +9; low-light
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 22; Fortitude 19, Reflex 18, Will 17
Resist 8 fire
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage, and the tiefling warden gains a +1 power bonus to AC until the end of the tiefling warden’s next
turn.
- ○ [M] Mountain Hammer (standard) ✦ Weapon
- +10 vs. Fortitude; 2d10 + 5 damage, and the target takes a –3 penalty to melee attack rolls until the end of the tiefling
warden’s next turn.
- □ [M] Thunder Step (standard) ✦ Teleportation, Thunder, Weapon
- Before the attack, the tiefling warden teleports 5 squares. +10 vs. Reflex; 2d10 + 5 thunder damage, and the target is dazed
(save ends). Miss: Half damage, and the target is dazed until the end of the tiefling warden’s next turn.
- ○ 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.
- □ Earthguard (minor) ✦ Stance
- Until the stance ends, the tiefling warden gains a +1 power bonus to all defenses. Stance: This power lasts until the end of the encounter or until the tiefling warden uses another stance power.
- ● [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 +8, Perception +9
Str 17 (+6); Dex 12 (+4); Wis 13 (+4);
Con 15 (+5); Int 12 (+4); Cha 13 (+4)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Tiefling Wild Warden [Level 7 Brute]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +10; low-light
HP 93; Bloodied 46
Healing Surges (+23 hp) ○
AC 20; Fortitude 19, Reflex 16, Will 18
Resist 8 fire
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12), and the target is slowed until the end of the tiefling warden’s next turn.
- ○ [M] Stalker’s Positioning (standard) ✦ Fear, Psychic, Weapon
- +10 vs. AC; 2d12 + 5 damage (crit 29 + 1d12), and the tiefling warden slides the target 1 square. The tiefling warden can
slide the target into a second creature’s space and then slide the second creature 1 square. Both the target and the second
creature take 2 psychic damage.
- □ [C] Hail of Thorns (standard) ✦ Poison, Weapon
- Close blast 3; targets creatures the tiefling warden can see; +10 vs. Reflex; 1d12 + 5 poison damage (crit 17 + 1d12), and
the target takes ongoing 5 poison damage and is slowed (save ends both). Miss: Half damage, and the target is slowed
(save ends).
- ○ 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.
- ● [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; +10 vs. Fortitude; 1d12 + 5 damage (crit 17 + 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.
- □ Bear’s Endurance (immediate interrupt) ✦ Healing
- When the tiefling warden drops to 0 hit points or fewer.
The tiefling warden regains hit points as if the tiefling warden had spent a healing surge.
- 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 +10, Perception +10
Str 17 (+6); Dex 12 (+4); Wis 15 (+5);
Con 13 (+4); Int 12 (+4); Cha 13 (+4)
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.