Tiefling NPCs [Level 10]

Tiefling Battle Cleric [Level 10 Controller (Leader)]

Medium natural humanoid [XP 500]

Initiative +5; Senses Perception +8; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 24; Fortitude 22, Reflex 19, Will 23
Resist 10 fire
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+14 vs. AC; 1d10 + 7 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+14 vs. AC; 1d10 + 7 damage, and one ally within 5 squares gains a +4 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
+14 vs. Will; 1d10 + 7 damage, and the target is immobilized until the end of the tiefling cleric’s next turn.
□ [C] Divine Power (standard) ✦ Healing, Radiant, Weapon
Close burst 2; targets visible enemies; +14 vs. Fortitude; 2d10 + 7 radiant damage, and the target is pushed 1 square. Hit or Miss: Until the end of the encounter, the tiefling cleric gains regeneration 5, and the tiefling cleric and each ally within the burst gain a +2 power bonus to AC.
Mass Cure Light Wounds (standard) ✦ Healing
The tiefling cleric and each ally in within 5 squares regain hit points as if they had spent a healing surge, plus an additional +2 hit points.
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.
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 +13, Religion +11
Str 18 (+9); Dex 11 (+5); Wis 16 (+8);
Con 12 (+6); Int 12 (+6); Cha 15 (+7)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Tiefling Devoted Cleric [Level 10 Controller (Leader)]

Medium natural humanoid [XP 500]

Initiative +5; Senses Perception +9; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 24; Fortitude 19, Reflex 19, Will 24
Resist 10 fire
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+11 vs. AC; 1d10 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +11 vs. AC; 1d6 + 4 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +12 vs. Reflex; 1d8 + 7 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; +12 vs. Will; 2d8 + 7 radiant damage, and the target takes a -4 penalty to attack rolls until the end of the tiefling cleric’s next turn.
□ [A] Flame Strike (standard) ✦ Fire
Area burst 2 within 10; targets enemies; +12 vs. Reflex; 2d10 + 7 fire damage, and ongoing 9 fire damage (save ends). Miss: Half damage, and no ongoing fire damage.
Mass Cure Light Wounds (standard) ✦ Healing
The tiefling cleric and each ally in within 5 squares regain hit points as if they had spent a healing surge, plus an additional +4 hit points.
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 +4 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 +14, Religion +11
Str 13 (+6); Dex 11 (+5); Wis 18 (+9);
Con 12 (+6); Int 12 (+6); Cha 18 (+9)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Tiefling Greatweapon Fighter [Level 10 Soldier]

Medium natural humanoid [XP 500]

Initiative +6; Senses Perception +6; low-light
HP 104; Bloodied 52
Healing Surges (+26 hp) ○
AC 25; Fortitude 24, Reflex 19, Will 19
Resist 10 fire
Speed 5

● [m] Greataxe (standard) ✦ Weapon
+14 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +14 vs. AC; 1d6 + 7 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+14 vs. AC; 1d12 + 7 damage (crit 19 + 1d12). Miss: 4 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: +14 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
□ [C] Shift the Battlefield (standard) ✦ Weapon
Close burst 1; targets visible enemies; +14 vs. AC; 2d12 + 7 damage (crit 31 + 1d12), and the tiefling fighter slides the target 1 square. Miss: Half damage.
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.
Into the Fray (minor)
The tiefling fighter can move 3 squares, as long as the move ends adjacent to an enemy.
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 +14, Intimidate +11
Str 18 (+9); Dex 13 (+6); Wis 12 (+6);
Con 16 (+8); Int 12 (+6); Cha 13 (+6)
Equipment scale armor, greataxe, handaxe

-1 Level / +1 Level

Tiefling Guardian Fighter [Level 10 Soldier]

Medium natural humanoid [XP 500]

Initiative +8; Senses Perception +6; low-light
HP 101; Bloodied 50
Healing Surges (+25 hp) ○
AC 27; Fortitude 24, Reflex 23, Will 19
Resist 10 fire
Speed 5

● [m] Longsword (standard) ✦ Weapon
+15 vs. AC; 1d8 + 7 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+15 vs. AC; 1d8 + 7 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
+15 vs. AC; 2d8 + 7 damage. Hit or Miss: The tiefling fighter gains a +2 power bonus to AC until the end of the tiefling fighter’s next turn.
□ [C] Thicket of Blades (standard) ✦ Reliable, Weapon
Close burst 1; targets visible enemies; +15 vs. AC; 3d8 + 7 damage, and the target is slowed (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.
Stalwart Guard (minor) ✦ Stance
Any ally gains a +2 shield bonus to AC and Reflex while adjacent to the tiefling fighter. 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 Heal +11, Intimidate +11
Str 18 (+9); Dex 16 (+8); Wis 12 (+6);
Con 13 (+6); Int 12 (+6); Cha 13 (+6)
Equipment scale armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Tiefling Avenging Paladin [Level 10 Soldier]

Medium natural humanoid [XP 500]

Initiative +5; Senses Perception +6; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 26; Fortitude 23, Reflex 20, Will 23
Resist 10 fire
Speed 5

● [m] Greatsword (standard) ✦ Weapon
+15 vs. AC; 1d10 + 7 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+15 vs. AC; 1d10 + 7 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
+15 vs. AC; 2d10 + 7 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.
□ [C] One Stands Alone (standard) ✦ Radiant
Useable only if no allies are within 5 squares.
Close burst 1; targets enemies; +12 vs. Will; 2d8 + 7 radiant damage. Hit or Miss: The targets are weakened (save ends).
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.
Cleansing Spirit (minor)
The tiefling paladin or one ally within 5 squares makes a saving throw with a +2 bonus.
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 +14, Religion +11
Str 18 (+9); Dex 11 (+5); Wis 13 (+6);
Con 12 (+6); Int 12 (+6); Cha 18 (+9)
Equipment plate armor, greatsword, javelin

-1 Level / +1 Level

Tiefling Protecting Paladin [Level 10 Soldier]

Medium natural humanoid [XP 500]

Initiative +5; Senses Perception +6; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 28; Fortitude 22, Reflex 22, Will 24
Resist 10 fire
Speed 5

● [m] Longsword (standard) ✦ Weapon
+14 vs. AC; 1d8 + 6 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +13 vs. AC; 1d6 + 6 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+16 vs. AC; 1d8 + 8 damage, and the tiefling paladin gains 1 temporary hit points.
○ [R] Beckon Foe (standard)
Ranged 5; +13 vs. Will; 2d10 + 8 damage, and the target is pulled 1 square.
□ [R] Radiant Pulse (standard) ✦ Radiant
Ranged 10; +13 vs. Fortitude; 1d10 + 8 radiant damage, and make a secondary against each enemy adjacent to the primary target. Secondary Attack: +13 vs. Fortitude; 1d10 + 8 radiant damage, and the target is pushed 3 squares. Sustain Minor: Repeat the secondary attack (the primary target is the same each time). Miss: Half damage, and no secondary attack.
Turn the Tide (standard)
The tiefling paladin and each ally within 3 squares can make saving throws against every effect that a save can end.
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 8 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 +5 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 +15, Religion +11
Str 16 (+8); Dex 11 (+5); Wis 13 (+6);
Con 12 (+6); Int 12 (+6); Cha 20 (+10)
Equipment plate armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Tiefling Archer Ranger [Level 10 Skirmisher]

Medium natural humanoid [XP 500]

Initiative +9; Senses Perception +11; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 25; Fortitude 22, Reflex 23, Will 19
Resist 10 fire
Speed 6

● [m] Longsword (standard) ✦ Weapon
+14 vs. AC; 1d8 + 6 damage.
● [m] Off-hand Short Sword (standard) ✦ Weapon
+14 vs. AC; 1d6 + 6 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +14 vs. AC; 1d10 + 7 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +14/+14 vs. AC; 1d8 + 3 damage (main)/1d6 + 3 damage (off-hand).
Longbow: Ranged 20/40; +14 vs. AC (twice); 1d10 + 3 damage.
○ [R] Spikes of the Manticore (standard) ✦ Weapon
Ranged 20/40; one attack each on one or two creatures; +14 vs. AC; 2d10 + 7 damage (first shot) and 1d10 + 7 damage (second shot).
□ [M/R] Attacks on the Run (standard) ✦ Weapon
The tiefling ranger can move at full speed. At any point during the move, the tiefling ranger can make two attacks.
Longsword: +14 vs. AC; 3d8 + 6 damage.
Longbow: Ranged 20/40; +14 vs. AC; 3d10 + 7 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.
Open the Range (immediate interrupt)
When an enemy moves adjacent to the tiefling ranger.
The tiefling ranger can shift 1 square and then move 2 squares. The tiefling ranger cannot end the move adjacent to the triggering enemy.
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 +11, Stealth +15
Str 16 (+8); Dex 18 (+9); Wis 13 (+6);
Con 12 (+6); Int 12 (+6); Cha 13 (+6)
Equipment hide armor, longsword, short sword, longbow

-1 Level / +1 Level

Tiefling Two-Blade Ranger [Level 10 Skirmisher]

Medium natural humanoid [XP 500]

Initiative +8; Senses Perception +11; low-light
HP 105; Bloodied 52
Healing Surges (+26 hp) ○
AC 24; Fortitude 23, Reflex 22, Will 19
Resist 10 fire
Speed 6

● [m] Longsword (standard) ✦ Weapon
+15 vs. AC; 1d8 + 7 damage.
● [m] Off-hand Longsword (standard) ✦ Weapon
+15 vs. AC; 1d8 + 7 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +13 vs. AC; 1d10 + 6 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +15/+15 vs. AC; 1d8 + 3 damage (main)/1d8 + 3 damage (off-hand).
Longbow: Ranged 20/40; +13 vs. AC (twice); 1d10 + 3 damage.
○ [M] Claws of the Griffon (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword (main): +15 vs. AC; 2d8 + 7 damage.
Longsword (off hand): +15 vs. AC; 1d8 + 7 damage.
□ [C] Swirling Leaves of Steel (standard) ✦ Weapon
Close burst 1; targets visible enemies; +15 vs. AC; 2d8 + 7 damage. Miss: Half damage.
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.
Expeditious Stride (minor)
Until the end of the tiefling ranger’s next turn, the tiefling ranger’s speed increases by 4, and the tiefling ranger can shift 1 additional square when shifting.
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 +11, Perception +11
Str 18 (+9); Dex 16 (+8); Wis 13 (+6);
Con 12 (+6); Int 12 (+6); Cha 13 (+6)
Equipment hide armor, longsword, longsword, longbow

-1 Level / +1 Level

Tiefling Brawny Rogue [Level 10 Skirmisher]

Medium natural humanoid [XP 500]

Initiative +9; Senses Perception +5; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 24; Fortitude 21, Reflex 24, Will 20
Resist 10 fire
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+14 vs. AC; 1d6 + 6 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +15 vs. AC; 1d6 + 7 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+15 vs. Reflex; 1d6 + 7 damage.
○ [M] Imperiling Strike (standard) ✦ Weapon
+15 vs. Fortitude; 1d6 + 7 damage, and the target takes a –1 penalty to AC and Reflex defense until the end of the tiefling rogue’s next turn.
□ [M] Crimson Edge (standard) ✦ Weapon
+15 vs. Fortitude; 2d6 + 7 damage, and the target takes ongoing 8 damage and grants combat advantage to the tiefling rogue (save ends both). Miss: Half damage, and no ongoing damage.
Certain Freedom (move)
The tiefling rogue automatically succeeds on an Acrobatics check to escape from a grab or to escape from restraints.
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 +14, Thievery +14
Str 16 (+8); Dex 18 (+9); Wis 11 (+5);
Con 12 (+6); Int 12 (+6); Cha 15 (+7)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Tiefling Trickster Rogue [Level 10 Skirmisher]

Medium natural humanoid [XP 500]

Initiative +9; Senses Perception +10; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 24; Fortitude 19, Reflex 24, Will 22
Resist 10 fire
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+12 vs. AC; 1d6 + 4 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +15 vs. AC; 1d6 + 7 damage.
Hand Crossbow: Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
The tiefling rogue can move 2 squares before the attack.
○ [M/R] Rogue’s Luck (standard) ✦ Weapon
Short Sword: +15 vs. AC; 2d6 + 7 damage.
Hand Crossbow: Ranged 10/20; +14 vs. AC; 2d6 + 7 damage.
Miss: Make a secondary attack against the target.
Short Sword: +15 vs. AC; 1d6 + 7 damage.
Hand Crossbow: Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
□ [M] Knockout (standard) ✦ Weapon
+15 vs. Fortitude; 2d6 + 7 damage, and the target is knocked unconscious (save ends). If the unconscious target takes any damage, it is no longer unconscious. Miss: Half damage, and the target is dazed until the end of the tiefling rogue’s next turn.
Shadow Stride (move)
The tiefling rogue must be hidden to use this power. The tiefling rogue can move at full speed and must end the movement in a space where the tiefling rogue can remain hidden. Then make a Stealth check with no penalty for moving. If the Stealth check is successful, the tiefling rogue remains during the movement, even if the tiefling rogue has no cover or concealment during it.
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 +4 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 +16, Thievery +14
Str 13 (+6); Dex 18 (+9); Wis 11 (+5);
Con 12 (+6); Int 12 (+6); Cha 18 (+9)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Tiefling Fey-Pact Warlock [Level 10 Skirmisher]

Medium natural humanoid [XP 500]

Initiative +5; Senses Perception +6; low-light
HP 101; Bloodied 50
Healing Surges (+25 hp) ○
AC 24; Fortitude 19, Reflex 23, Will 24
Resist 10 fire
Speed 6

● [m] Spear (standard) ✦ Weapon
+10 vs. AC; 1d8 + 3 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +13 vs. Reflex; 1d10 + 8 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +13 vs. Will; 1d6 + 8 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; +13 vs. Will; 1d10 + 8 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 +4 power bonus to Stealth checks until the end of the encounter.
□ [R] Curse of the Black Frost (standard) ✦ Cold
Ranged 10; +13 vs. Reflex; 2d8 + 8 cold damage. Hit or Miss: If the target moves for any reason, it takes 1d8 + 3 cold damage (save ends). Sustain Minor: The target takes 2d8 + 3 cold damage. If the target saves, the tiefling warlock can no longer sustain this power.
Warlock’s Leap (move) ✦ Teleportation
The tiefling warlock can teleport 6 squares, even without a line of sight to the destination. If the tiefling warlock attempts to teleport to a space the tiefling warlock can’t occupy, the power fails.
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 +5 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 +14, Bluff +17
Str 10 (+5); Dex 11 (+5); Wis 12 (+6);
Con 13 (+6); Int 18 (+9); Cha 20 (+10)
Equipment leather armor, spear

-1 Level / +1 Level

Tiefling Infernal-Pact Warlock [Level 10 Skirmisher]

Medium natural humanoid [XP 500]

Initiative +6; Senses Perception +5; low-light
HP 106; Bloodied 53
Healing Surges (+26 hp) ○
AC 24; Fortitude 22, Reflex 23, Will 21
Resist 10 fire
Speed 6

● [m] Mace (standard) ✦ Weapon
+10 vs. AC; 1d8 + 3 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +12 vs. Reflex; 1d10 + 7 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +12 vs. Reflex; 1d6 + 7 fire damage. If the tiefling warlock takes damage before the end of the tiefling warlock’s next turn, the target takes an extra 1d6 + 7 fire damage.
○ [C] Howl of Doom (standard) ✦ Fear, Thunder
Close blast 3; +12 vs. Fortitude; 2d6 + 7 thunder damage, and the target is pushed 5 squares.
□ [R] Iron Spike of Dis (standard)
Ranged 10; +12 vs. Reflex; 3d10 + 7 damage, and the target is immobilized (save ends). Miss: Half damage, and the target is not immobilized.
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.
Dark One’s Blessing (free)
When a cursed enemy is reduced to 0 hit points or less.
The tiefling warlock gains 10 temporary hit points.
Shielding Shades (immediate reaction)
When the tiefling warlock is hit by an attack.
Reduce the attack’s damage to 0. If the attack targets other creatures, they take damage as normal.
Bloodhunt
The tiefling warlock gains a +1 racial bonus to attack rolls against bloodied foes.

Skills Arcana +14, Intimidate +12
Str 10 (+5); Dex 12 (+6); Wis 11 (+5);
Con 18 (+9); Int 18 (+9); Cha 15 (+7)
Equipment leather armor, mace

-1 Level / +1 Level

Tiefling Star-Pact Warlock [Level 10 Skirmisher]

Medium natural humanoid [XP 500]

Initiative +6; Senses Perception +5; low-light
HP 106; Bloodied 53
Healing Surges (+26 hp) ○
AC 22; Fortitude 22, Reflex 21, Will 23
Resist 10 fire
Speed 6

● [m] Sickle (standard) ✦ Weapon
+10 vs. AC; 1d6 + 3 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +12 vs. Reflex; 1d10 + 7 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +12 vs. Fortitude; 1d6 + 7 radiant damage. If the target moves nearer to the tiefling warlock on its next turn, it takes an extra 1d6 + 7 damage.
○ [R] Sign of Ill Omen (standard)
Ranged 10; +12 vs. Will; 2d6 + 7 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.
□ [R] Summons of Khirad (standard) ✦ Psychic, Teleportation
Ranged 10; +12 vs. Will; 2d10 + 7 psychic damage, and the tiefling warlock teleports the target to an unoccupied square within 3 squares of the tiefling warlock. Sustain Minor: Make a +12 vs. Will attack against the target. On a hit, the tiefling warlock teleports the target to an unoccupied square within 3 squares of the tiefling warlock. On a miss, the effect 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.
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.
Shielding Shades (immediate reaction)
When the tiefling warlock is hit by an attack.
Reduce the attack’s damage to 0. If the attack targets other creatures, they take damage as normal.
Bloodhunt
The tiefling warlock gains a +1 racial bonus to attack rolls against bloodied foes.

Skills Arcana +12, Insight +10
Str 10 (+5); Dex 12 (+6); Wis 11 (+5);
Con 18 (+9); Int 15 (+7); Cha 18 (+9)
Equipment leather armor, sickle

-1 Level / +1 Level

Tiefling Inspiring Warlord [Level 10 Soldier (Leader)]

Medium natural humanoid [XP 500]

Initiative +7; Senses Perception +5; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 24; Fortitude 23, Reflex 20, Will 23
Resist 10 fire
Speed 5

● [m] Halberd (standard) ✦ Weapon
Reach 1; +14 vs. AC; 1d10 + 7 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
● [M] Furious Smash (standard) ✦ Weapon
+14 vs. Fortitude; 4 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 +4 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
+14 vs. AC; 2d10 + 7 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] White Raven Strike (standard) ✦ Weapon
+14 vs. AC; 3d10 + 7 damage. Hit or Miss: One or two allies within 10 squares gain 15 temporary hit points. If the tiefling warlord dropped the target to 0 hit points or fewer with this attack, add +4 to the temporary hit points the tiefling warlord’s allies gain.
Defensive Rally (standard) ✦ Healing
Each ally with 5 squares can spend a healing surge and make a saving throw against any single effect that a save can end. In addition, all targets gain a +2 power bonus to all defenses until the end of the tiefling warlord’s next turn.
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 +4 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.
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 9 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 +10, History +12
Str 18 (+9); Dex 11 (+5); Wis 10 (+5);
Con 12 (+6); Int 15 (+7); Cha 18 (+9)
Equipment chainmail, halberd, javelin

-1 Level / +1 Level

Tiefling Tactical Warlord [Level 10 Soldier (Leader)]

Medium natural humanoid [XP 500]

Initiative +7; Senses Perception +5; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 26; Fortitude 23, Reflex 23, Will 21
Resist 10 fire
Speed 6

● [m] Longsword (standard) ✦ Weapon
+15 vs. AC; 1d8 + 7 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+15 vs. AC; 1d8 + 7 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
+15 vs. AC; 1d8 + 7 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 +4 bonus to the attack roll.
□ [M] Knock Them Down (standard) ✦ Weapon
+15 vs. AC; 3d8 + 7 damage, and the target is knocked prone. Every ally within 10 squares of the tiefling warlord can move 3 squares and make a melee basic attack against one target of his or her choice as a free action. These attacks deal no damage but knock a target prone on a hit. Miss: Half damage, and the target is knocked prone.
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.
Tactical Shift (immediate interrupt)
When a creature hits an ally within 10 squares with a melee or a ranged attack.
The ally can shift 5 squares.
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 +4 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 +10, History +14
Str 18 (+9); Dex 11 (+5); Wis 10 (+5);
Con 12 (+6); Int 18 (+9); Cha 15 (+7)
Equipment hide armor, light shield, longsword, javelin

-1 Level / +1 Level

Tiefling Control Wizard [Level 10 Artillery]

Medium natural humanoid [XP 500]

Initiative +6; Senses Perception +8; low-light
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 23; Fortitude 19, Reflex 23, Will 23
Resist 10 fire
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+10 vs. AC; 1d8 + 3 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +13 vs. Fortitude; 1d6 + 8 cold damage, and the target is slowed until the end of the tiefling wizard’s next turn.
○ [R] Spectral Ram (standard) ✦ Force
Ranged 10; +13 vs. Fortitude; 2d10 + 8 force damage, and the target is pushed 3 squares and it is knocked prone.
□ [R] Lightning Serpent (standard) ✦ Lightning, Poison
Ranged 10; +13 vs. Reflex; 2d12 + 8 lightning damage, 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 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.
Mirror Image (minor) ✦ Illusion
Three duplicate images appear in the tiefling wizard’s space, and the tiefling wizard gains a +6 power bonus to AC. Each time an attack misses the tiefling wizard, one of the duplicate images disappears and the bonus granted by this power decreases by 2. When the bonus reaches 0, all the tiefling wizard’s images are gone and the power ends. Otherwise, the effect lasts for 1 hour.
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 -3 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 +15, Insight +13
Str 10 (+5); Dex 13 (+6); Wis 16 (+8);
Con 12 (+6); Int 20 (+10); Cha 13 (+6)
Equipment cloth armor, quarterstaff, orb

-1 Level / +1 Level

Tiefling War Wizard [Level 10 Artillery]

Medium natural humanoid [XP 500]

Initiative +8; Senses Perception +6; low-light
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 23; Fortitude 19, Reflex 23, Will 21
Resist 10 fire
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+10 vs. AC; 1d8 + 3 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +13 vs. Reflex; 1d6 + 8 fire damage.
○ [R] Lightning Bolt (standard) ✦ Lightning
Ranged 10; +13 vs. Reflex; 2d6 + 8 lightning damage. Also make a secondary attack against two creatures within 10 squares of the primary target. Secondary Attack: +13 vs. Reflex; 1d6 + 8 lightning damage.
□ [A] Ice Storm (standard) ✦ Cold, Zone
Area burst 3 within 20; +13 vs. Fortitude; 2d8 + 8 cold damage, and the target is immobilized (save ends). Miss: Half damage, and the target is slowed (save ends). Hit or Miss: The burst creates a zone of ice. The zone is difficult terrain until the end of the encounter or for 5 minutes.
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.
Blur (minor) ✦ Illusion
Until the end of the encounter, the tiefling wizard gains a +2 power bonus to all defenses, and enemies 5 or more squares away from the tiefling wizard cannot see the tiefling wizard.
Wand of Accuracy (free)
The tiefling wizard gains a +3 bonus to a single attack roll.
Bloodhunt
The tiefling wizard gains a +1 racial bonus to attack rolls against bloodied foes.

Skills Arcana +15, History +15
Str 10 (+5); Dex 16 (+8); Wis 13 (+6);
Con 12 (+6); Int 20 (+10); Cha 13 (+6)
Equipment cloth armor, quarterstaff, wand

-1 Level / +1 Level

Tiefling Isolating Avenger [Level 10 Skirmisher]

Medium natural humanoid [XP 500]

Initiative +5; Senses Perception +9; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 25; Fortitude 20, Reflex 23, Will 23
Resist 10 fire
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+12 vs. AC; 1d10 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +11 vs. AC; 1d6 + 4 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+15 vs. AC; 1d10 + 7 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
+15 vs. AC; 1d10 + 7 damage, and the tiefling avenger teleports each enemy within 2 squares of the target 5 squares.
□ [M] Enduring Strike (standard) ✦ Weapon
+15 vs. AC; 3d10 + 7 damage, and the tiefling avenger makes a saving throw with a +5 bonus. Miss: Half damage, and the tiefling avenger makes a saving throw.
○ [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.
River of Life (minor) ✦ Healing
The tiefling avenger gains regeneration 5 until the end of the encounter.
○ [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 +4 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 +11, Religion +14
Str 13 (+6); Dex 11 (+5); Wis 18 (+9);
Con 12 (+6); Int 18 (+9); Cha 12 (+6)
Equipment cloth armor, greatsword, javelin, holy symbol

-1 Level / +1 Level

Tiefling Pursuing Avenger [Level 10 Skirmisher]

Medium natural humanoid [XP 500]

Initiative +8; Senses Perception +9; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 24; Fortitude 20, Reflex 22, Will 23
Resist 10 fire
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+12 vs. AC; 1d10 + 4 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +13 vs. AC; 1d8 + 6 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+15 vs. AC; 1d10 + 7 damage, and if the target doesn’t end its next turn adjacent to the tiefling avenger, the tiefling avenger can shift 4 squares as a free action. The tiefling avenger must end that shift closer to the target.
○ [M] Inexorable Pursuit (standard) ✦ Weapon
+15 vs. AC; 2d10 + 7 damage. Before the attack, the tiefling avenger gains phasing until the end of the tiefling avenger’s turn, and the tiefling avenger shifts 5 squares.
□ [M] Oath of Pursuit (standard) ✦ Weapon
+15 vs. AC; 2d10 + 7 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target moves on its turn, the tiefling avenger can shift 3 squares at the end of the target’s turn as an opportunity action. The tiefling avenger must end this movement closer to the target.
○ [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.
Avenger’s Readiness (no action)
When the tiefling avenger rolls initiative at the beginning of an encounter.
The tiefling avenger gains a +5 power bonus to the initiative check. The tiefling avenger shifts 3 squares as a free action when the first creature in the initiative order starts its turn, even if the tiefling avenger is surprised.
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 +5 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 +11, Stealth +15
Str 13 (+6); Dex 16 (+8); Wis 18 (+9);
Con 12 (+6); Int 13 (+6); Cha 12 (+6)
Equipment cloth armor, greatsword, crossbow, holy symbol

-1 Level / +1 Level

Tiefling Rageblood Barbarian [Level 10 Brute]

Medium natural humanoid [XP 500]

Initiative +6; Senses Perception +10; low-light
HP 126; Bloodied 63
Healing Surges (+31 hp) ○
AC 23; Fortitude 24, Reflex 20, Will 20
Resist 10 fire
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+14 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+14 vs. AC; 1d12 + 1d8 + 7 damage (crit 27 + 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
+14 vs. AC; 2d12 + 7 damage (crit 31 + 1d12). The attack deals 1 extra damage for each enemy within 3 squares of the tiefling barbarian.
□ [M] Oak Hammer Rage (standard) ✦ Rage, Weapon
+14 vs. AC; 3d12 + 7 damage (crit 43 + 1d12), and the target is knocked prone. Miss: Half damage. Hit or Miss: The tiefling barbarian enters the rage of the oak hammer. Until the rage ends, whenever the tiefling barbarian hits a target with a melee attack, the tiefling barbarian knocks that target prone. If that target is already prone, the attack instead deals an extra +3 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 +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.
Deny Death (immediate interrupt)
When the tiefling barbarian drops to 0 hit points or fewer and doesn’t die.
The tiefling barbarian is dying but don’t fall unconscious because of that condition. At the end of the tiefling barbarian’s next turn, the tiefling barbarian falls unconscious if the tiefling barbarian is still dying.
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 3 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 +13, Perception +10
Str 18 (+9); Dex 12 (+6); Wis 11 (+5);
Con 16 (+8); Int 12 (+6); Cha 15 (+7)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Tiefling Thaneborn Barbarian [Level 10 Brute]

Medium natural humanoid [XP 500]

Initiative +6; Senses Perception +10; low-light
HP 123; Bloodied 61
Healing Surges (+30 hp) ○
AC 23; Fortitude 24, Reflex 20, Will 22
Resist 10 fire
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+14 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+14 vs. AC; 1d12 + 1d6 + 7 damage (crit 25 + 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] Black Dragon Rage (standard) ✦ Acid, Rage, Weapon
+14 vs. AC; 2d12 + 7 acid damage (crit 31 + 1d12), and ongoing 5 acid damage (save ends). Miss: Half damage. Hit or Miss: The tiefling barbarian enters the rage of the black dragon. Until the rage ends, at the start of each of the tiefling barbarian’s turns, each enemy adjacent to the tiefling barbarian is blinded until the end of the tiefling barbarian’s turn.
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 +4 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; +18 vs. AC; 3d12 + 7 damage (crit 43 + 1d12).
Mountain Roots (immediate interrupt) ✦ Stance
When the tiefling barbarian is pulled, pushed, or slid.
The tiefling barbarian negates the forced movement. Until the stance ends, the tiefling barbarian can negate forced movement against the tiefling barbarian. Stance: This power lasts until the end of the encounter or until the tiefling barbarian uses another stance power.
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 +4 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 +13, Perception +10
Str 18 (+9); Dex 12 (+6); Wis 11 (+5);
Con 13 (+6); Int 12 (+6); Cha 18 (+9)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Tiefling Cunning Bard [Level 10 Controller (Leader)]

Medium natural humanoid [XP 500]

Initiative +5; Senses Perception +10; low-light
HP 101; Bloodied 50
Healing Surges (+25 hp) ○
AC 26; Fortitude 19, Reflex 24, Will 24
Resist 10 fire
Speed 6

● [m] Longsword (standard) ✦ Weapon
+12 vs. AC; 1d8 + 4 damage.
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +13 vs. Will; 1d6 + 8 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; +13 vs. Will; 2d8 + 8 thunder damage, and the target takes a –8 penalty to opportunity attack rolls until the end of the tiefling bard’s next turn.
□ [R] Hideous Laughter (standard) ✦ Charm, Psychic
Ranged 10; +13 vs. Will; 3d8 + 8 psychic damage, and the target can’t take opportunity actions and takes a –2 penalty to attack rolls (save ends both). Aftereffect: The target can’t take opportunity actions (save ends). Miss: Half damage, and the target can’t take opportunity actions 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 +5 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 + 5 hit points. This power can only be used once per round. The tiefling bard can also slide the target 1 square.
Illusory Erasure (minor) ✦ Illusion
One ally within 10 squares becomes invisible until the end of the tiefling bard’s next turn, and the tiefling bard slides the target 2 squares.
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 9 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 +14, Bluff +17
Str 12 (+6); Dex 11 (+5); Wis 10 (+5);
Con 13 (+6); Int 18 (+9); Cha 20 (+10)
Equipment hide armor, light shield, longsword

-1 Level / +1 Level

Tiefling Valorous Bard [Level 10 Controller (Leader)]

Medium natural humanoid [XP 500]

Initiative +5; Senses Perception +10; low-light
HP 104; Bloodied 52
Healing Surges (+26 hp) ○
AC 25; Fortitude 21, Reflex 22, Will 24
Resist 10 fire
Speed 5

● [m] Longsword (standard) ✦ Weapon
+12 vs. AC; 1d8 + 4 damage.
● [M] Guiding Strike (standard) ✦ Weapon
+16 vs. AC; 1d8 + 8 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
+16 vs. AC; 2d8 + 8 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 +3 power bonus to AC.
□ [M] Thunder Blade (standard) ✦ Thunder, Weapon
+16 vs. AC; 3d8 + 8 thunder damage, and the tiefling bard slides the target 2 squares. Hit or Miss: Until the end of the encounter, whenever the tiefling bard hits a target with an at-will attack power, the tiefling bard slides the target 2 squares to a space that must be adjacent to at least one of the tiefling bard’s allies.
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 +5 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 + 5 hit points. This power can only be used once per round. The tiefling bard can also slide the target 1 square.
Word of Life (immediate reaction) ✦ Healing
When an enemy attack reduces an ally within 20 squares of the tiefling bard to 0 hit points or fewer.
The ally can spend a healing surge. In addition, the attacking enemy takes a –5 penalty to all defenses until the end of the tiefling bard’s next turn.
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 4 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 +12, Athletics +10
Str 12 (+6); Dex 11 (+5); Wis 10 (+5);
Con 16 (+8); Int 15 (+7); Cha 20 (+10)
Equipment chainmail, light shield, longsword

-1 Level / +1 Level

Tiefling Guardian Druid [Level 10 Controller]

Medium natural humanoid [XP 500]

Initiative +6; Senses Perception +9; low-light
HP 104; Bloodied 52
Healing Surges (+26 hp) ○
AC 24; Fortitude 21, Reflex 20, Will 23
Resist 10 fire
Speed 6

● [m] Scythe (standard) ✦ Weapon
+11 vs. AC; 2d4 + 4 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+12 vs. Reflex; 1d8 + 7 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; +12 vs. Fortitude; 1d6 + 3 cold damage, and the target slides 1 square.
○ [R] Swirling Winds (standard)
Ranged 10; +12 vs. Reflex; 1d10 + 7 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 3 damage.
□ [A] Sunbeam (standard) ✦ Radiant
Area burst 1 within 10; targets enemies; +12 vs. Will; the target is blinded (save ends). Aftereffect: 1d10 + 7 radiant damage. Miss: 1d10 + 7 radiant damage.
Feywild Sojourn (move) ✦ Teleportation
The tiefling druid teleports to a safe place in the Feywild. While the tiefling druid is there, the tiefling druid can’t take any actions other than using the tiefling druid’s second wind and wild shape. At the end of the tiefling druid’s next turn or as a move action before then, the tiefling druid reappears in an unoccupied space within 10 squares of the space the tiefling druid left.
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.
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 +14, Nature +14
Str 12 (+6); Dex 13 (+6); Wis 18 (+9);
Con 16 (+8); Int 13 (+6); Cha 12 (+6)
Equipment hide armor, scythe

-1 Level / +1 Level

Tiefling Predator Druid [Level 10 Controller]

Medium natural humanoid [XP 500]

Initiative +8; Senses Perception +14; low-light
HP 101; Bloodied 50
Healing Surges (+25 hp) ○
AC 24; Fortitude 19, Reflex 22, Will 23
Resist 10 fire
Speed 7

● [m] Scythe (standard) ✦ Weapon
+11 vs. AC; 2d4 + 4 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+12 vs. Reflex; 1d8 + 7 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; +12 vs. Reflex; 1d6 + 3 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 4 fire damage.
○ [M] Latch On (standard) ✦ Beast Form
+12 vs. Reflex; 2d10 + 7 damage, and the tiefling druid grabs the target. The target takes a -3 penalty to checks to escape the grab.
□ [M] Primal Wolf (standard) ✦ Beast Form
+12 vs. Reflex; 2d8 + 7 damage, the tiefling druid knocks the target prone, and it can’t stand up (save ends). Miss: Half damage, and the target is knocked prone. Hit or Miss: Until the end of the encounter, the tiefling druid gains a +2 bonus to attack rolls against prone targets. In addition, whenever the tiefling druid hits an enemy with a melee attack while the tiefling druid is in beast form, the tiefling druid can knock that enemy prone.
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.
Armor of the Wild (minor) ✦ Beast Form
Until the end of the encounter, while the tiefling druid is in beast form, the tiefling druid gains resist 1 to all damage.
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 +14, Perception +14
Str 12 (+6); Dex 16 (+8); Wis 18 (+9);
Con 13 (+6); Int 13 (+6); Cha 12 (+6)
Equipment hide armor, scythe

-1 Level / +1 Level

Tiefling Preserving Invoker [Level 10 Artillery]

Medium natural humanoid [XP 500]

Initiative +6; Senses Perception +9; low-light
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 25; Fortitude 20, Reflex 23, Will 23
Resist 10 fire
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+10 vs. AC; 1d10 + 3 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +12 vs. Reflex; 1d8 + 7 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; +12 vs. Fortitude; 2d8 + 7 thunder damage, and the target is pushed 5 squares.
□ [C] Fourfold Invocation of Doom (standard) ✦ Fear, Psychic
Close burst 10; targets enemies; +12 vs. Will; the target is dazed (save ends). Miss: The target is dazed until the end of the tiefling invoker’s next turn. Hit or Miss: Until the end of the encounter, any creature that hits or misses the tiefling invoker takes 5 psychic damage.
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 +4 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.
Angelic Visage (immediate interrupt) ✦ Fear
When an enemy within 5 squares of the tiefling invoker makes an attack roll against the tiefling invoker.
The triggering enemy takes a –2 penalty to the triggering attack roll. After the attack is resolved, the target is pushed 3 squares.
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 +14, Religion +14
Str 10 (+5); Dex 12 (+6); Wis 18 (+9);
Con 13 (+6); Int 18 (+9); Cha 13 (+6)
Equipment hide armor, morningstar

-1 Level / +1 Level

Tiefling Wrathful Invoker [Level 10 Artillery]

Medium natural humanoid [XP 500]

Initiative +6; Senses Perception +9; low-light
HP 82; Bloodied 41
Healing Surges (+20 hp) ○
AC 24; Fortitude 22, Reflex 21, Will 23
Resist 10 fire
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+10 vs. AC; 1d10 + 3 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +12 vs. Fortitude; 1d10 + 7 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra +3 radiant damage. The tiefling invoker can use this power as a ranged basic attack.
○ [A] Invoke Obedience (standard) ✦ Psychic
Area burst 1 within 10; +17 vs. Will; 2d6 + 7 psychic damage. Before the attack, each target can fall prone as a free action. Each prone target takes 1d6 + 3 psychic damage.
□ [A] Cerulean Flames (standard) ✦ Radiant, Zone
Area burst 1 within 10; +12 vs. Reflex; 3d6 + 7 radiant damage. Miss: Half damage. Hit or Miss: The burst creates a zone of cerulean light that lasts until the end of the tiefling invoker’s next turn. Any creature that starts its turn within the zone and leaves it is blinded (save ends). Sustain Minor: The zone persists.
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 3 radiant damage and is pushed 2 squares.
Angelic Visage (immediate interrupt) ✦ Fear
When an enemy within 5 squares of the tiefling invoker makes an attack roll against the tiefling invoker.
The triggering enemy takes a –2 penalty to the triggering attack roll. After the attack is resolved, the target is pushed 3 squares.
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 +12, Religion +12
Str 10 (+5); Dex 12 (+6); Wis 18 (+9);
Con 16 (+8); Int 15 (+7); Cha 13 (+6)
Equipment chainmail, morningstar

-1 Level / +1 Level

Tiefling Bear Shaman [Level 10 Controller (Leader)]

Medium natural humanoid [XP 500]

Initiative +6; Senses Perception +14; low-light
HP 104; Bloodied 52
Healing Surges (+26 hp) ○
AC 22; Fortitude 22, Reflex 20, Will 23
Resist 10 fire
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +10 vs. AC; 1d10 + 3 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +12 vs. Will; 1d8 + 7 damage, and each ally adjacent to the tiefling shaman’s spirit companion gains 3 temporary hit points.
○ [R] Winter Wind Spirit (standard) ✦ Cold
Ranged 5; +12 vs. Fortitude; 1d10 + 7 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 +6 bonus to AC against an attack that hits.
□ [R] Clever Trickster Spirit (standard) ✦ Psychic
Ranged 10; +12 vs. Will; 2d8 + 7 psychic damage. Miss: Half damage. Hit or Miss: The target is slowed and grants combat advantage (save ends both). Aftereffect: The enemy nearest to the target is slowed and grants combat advantage (save ends both).
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 15 damage to the spirit, the spirit disappears, and the tiefling shaman takes 10 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.
Rock Shield Spirits (minor) ✦ Zone
Area burst 1 within 5; the burst creates a zone filled with rock spirits that lasts until the end of the encounter. While within the zone, any ally gains a +2 power bonus to AC and Fortitude. As a move action, the tiefling shaman can move the zone 5 squares.
● [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; +12 vs. Reflex; 4 damage. Hit or Miss: One ally within 5 squares of the tiefling shaman’s spirit companion regains 4 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 3 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 +14, Perception +14
Str 11 (+5); Dex 12 (+6); Wis 18 (+9);
Con 16 (+8); Int 15 (+7); Cha 12 (+6)
Equipment leather armor, longspear

-1 Level / +1 Level

Tiefling Panther Shaman [Level 10 Controller (Leader)]

Medium natural humanoid [XP 500]

Initiative +6; Senses Perception +14; low-light
HP 101; Bloodied 50
Healing Surges (+25 hp) ○
AC 24; Fortitude 20, Reflex 22, Will 23
Resist 10 fire
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +10 vs. AC; 1d10 + 3 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +12 vs. Fortitude; 1d10 + 7 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 +2 bonus to the attack roll.
○ [M] Call to the Blood Dancer (standard) ✦ Spirit
Spirit melee 1; +12 vs. Will; 2d10 + 7 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 +4 bonus to damage rolls.
□ [R] Spirit of Autumn’s Reaping (standard) ✦ Healing, Necrotic
Ranged 10; +12 vs. Fortitude; 3d6 + 7 necrotic damage, and the target gains vulnerable 5 to all damage (save ends). Miss: Half damage, and the target gains vulnerable 2 to all damage (save ends). Hit or Miss: The tiefling shaman and each ally within 10 squares of the tiefling shaman regains 5 hit points.
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 15 damage to the spirit, the spirit disappears, and the tiefling shaman takes 10 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.
● [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; +12 vs. Reflex; 1d10 + 7 damage.
Spirit Summons (free)
Until the end of the encounter, the tiefling shaman can use the tiefling shaman’s call spirit companion power to conjure a second spirit companion. When the tiefling shaman attacks with a spirit power, the tiefling shaman chooses which spirit companion to use for the attack. When an effect applies to creatures adjacent to the tiefling shaman’s spirit companion, that effect applies to creatures adjacent to both spirit companions. The second spirit companion disappears at the end of the encounter.
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 +4 bonus to damage rolls against bloodied enemies.

Skills Nature +14, Perception +14
Str 11 (+5); Dex 12 (+6); Wis 18 (+9);
Con 13 (+6); Int 18 (+9); Cha 12 (+6)
Equipment leather armor, longspear

-1 Level / +1 Level

Tiefling Chaos Sorcerer [Level 10 Artillery]

Medium natural humanoid [XP 500]

Initiative +8; Senses Perception +5; low-light
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 21; Fortitude 19, Reflex 21, Will 25
Resist 10 fire
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +14 vs. AC; 1d4 + 6 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +13 vs. Will; 1d10 + 11 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: +13 vs. Will; 1d6 + 6 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; +13 vs. Reflex; 2d6 + 11 lightning damage. Hit or Miss: The tiefling sorcerer teleports each target hit by the attack to any other space within the burst.
□ [R] Contagious Curse (standard) ✦ Poison
Ranged 10; +13 vs. Fortitude; 2d10 + 11 poison damage. Hit or Miss: The tiefling sorcerer slides the target 5 squares. The target is poisonous to the tiefling sorcerer’s enemies (save ends). While the target is poisonous, any enemy that starts its turn adjacent to the target takes 1d10 + 6 poison damage. If the tiefling sorcerer rolled an even number on the attack roll, any enemy that starts its turn within 2 squares of the poisonous target takes 1d10 + 6 poison 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 +5 extra damage.
Chaos Link (immediate reaction)
When the tiefling sorcerer is hit by an area or a close attack.
Choose one creature within 5 squares. The triggering attack also hits that creature.
Bloodhunt
The tiefling sorcerer gains a +1 racial bonus to attack rolls against bloodied foes.
Chaos Power
The tiefling sorcerer gains a +3 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 +11, Bluff +17
Str 13 (+6); Dex 16 (+8); Wis 10 (+5);
Con 12 (+6); Int 13 (+6); Cha 20 (+10)
Equipment cloth armor, dagger

-1 Level / +1 Level

Tiefling Dragon Sorcerer [Level 10 Skirmisher]

Medium natural humanoid [XP 500]

Initiative +6; Senses Perception +5; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 21; Fortitude 21, Reflex 19, Will 25
Resist 10 fire
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+13 vs. AC; 1d8 + 6 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +13 vs. Reflex; 1d8 + 11 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 3 fire damage.
○ [C] Rimestorm (standard) ✦ Cold
Close blast 3; targets enemies; +13 vs. Fortitude; 2d8 + 11 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] Adamantine Echo (standard) ✦ Thunder
Close blast 3; +13 vs. Fortitude; 2d6 + 11 thunder damage, and ongoing 5 thunder damage (save ends). Miss: Ongoing 5 thunder damage (save ends). Hit or Miss: The tiefling sorcerer gains a +3 power bonus to AC until the end of the encounter.
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 +5 extra damage.
Invert Resistance (minor)
Close burst 5; targets enemies; each target loses its resistances and gains vulnerable 5 to the damage types it had resistance against (save ends both).
Bloodhunt
The tiefling sorcerer gains a +1 racial bonus to attack rolls against bloodied foes.
Draconic Power
The tiefling sorcerer gains a +3 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 +11, Athletics +13
Str 16 (+8); Dex 13 (+6); Wis 10 (+5);
Con 12 (+6); Int 13 (+6); Cha 20 (+10)
Equipment cloth armor, quarterstaff

-1 Level / +1 Level

Tiefling Earth Warden [Level 10 Brute]

Medium natural humanoid [XP 500]

Initiative +6; Senses Perception +11; low-light
HP 126; Bloodied 63
Healing Surges (+31 hp) ○
AC 26; Fortitude 23, Reflex 21, Will 20
Resist 10 fire
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+14 vs. AC; 1d10 + 7 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+14 vs. AC; 1d10 + 7 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
+14 vs. Fortitude; 2d10 + 7 damage, and the target takes a –4 penalty to melee attack rolls 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.
Shield of Stone (minor)
The tiefling warden slides one ally within 5 squares by 5 squares. Until the end of the tiefling warden’s next turn, that ally gains resist 5 to all damage and a +2 power bonus to all defenses.
Form of the Oak Sentinel (minor) ✦ Polymorph
The tiefling warden assumes the guardian form of the oak sentinel until the end of the encounter. While the tiefling warden is in this form, the tiefling warden’s melee reach increases by 1. In addition, any enemy that hits the tiefling warden with a melee attack takes 4 damage. 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 within the tiefling warden’s reach makes a melee attack against the tiefling warden’s ally.
Secondary Attack: targets the triggering enemy; +14 vs. AC; 2d10 + 7 damage. Miss: Half damage. Hit or Miss: The tiefling warden becomes the target of the triggering attack, even if the tiefling warden is not within that attack’s range.
● [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 +3 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 +11, Perception +11
Str 18 (+9); Dex 12 (+6); Wis 13 (+6);
Con 16 (+8); Int 12 (+6); Cha 13 (+6)
Equipment hide armor, heavy shield, battleaxe, javelin

-1 Level / +1 Level

Tiefling Wild Warden [Level 10 Brute]

Medium natural humanoid [XP 500]

Initiative +6; Senses Perception +13; low-light
HP 123; Bloodied 61
Healing Surges (+30 hp) ○
AC 24; Fortitude 23, Reflex 19, Will 22
Resist 10 fire
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+14 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+14 vs. AC; 1d12 + 7 damage (crit 19 + 1d12), and the target is slowed until the end of the tiefling warden’s next turn.
○ [M] Stalker’s Positioning (standard) ✦ Fear, Psychic, Weapon
+14 vs. AC; 2d12 + 7 damage (crit 31 + 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 3 psychic damage.
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.
Returning Strength (minor) ✦ Healing
The tiefling warden spends a healing surge and regains +4 additional hit points.
Form of the Frenzied Wolverine (minor) ✦ Polymorph
The tiefling warden assumes the guardian form of the frenzied wolverine until the end of the encounter. While the tiefling warden is in this form, the tiefling warden gains a +2 bonus to attack rolls against any enemy that is bloodied or taking ongoing damage. In addition, the tiefling warden can use the tiefling warden’s second wind as a minor 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: +14 vs. AC; 1d12 + 7 damage (crit 19 + 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; +14 vs. Fortitude; 1d12 + 7 damage (crit 19 + 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 -3 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 +13, Perception +13
Str 18 (+9); Dex 12 (+6); Wis 16 (+8);
Con 13 (+6); Int 12 (+6); Cha 13 (+6)
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.