Tiefling NPCs [Level 15]
Tiefling Battle Cleric [Level 15 Controller (Leader)]
Medium natural humanoid [XP 1200]
Initiative +8; Senses Perception +11; low-light
HP 141; Bloodied 70
Healing Surges (+35 hp) ○○
AC 28; Fortitude 27, Reflex 23, Will 28
Resist 12 fire
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 10 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 10 damage, and one ally within 5 squares gains a +5 power bonus to melee attack rolls against the target
until the end of the tiefling cleric’s next turn.
- ○ [M] Arc of the Righteous (standard) ✦ Lightning, Weapon
- +19 vs. AC; 2d10 + 10 lightning damage, and make a secondary attack against one creature within 3 squares. Secondary Attack:
+19 vs. AC; 1d10 + 10 lightning damage.
- □ [M] Holy Spark (standard) ✦ Lightning, Weapon
- +19 vs. Will; 2d10 + 10 lightning damage, and ongoing 10 lightning damage (save ends). While this power’s ongoing damage is
in effect, any ally of the target that starts its turn within 3 squares of the target takes 2d10 lightning damage. Miss:
Half damage, and no ongoing lightning 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
+3 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 +3 extra damage.
- ○○ Healing Word (minor) ✦ Healing
- The tiefling cleric or one ally within 10 squares can spend a healing surge and regain an additional 3d6 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 +16, Religion +13
Str 20 (+12); Dex 12 (+8); Wis 18 (+11);
Con 13 (+8); Int 13 (+8); Cha 16 (+10)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Tiefling Devoted Cleric [Level 15 Controller (Leader)]
Medium natural humanoid [XP 1200]
Initiative +8; Senses Perception +12; low-light
HP 141; Bloodied 70
Healing Surges (+35 hp) ○○
AC 28; Fortitude 24, Reflex 23, Will 29
Resist 12 fire
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +16 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +16 vs. AC; 1d6 + 7 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +17 vs. Reflex; 1d8 + 10 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] Plague of Doom (standard)
- Ranged 10; +17 vs. Fortitude; 3d8 + 10 damage, and the target takes a -5 penalty to all defenses until the end of the tiefling
cleric’s next turn.
- □ [C] Seal of Warding (standard) ✦ Radiant, Zone
- Close burst 3; targets enemies; +17 vs. Will; 4d10 + 10 radiant damage, and the target is slowed until the end of the tiefling
cleric’s next turn. Miss: Half damage, and the target is not slowed. Hit or Miss: The burst creates a zone of
difficult terrain that grants cover to the tiefling cleric and the tiefling cleric’s allies against ranged attacks until the
end of the tiefling cleric’s next turn. Sustain Minor: The zone persists.
- □ 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
+5 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 +5 extra damage.
- ○○ Healing Word (minor) ✦ Healing
- The tiefling cleric or one ally within 10 squares can spend a healing surge and regain an additional 3d6 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 +17, Religion +13
Str 14 (+9); Dex 12 (+8); Wis 20 (+12);
Con 13 (+8); Int 13 (+8); Cha 20 (+12)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Tiefling Greatweapon Fighter [Level 15 Soldier]
Medium natural humanoid [XP 1200]
Initiative +9; Senses Perception +8; low-light
HP 146; Bloodied 73
Healing Surges (+36 hp) ○○
AC 29; Fortitude 29, Reflex 24, Will 24
Resist 12 fire
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +19 vs. AC; 1d12 + 10 damage (crit 22 + 2d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +19 vs. AC; 1d12 + 10 damage (crit 22 + 2d12). Miss: 5 damage.
- ○ [M] Giant’s Wake (standard) ✦ Weapon
- +19 vs. AC; 2d12 + 14 damage (crit 38 + 2d12), and make a secondary attack against each enemy adjacent to the primary target
and within the tiefling fighter’s melee reach. Secondary Attack: +19 vs. AC; 1d12 + 14 damage (crit 26 + 2d12).
- ○ 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 +2 extra damage.
- ○ Into the Fray (minor)
- The tiefling fighter can move 3 squares, as long as the move ends adjacent to an enemy.
- □ Unyielding Avalanche (minor) ✦ Healing, Stance, Weapon
- The tiefling fighter gains regeneration 4, a +1 power bonus to AC, and a +1 power bonus to saving throws. Any enemy that starts
its turn adjacent to the tiefling fighter takes 1d12 + 5 damage damage and is slowed until the end of its turn, as long as
the tiefling fighter is able to make opportunity attacks. 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 +17, Intimidate +14
Str 20 (+12); Dex 14 (+9); Wis 13 (+8);
Con 18 (+11); Int 13 (+8); Cha 14 (+9)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Tiefling Guardian Fighter [Level 15 Soldier]
Medium natural humanoid [XP 1200]
Initiative +11; Senses Perception +8; low-light
HP 142; Bloodied 71
Healing Surges (+35 hp) ○○
AC 31; Fortitude 29, Reflex 28, Will 24
Resist 12 fire
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 10 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+20 vs. AC; 1d8 + 10 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] Storm of Blows (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 14 damage. Hit or Miss: After the attack, the tiefling fighter can shift 1 square and repeat the
attack against another target within reach. The tiefling fighter can then shift 1 square and repeat the attack against a third
target within reach. After the final attack, the tiefling fighter can shift 1 square.
- □ [M] Dragon’s Fangs (standard) ✦ Weapon
- Two attacks against one or two creatures; +20 vs. AC; 3d8 + 10 damage. 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 +2 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 +13, Intimidate +14
Str 20 (+12); Dex 18 (+11); Wis 13 (+8);
Con 14 (+9); Int 13 (+8); Cha 14 (+9)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Tiefling Avenging Paladin [Level 15 Soldier]
Medium natural humanoid [XP 1200]
Initiative +8; Senses Perception +9; low-light
HP 141; Bloodied 70
Healing Surges (+35 hp) ○○
AC 30; Fortitude 28, Reflex 24, Will 28
Resist 12 fire
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +20 vs. AC; 1d10 + 10 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +20 vs. AC; 1d10 + 10 radiant damage. If the tiefling paladin has marked the target, the tiefling paladin gains a +2 bonus
to the damage roll.
- ○ [M] Radiant Charge (standard) ✦ Radiant, Weapon
- +20 vs. AC; 3d10 + 10 radiant damage, and the target is marked until the end of the tiefling paladin’s next turn. The tiefling
paladin can fly 2 squares and must charge as part of this attack.
- □ [M] Bloodied Retribution (standard) ✦ Healing, Weapon
- Usable only while bloodied.
+20 vs. AC; 4d10 + 10 damage. Miss: Half damage. Hit or Miss: The tiefling paladin can spend a healing surge.
- ● 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 11 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.
- ○ 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 +17, Religion +13
Str 20 (+12); Dex 12 (+8); Wis 14 (+9);
Con 13 (+8); Int 13 (+8); Cha 20 (+12)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Tiefling Protecting Paladin [Level 15 Soldier]
Medium natural humanoid [XP 1200]
Initiative +8; Senses Perception +9; low-light
HP 141; Bloodied 70
Healing Surges (+35 hp) ○○
AC 32; Fortitude 27, Reflex 26, Will 29
Resist 12 fire
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 9 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +18 vs. AC; 1d6 + 9 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 damage, and the tiefling paladin gains 2 temporary hit points.
- ○ [M] Renewing Smite (standard) ✦ Healing, Weapon
- +21 vs. AC; 2d8 + 11 damage, and one ally within 5 squares of the tiefling paladin regains 12 hit points.
- □ [R] True Nemesis (standard)
- Ranged 5; +18 vs. Will; 2d10 + 11 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever
the target is within 5 squares of the tiefling paladin and attacks the tiefling paladin or an ally, the tiefling paladin can
make a secondary attack against the target as an immediate reaction. Secondary Attack: +18 vs. Will; 2d10 + 11 damage.
Miss: Half damage.
- □ 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 12 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 +6 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 +18, Religion +13
Str 18 (+11); Dex 12 (+8); Wis 14 (+9);
Con 13 (+8); Int 13 (+8); Cha 22 (+13)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Tiefling Archer Ranger [Level 15 Skirmisher]
Medium natural humanoid [XP 1200]
Initiative +12; Senses Perception +14; low-light
HP 141; Bloodied 70
Healing Surges (+35 hp) ○○
AC 30; Fortitude 27, Reflex 28, Will 24
Resist 12 fire
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 9 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +19 vs. AC; 1d6 + 9 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +19 vs. AC; 1d10 + 10 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +19/+19 vs. AC; 1d8 + 5 damage (main)/1d6 + 5 damage
(off-hand).
Longbow: Ranged 20/40; +19 vs. AC (twice); 1d10 + 5 damage.
- ○ [M/R] Pinning Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +19/+19 vs. AC; 1d8 + 5 damage (main)/1d6 + 5 damage
(off-hand).
Longbow: Ranged 20/40; +19 vs. AC (twice); 1d10 + 5 damage.
Hit: The target is immobilized
until the start of the tiefling ranger’s next turn.
- □ [R] Confounding Arrows (standard) ✦ Weapon
- Ranged 20/40; three attacks against one, two, or three creatures; +19 vs. AC; 1d10 + 10 damage per attack. A target hit once
is dazed (save ends). A target hit twice is stunned (save ends). A target hit three times is stunned (save ends) and takes
+2d10 damage. Miss: The target is dazed (save ends).
- ● 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 2d6 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 +2 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 3 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 +14, Stealth +18
Str 18 (+11); Dex 20 (+12); Wis 14 (+9);
Con 13 (+8); Int 13 (+8); Cha 14 (+9)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Tiefling Two-Blade Ranger [Level 15 Skirmisher]
Medium natural humanoid [XP 1200]
Initiative +11; Senses Perception +14; low-light
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 29; Fortitude 28, Reflex 27, Will 24
Resist 12 fire
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 10 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 10 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +18 vs. AC; 1d10 + 9 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +20/+20 vs. AC; 1d8 + 5 damage (main)/1d8 + 5 damage
(off-hand).
Longbow: Ranged 20/40; +18 vs. AC (twice); 1d10 + 5 damage.
- ○ [M] Armor Splinter (standard) ✦ Weapon
- Two attacks on one creature.
Longsword (main): +20 vs. AC; 1d8 + 10 damage.
Longsword (off hand):
+20 vs. AC; 1d8 + 10 damage.
If one attack hits, the target takes a -2 penalty to AC until the end of the tiefling
ranger’s next turn. If both attacks hit, the target takes a -4 penalty to AC until the end of the tiefling ranger’s next turn.
- □ [M] Blade Cascade (standard) ✦ Weapon
- Attack one or more creatures.
Longsword (main): +20 vs. AC; 2d8 + 10 damage.
Longsword (off hand):
+20 vs. AC; 2d8 + 10 damage.
Alternate main and off-hand weapon attacks until the tiefling ranger misses or until the
tiefling ranger makes five attacks. As soon as an attack misses, this attack ends.
- ● 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 2d6 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 +2 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 +10 hit points.
Skills Nature +14, Perception +14
Str 20 (+12); Dex 18 (+11); Wis 14 (+9);
Con 13 (+8); Int 13 (+8); Cha 14 (+9)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Tiefling Brawny Rogue [Level 15 Skirmisher]
Medium natural humanoid [XP 1200]
Initiative +12; Senses Perception +8; low-light
HP 141; Bloodied 70
Healing Surges (+35 hp) ○○
AC 29; Fortitude 26, Reflex 29, Will 25
Resist 12 fire
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +19 vs. AC; 1d6 + 9 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +20 vs. AC; 1d6 + 10 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +20 vs. Reflex; 1d6 + 10 damage.
- ○ [M] Unbalancing Attack (standard) ✦ Weapon
- +20 vs. AC; 3d6 + 10 damage, and the target cannot shift until the end of the tiefling rogue’s next turn. If the target provokes
an opportunity attack from the tiefling rogue before the start of the tiefling rogue’s next turn, the tiefling rogue gains
a +4 bonus to the attack roll and damage roll with the opportunity attack, and the target is knocked prone on a hit.
- □ [M] Garrote Grip (standard) ✦ Reliable, Weapon
- The tiefling rogue can use this power as a minor action if the tiefling rogue has already grabbed a creature. Doing so requires
no attack roll. +20 vs. Reflex; 2d6 + 10 damage, and the tiefling rogue grabs the target. Until the target escapes, the tiefling
rogue has cover, and any melee attack or ranged attack that misses the tiefling rogue hits the target instead. Sustain
Minor: Sustain the grab for another round. The third time the tiefling rogue sustains the grab after using this power,
the target falls unconscious. If an unconscious target takes any damage, it is no longer unconscious. Miss: The power is not expended.
- □ 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 +3 extra damage.
- Bloodhunt
- The tiefling rogue gains a +1 racial bonus to attack rolls against bloodied foes.
- First Strike
- At the start of an encounter, the tiefling rogue has combat advantage against any creatures that have not yet acted in that
encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the tiefling rogue’s weapon damage die increases by one size. When wielding a dagger, the tiefling
rogue gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the tiefling rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue
weapon, the tiefling rogue deals an extra 3d6 damage.
Skills Acrobatics +17, Thievery +17
Str 18 (+11); Dex 20 (+12); Wis 12 (+8);
Con 13 (+8); Int 13 (+8); Cha 16 (+10)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Tiefling Trickster Rogue [Level 15 Skirmisher]
Medium natural humanoid [XP 1200]
Initiative +12; Senses Perception +13; low-light
HP 141; Bloodied 70
Healing Surges (+35 hp) ○○
AC 29; Fortitude 24, Reflex 29, Will 27
Resist 12 fire
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +17 vs. AC; 1d6 + 7 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +20 vs. AC; 1d6 + 10 damage.
Hand Crossbow: Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
The tiefling rogue can move 2 squares before the attack.
- ○ [M/R] Tornado Strike (standard) ✦ Weapon
- Targets one or two creatures, one attack per target.
Short Sword: +20 vs. AC; 2d6 + 10 damage.
Hand
Crossbow: Ranged 10/20; +19 vs. AC; 2d6 + 10 damage.
Hit: The target slides 2 squares. Hit or Miss:
The tiefling rogue can move 3 squares after making the attack.
- □ [M/R] Slaying Strike (standard) ✦ Weapon
- Short Sword: +20 vs. AC; 3d6 + 10 damage.
Hand Crossbow: Ranged 10/20; +19 vs. AC; 3d6 + 10 damage.
Miss: Half damage. Special: If the target is bloodied, this attack does 5d6 + 12 damage (short sword) or
5d6 + 12 damage (hand crossbow), half damage on a miss, and can score a critical hit on a roll of 17–20.
- ● 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 +5 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 3d6 damage.
Skills Stealth +19, Thievery +17
Str 14 (+9); Dex 20 (+12); Wis 12 (+8);
Con 13 (+8); Int 13 (+8); Cha 20 (+12)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Tiefling Fey-Pact Warlock [Level 15 Skirmisher]
Medium natural humanoid [XP 1200]
Initiative +8; Senses Perception +8; low-light
HP 142; Bloodied 71
Healing Surges (+35 hp) ○○
AC 29; Fortitude 24, Reflex 28, Will 29
Resist 12 fire
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 5 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +18 vs. Reflex; 1d10 + 11 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +18 vs. Will; 1d6 + 11 psychic damage, and the tiefling warlock is invisible to the target until the start of the
tiefling warlock’s next turn.
- ○ [R] Bewitching Whispers (standard) ✦ Charm
- Ranged 10; +18 vs. Will; until the end of the tiefling warlock’s next turn, the target treats all creatures as enemies for
the purpose of opportunity attacks and must take every opportunity attack possible. The target gains a +5 power bonus to these
attack rolls.
- □ [R] Curse of the Golden Mist (standard) ✦ Charm
- Ranged 10; +18 vs. Will; The target loses its next standard action. Sustain Standard: Make a +18 vs. Will attack against
the target. On a hit, the target loses its next standard action. On a miss, the power ends.
- □ 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 2d6 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 +6 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 +17, Bluff +20
Str 11 (+7); Dex 12 (+8); Wis 13 (+8);
Con 14 (+9); Int 20 (+12); Cha 22 (+13)
Equipment leather armor, spear
-1 Level / +1 Level
Tiefling Infernal-Pact Warlock [Level 15 Skirmisher]
Medium natural humanoid [XP 1200]
Initiative +8; Senses Perception +8; low-light
HP 148; Bloodied 74
Healing Surges (+37 hp) ○○
AC 29; Fortitude 27, Reflex 28, Will 26
Resist 12 fire
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 5 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +17 vs. Reflex; 1d10 + 10 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +17 vs. Reflex; 1d6 + 10 fire damage. If the tiefling warlock takes damage before the end of the tiefling warlock’s
next turn, the target takes an extra 1d6 + 10 fire damage.
- ○ [R] Soul Flaying (standard) ✦ Necrotic
- Ranged 10; +17 vs. Will; 2d8 + 15 necrotic damage, and the target is weakened until the end of the tiefling warlock’s next
turn.
- □ [R] Fireswarm (standard) ✦ Fire, Poison
- Ranged 10; +17 vs. Reflex; 4d10 + 10 fire and poison damage. Sustain Standard: Make a +17 vs. Fortitude attack against
the target. On a hit, the target and each creature adjacent to it takes 2d10 + 10 fire and poison damage. On a miss, the tiefling
warlock deals half damage and the power 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 2d6 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.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The tiefling warlock gains 15 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 +17, Intimidate +15
Str 11 (+7); Dex 13 (+8); Wis 12 (+8);
Con 20 (+12); Int 20 (+12); Cha 16 (+10)
Equipment leather armor, mace
-1 Level / +1 Level
Tiefling Star-Pact Warlock [Level 15 Skirmisher]
Medium natural humanoid [XP 1200]
Initiative +8; Senses Perception +8; low-light
HP 148; Bloodied 74
Healing Surges (+37 hp) ○○
AC 27; Fortitude 27, Reflex 26, Will 28
Resist 12 fire
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +14 vs. AC; 1d6 + 5 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +17 vs. Reflex; 1d10 + 10 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +17 vs. Fortitude; 1d6 + 10 radiant damage. If the target moves nearer to the tiefling warlock on its next turn,
it takes an extra 1d6 + 10 damage.
- ○ [R] Coldfire Vortex (standard) ✦ Cold or Radiant
- Ranged 10; +17 vs. Fortitude; 2d10 + 10 damage (choose cold or radiant damage), and make a secondary attack against each creature
adjacent to the primary target. Secondary Attack: +17 vs. Reflex; 1d10 + 13 damage (choose cold or radiant damage).
- □ [A] Tendrils of Thuban (standard) ✦ Cold, Zone
- Area burst 1 within 10; +17 vs. Fortitude; 4d10 + 10 cold damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a zone of tendrils that lasts until the end of the tiefling warlock’s next turn. Sustain Minor: Make
a +17 vs. Fortitude attack against all targets within the zone. On a hit, the target takes 1d10 + 10 cold damage and is immobilized
(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 2d6 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.
- ● 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 +15, Insight +13
Str 11 (+7); Dex 13 (+8); Wis 12 (+8);
Con 20 (+12); Int 16 (+10); Cha 20 (+12)
Equipment leather armor, sickle
-1 Level / +1 Level
Tiefling Inspiring Warlord [Level 15 Soldier (Leader)]
Medium natural humanoid [XP 1200]
Initiative +10; Senses Perception +7; low-light
HP 141; Bloodied 70
Healing Surges (+35 hp) ○○
AC 28; Fortitude 28, Reflex 25, Will 28
Resist 12 fire
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +19 vs. AC; 1d10 + 10 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +19 vs. Fortitude; 5 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 +5 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] Bolstering Blow (standard) ✦ Weapon
- +19 vs. AC; 3d10 + 10 damage, and the tiefling warlord grants 15 temporary hit points to an ally within 5 squares.
- □ [M] Renew the Troops (standard) ✦ Healing, Weapon
- +19 vs. AC; 3d10 + 10 damage, and each ally who has line of sight to the tiefling warlord regains hit points as if he or she
had spent a healing surge, regaining an additional +5 extra hit points. Miss: Each ally who has line of sight to the
tiefling warlord regains 15 hit points.
- □ 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 +5 extra damage.
- ○○ Inspiring Word (minor) ✦ Healing
- The tiefling warlord or one ally within 10 squares can spend a healing surge and regain an additional 3d6 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 12 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 +12, History +15
Str 20 (+12); Dex 12 (+8); Wis 11 (+7);
Con 13 (+8); Int 16 (+10); Cha 20 (+12)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Tiefling Tactical Warlord [Level 15 Soldier (Leader)]
Medium natural humanoid [XP 1200]
Initiative +10; Senses Perception +7; low-light
HP 141; Bloodied 70
Healing Surges (+35 hp) ○○
AC 31; Fortitude 28, Reflex 28, Will 26
Resist 12 fire
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 10 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 10 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] Beat Them into the Ground (standard) ✦ Weapon
- +20 vs. Fortitude; 2d8 + 10 damage, the target is knocked prone, and every ally within 5 squares of the tiefling warlord makes
a basic attack on one target of his or her choice as a free action. These attacks deal no damage but knock a target prone
on a hit. The tiefling warlord’s allies have a +5 power bonus to these attack rolls.
- □ [M] Make Them Bleed (standard) ✦ Weapon
- +20 vs. AC; 3d8 + 10 damage, and ongoing 5 damage (save ends). Hit or Miss: Until the end of the encounter, when the
tiefling warlord or an ally hits the target, that attack also deals ongoing 5 damage (save ends).
- ○ 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 10 squares can spend a healing surge and regain an additional 3d6 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 6 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 +5 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 +12, History +17
Str 20 (+12); Dex 12 (+8); Wis 11 (+7);
Con 13 (+8); Int 20 (+12); Cha 16 (+10)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Tiefling Control Wizard [Level 15 Artillery]
Medium natural humanoid [XP 1200]
Initiative +9; Senses Perception +11; low-light
HP 109; Bloodied 54
Healing Surges (+27 hp) ○○
AC 28; Fortitude 23, Reflex 28, Will 28
Resist 12 fire
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 5 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +18 vs. Fortitude; 1d6 + 11 cold damage, and the target is slowed until the end of the tiefling wizard’s next turn.
- ○ [R] Mesmeric Hold (standard) ✦ Charm, Psychic
- Ranged 10; targets one, two, or three creatures, one attack per target; +18 vs. Will; 2d6 + 11 psychic damage, and the target
is immobilized until the end of the tiefling wizard’s next turn. If the tiefling wizard targets only one creature with this
power, the tiefling wizard gains a +4 power bonus to the attack roll.
- □ [C] Prismatic Beams (standard) ✦ Fire, Poison
- Close burst 5; targets enemies; +18 vs. Fortitude, Reflex, Will. The tiefling wizard makes only one attack per target, but
compare that attack result against all three defenses. If the attack hits:
Fortitude: The target takes 2d6 +
11 poison damage, and ongoing 5 poison damage (save ends).
Reflex: The target takes 2d6 + 11 fire damage, and
ongoing 5 fire damage (save ends).
Will: The target is dazed (save ends).
A target might be subject
to any, all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against
each ongoing effect separately.
- ○ 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 +2 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 -4 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 +18, Insight +16
Str 11 (+7); Dex 14 (+9); Wis 18 (+11);
Con 13 (+8); Int 22 (+13); Cha 14 (+9)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Tiefling War Wizard [Level 15 Artillery]
Medium natural humanoid [XP 1200]
Initiative +11; Senses Perception +9; low-light
HP 109; Bloodied 54
Healing Surges (+27 hp) ○○
AC 28; Fortitude 23, Reflex 28, Will 26
Resist 12 fire
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 5 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +18 vs. Reflex; 1d6 + 11 fire damage.
- ○ [C] Thunderlance (standard) ✦ Thunder
- Close blast 5; +18 vs. Reflex; 4d6 + 11 thunder damage, and the target is pushed 4 squares.
- □ [C] Blast of Cold (standard) ✦ Cold
- Close blast 5; targets enemies; +18 vs. Reflex; 6d6 + 11 cold damage, and the target is immobilized (save ends). 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 +2 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 +4 bonus to a single attack roll.
- Bloodhunt
- The tiefling wizard gains a +1 racial bonus to attack rolls against bloodied foes.
Skills Arcana +18, History +18
Str 11 (+7); Dex 18 (+11); Wis 14 (+9);
Con 13 (+8); Int 22 (+13); Cha 14 (+9)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Tiefling Isolating Avenger [Level 15 Skirmisher]
Medium natural humanoid [XP 1200]
Initiative +8; Senses Perception +12; low-light
HP 141; Bloodied 70
Healing Surges (+35 hp) ○○
AC 30; Fortitude 25, Reflex 28, Will 28
Resist 12 fire
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +17 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +16 vs. AC; 1d6 + 7 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +20 vs. AC; 1d10 + 10 damage, and the tiefling avenger shifts 1 square, sliding the target 1 square into the space the tiefling
avenger occupied.
- ○ [M] Cloud of Souls (standard) ✦ Psychic, Weapon, Zone
- +20 vs. Will; 2d10 + 10 psychic damage, and the attack creates a zone of shrieking souls in a close burst 1. The zone lasts
until the end of the tiefling avenger’s next turn or until the tiefling avenger dismisses it as a minor action. Any enemy
that enters the zone is dazed until the end of the tiefling avenger’s next turn. Hit or Miss: Until the end of the
tiefling avenger’s next turn, the tiefling avenger gains a +2 bonus to attack rolls against the target.
- □ [M] Aspect of Fury (standard) ✦ Weapon
- +20 vs. AC; 3d10 + 10 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, any enemy that
starts its turn adjacent to the tiefling avenger or that hits or misses the tiefling avenger with a melee attack takes 5 damage.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the tiefling avenger can see in within 10 squares. When the tiefling avenger makes a melee attack against
the target and the target is the only enemy adjacent to the tiefling avenger, the tiefling avenger makes two attack rolls
and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which
point the tiefling avenger regains the use of this power.
- ○ Infernal Wrath (minor)
- The tiefling avenger gains a +1 power bonus to the tiefling avenger’s next attack roll against an enemy that hit the tiefling
avenger since the tiefling avenger’s last turn. If the attack hits, it deals +1 extra damage.
- □ 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 +5 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 +14, Religion +17
Str 14 (+9); Dex 12 (+8); Wis 20 (+12);
Con 13 (+8); Int 20 (+12); Cha 13 (+8)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Tiefling Pursuing Avenger [Level 15 Skirmisher]
Medium natural humanoid [XP 1200]
Initiative +11; Senses Perception +12; low-light
HP 141; Bloodied 70
Healing Surges (+35 hp) ○○
AC 29; Fortitude 25, Reflex 27, Will 28
Resist 12 fire
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +17 vs. AC; 1d10 + 7 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +18 vs. AC; 1d8 + 9 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +20 vs. AC; 1d10 + 10 damage, and if the target doesn’t end its next turn adjacent to the tiefling avenger, the tiefling avenger
can shift 5 squares as a free action. The tiefling avenger must end that shift closer to the target.
- ○ [R] Sequestering Word (standard) ✦ Teleportation, Thunder
- Ranged 10; +17 vs. Will; 2d8 + 10 thunder damage, and the tiefling avenger teleports the target 5 squares. The tiefling avenger
then teleports to a space adjacent to the target. Until the end of the tiefling avenger’s next turn, any enemy that ends its
turn adjacent to the tiefling avenger takes 4 thunder damage.
- □ [R] Sigil of Carceri (standard) ✦ Force
- Ranged 10; +17 vs. Fortitude; 2d10 + 10 force damage. The target is immobilized, and its attacks against creatures more than
5 squares away from it automatically miss (save ends both). Miss: Half damage. Until the end of the tiefling avenger’s
next turn, the target is immobilized, and its attacks against creatures more than 5 squares away from it automatically miss.
- ○ [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 +8 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 +14, Stealth +18
Str 14 (+9); Dex 18 (+11); Wis 20 (+12);
Con 13 (+8); Int 14 (+9); Cha 13 (+8)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Tiefling Rageblood Barbarian [Level 15 Brute]
Medium natural humanoid [XP 1200]
Initiative +8; Senses Perception +13; low-light
HP 178; Bloodied 89
Healing Surges (+44 hp) ○○
AC 28; Fortitude 29, Reflex 25, Will 25
Resist 12 fire
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +19 vs. AC; 1d12 + 10 damage (crit 22 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+19 vs. AC; 1d12 + 2d8 + 10 damage (crit 38 + 2d12). 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.
- ○ [C] Blade Whirlwind (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +19 vs. AC; 2d12 + 10 damage (crit 34 + 2d12) and the target is pushed 1 square.
- □ [M] Hunting Lion Rage (standard) ✦ Rage, Weapon
- +19 vs. AC; 4d12 + 10 damage (crit 58 + 2d12). Miss: Half damage. Hit or Miss: The tiefling barbarian enters
the rage of the hunting lion. Until the rage ends, the tiefling barbarian gains a +2 power bonus to attack rolls against any
target that is granting combat advantage to the tiefling barbarian.
- ○ 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.
- ○ 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 9 temporary hit points.
- Barbarian Agility
- While the tiefling barbarian is not wearing heavy armor, the tiefling barbarian gains a +2 bonus to AC and Reflex.
Skills Athletics +16, Perception +13
Str 20 (+12); Dex 13 (+8); Wis 12 (+8);
Con 18 (+11); Int 13 (+8); Cha 16 (+10)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Tiefling Thaneborn Barbarian [Level 15 Brute]
Medium natural humanoid [XP 1200]
Initiative +8; Senses Perception +13; low-light
HP 174; Bloodied 87
Healing Surges (+43 hp) ○○
AC 28; Fortitude 29, Reflex 25, Will 27
Resist 12 fire
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +19 vs. AC; 1d12 + 10 damage (crit 22 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+19 vs. AC; 1d12 + 2d6 + 10 damage (crit 34 + 2d12). 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] Terror’s Cry (standard) ✦ Fear, Weapon
- +19 vs. Fortitude; 3d12 + 10 damage (crit 46 + 2d12). Make a secondary attack against each adjacent enemy. Secondary Attack:
+19 vs. Will; the secondary target moves 2 squares away from the tiefling barbarian as a free action and takes a –5 penalty
to attack rolls until the end of the tiefling barbarian’s next turn.
- □ [M] Thunderfury Rage (standard) ✦ Rage, Weapon
- +19 vs. AC; 3d12 + 10 damage (crit 46 + 2d12), and the tiefling barbarian knocks the target prone. Miss: Half damage.
Hit or Miss: The tiefling barbarian enters the rage of the thunderfury boar. Until the rage ends, when any enemy adjacent
to the tiefling barbarian hits or misses the tiefling barbarian, the tiefling barbarian can make a melee basic attack against
that enemy as an immediate reaction.
- ○ 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 +5 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.
- □ 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 +5 bonus to the attack roll.
- Barbarian Agility
- While the tiefling barbarian is not wearing heavy armor, the tiefling barbarian gains a +2 bonus to AC and Reflex.
Skills Athletics +16, Perception +13
Str 20 (+12); Dex 13 (+8); Wis 12 (+8);
Con 14 (+9); Int 13 (+8); Cha 20 (+12)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Tiefling Cunning Bard [Level 15 Controller (Leader)]
Medium natural humanoid [XP 1200]
Initiative +8; Senses Perception +12; low-light
HP 142; Bloodied 71
Healing Surges (+35 hp) ○○
AC 31; Fortitude 24, Reflex 29, Will 29
Resist 12 fire
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 6 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +18 vs. Will; 1d6 + 11 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the tiefling
bard’s next turn.
- ○ [R] Foolhardy Fighting (standard) ✦ Charm, Psychic
- Ranged 10; +18 vs. Will; 1d10 + 11 psychic damage. Until the end of the tiefling bard’s next turn, any attack the target makes
provokes opportunity attacks and the target takes a -5 penalty to attack rolls.
- □ [R] Confusing Chorus (standard) ✦ Charm, Psychic
- Ranged 10; +18 vs. Will; 3d6 + 11 psychic damage. As the first action of each of the target’s turns, the target makes a melee
basic attack against a creature of the tiefling bard’s choice as a free action (save ends). Miss: Half damage. As the
first action of the target’s next turn, the target makes a melee basic attack against a creature 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 +6 extra damage.
- ○○ Majestic Word (minor) ✦ Healing
- The tiefling bard or one ally within 10 squares can spend a healing surge and regain an additional 2d6 + 6 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 10 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 +17, Bluff +20
Str 13 (+8); Dex 12 (+8); Wis 11 (+7);
Con 14 (+9); Int 20 (+12); Cha 22 (+13)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Tiefling Valorous Bard [Level 15 Controller (Leader)]
Medium natural humanoid [XP 1200]
Initiative +8; Senses Perception +12; low-light
HP 146; Bloodied 73
Healing Surges (+36 hp) ○○
AC 29; Fortitude 26, Reflex 27, Will 29
Resist 12 fire
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 6 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 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] Earthquake Strike (standard) ✦ Weapon
- +21 vs. AC; 2d8 + 11 damage, and the tiefling bard knocks the target prone. Until the end of the tiefling bard’s next turn,
each ally within 10 squares of the tiefling bard can knock prone any creature he or she hits and gains a +4 bonus to damage
rolls.
- □ [M] Quick Steel Dance (standard) ✦ Weapon
- +21 vs. AC; 3d8 + 11 damage, and until the end of the tiefling bard’s next turn, the target is marked by an ally within 10
squares of the tiefling bard. Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever an enemy
that is adjacent to any of the tiefling bard’s allies shifts, those allies can each shift 1 square as an opportunity 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 +6 extra damage.
- ○○ Majestic Word (minor) ✦ Healing
- The tiefling bard or one ally within 10 squares can spend a healing surge and regain an additional 2d6 + 6 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 7 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 +15, Athletics +12
Str 13 (+8); Dex 12 (+8); Wis 11 (+7);
Con 18 (+11); Int 16 (+10); Cha 22 (+13)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Tiefling Guardian Druid [Level 15 Controller]
Medium natural humanoid [XP 1200]
Initiative +9; Senses Perception +12; low-light
HP 146; Bloodied 73
Healing Surges (+36 hp) ○○
AC 29; Fortitude 26, Reflex 25, Will 28
Resist 12 fire
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +15 vs. AC; 2d4 + 6 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +17 vs. Reflex; 1d8 + 10 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; +17 vs. Fortitude; 1d6 + 5 cold damage, and the target slides 1 square.
- ○ [C] Tidal Surge (standard)
- Close blast 5; +17 vs. Fortitude; 2d6 + 10 damage, and the tiefling druid slides the target 3 squares.
- □ [A] Call Lightning Storm (standard) ✦ Lightning, Zone
- Area burst 1 within 10; +17 vs. Reflex; 2d6 + 10 lightning damage. Hit or Miss: The burst creates a zone of wind and
lightning that lasts until the end of the tiefling druid’s next turn. Any creature that enters the zone or starts its turn
there is slowed until the end of the tiefling druid’s next turn. As a move action, the tiefling druid can move the zone 5
squares. Sustain Minor: The zone persists, and each creature within it takes 5 lightning 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 +17, Nature +17
Str 13 (+8); Dex 14 (+9); Wis 20 (+12);
Con 18 (+11); Int 14 (+9); Cha 13 (+8)
Equipment hide armor, scythe
-1 Level / +1 Level
Tiefling Predator Druid [Level 15 Controller]
Medium natural humanoid [XP 1200]
Initiative +11; Senses Perception +17; low-light
HP 142; Bloodied 71
Healing Surges (+35 hp) ○○
AC 29; Fortitude 24, Reflex 27, Will 28
Resist 12 fire
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +15 vs. AC; 2d4 + 6 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +17 vs. Reflex; 1d8 + 10 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; +17 vs. Reflex; 1d6 + 5 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 5 fire damage.
- ○ [M] Claws of Retribution (standard) ✦ Beast Form
- +17 vs. Reflex; 2d6 + 10 damage, and until the end of the tiefling druid’s next turn, the tiefling druid can make a melee
basic attack with a +4 attack bonus as an opportunity action against any enemy adjacent to the tiefling druid that hits or
misses with an attack.
- □ [M] Revitalizing Pounce (standard) ✦ Beast Form
- +17 vs. Reflex; 3d8 + 10 damage, and remove from the tiefling druid every effect that a save can end. Miss: Half damage,
and the tiefling druid makes a saving throw against each effect that a save can end.
- ● 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 2 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 +17, Perception +17
Str 13 (+8); Dex 18 (+11); Wis 20 (+12);
Con 14 (+9); Int 14 (+9); Cha 13 (+8)
Equipment hide armor, scythe
-1 Level / +1 Level
Tiefling Preserving Invoker [Level 15 Artillery]
Medium natural humanoid [XP 1200]
Initiative +8; Senses Perception +12; low-light
HP 110; Bloodied 55
Healing Surges (+27 hp) ○○
AC 30; Fortitude 25, Reflex 28, Will 28
Resist 12 fire
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +14 vs. AC; 1d10 + 5 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +17 vs. Reflex; 1d8 + 10 radiant damage, and the tiefling invoker slides the target 1 square. The tiefling invoker
can use this power as a ranged basic attack.
- ○ [A] Winds of Celestia (standard)
- Area burst 1 within 10; targets enemies; +17 vs. Fortitude; 3d6 + 10 damage, and the tiefling invoker either slides the target
6 squares or the tiefling invoker slides the target 1 square and knocks it prone.
- □ [A] Three Beacons of Twilight (standard) ✦ Radiant, Zone
- Area burst 2 within 10; targets enemies; +17 vs. Will; 4d6 + 10 radiant damage. Miss: Half damage. Hit or Miss:
The burst creates a zone of glimmering light that lasts until the end of the encounter. As a minor action, the tiefling invoker
can teleport a creature within the zone 5 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 +2 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 +5 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 +17, Religion +17
Str 11 (+7); Dex 13 (+8); Wis 20 (+12);
Con 14 (+9); Int 20 (+12); Cha 14 (+9)
Equipment hide armor, morningstar
-1 Level / +1 Level
Tiefling Wrathful Invoker [Level 15 Artillery]
Medium natural humanoid [XP 1200]
Initiative +8; Senses Perception +12; low-light
HP 114; Bloodied 57
Healing Surges (+28 hp) ○○
AC 28; Fortitude 27, Reflex 26, Will 28
Resist 12 fire
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +14 vs. AC; 1d10 + 5 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +17 vs. Fortitude; 1d10 + 10 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +4 radiant damage. The tiefling invoker can use this power as a ranged basic attack.
- ○ [R] Seal of the Heretic (standard)
- Ranged 10; targets one, two, or three creatures; +17 vs. Will; 2d8 + 10 damage, or 3d8 + 10 damage if the tiefling invoker
targets only one creature. The target takes a –5 penalty to all saving throws until the end of the tiefling invoker’s next
turn.
- □ [A] Wall of Blades (standard) ✦ Conjuration, Radiant
- Area wall 8 within 20; the tiefling invoker conjures a wall in unoccupied squares that consists of radiant blades. The wall
can be up to 4 squares high, and it lasts until the end of the tiefling invoker’s next turn. The wall provides cover to the
tiefling invoker and the tiefling invoker’s allies. Any creature that enters the wall or starts its turn there takes 2d10
+ 10 radiant damage. While the tiefling invoker is within 5 squares of the wall, the tiefling invoker can make the following
attack as a standard action. Secondary Attack: Ranged 10; +17 vs. Reflex; 2d10 + 10 radiant damage. Before the attack,
remove a square of the wall. Sustain Minor: The wall 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 +2 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 1d6+4 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 +15, Religion +15
Str 11 (+7); Dex 13 (+8); Wis 20 (+12);
Con 18 (+11); Int 16 (+10); Cha 14 (+9)
Equipment chainmail, morningstar
-1 Level / +1 Level
Tiefling Bear Shaman [Level 15 Controller (Leader)]
Medium natural humanoid [XP 1200]
Initiative +8; Senses Perception +17; low-light
HP 146; Bloodied 73
Healing Surges (+36 hp) ○○
AC 27; Fortitude 27, Reflex 25, Will 28
Resist 12 fire
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +15 vs. AC; 1d10 + 6 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +17 vs. Will; 1d8 + 10 damage, and each ally adjacent to the tiefling shaman’s spirit companion gains 4 temporary
hit points.
- ○ [M] Call to the Indomitable Defender (standard) ✦ Spirit
- Spirit melee 1; +17 vs. Fortitude; 2d6 + 10 damage. Until the end of the tiefling shaman’s next turn, the tiefling shaman
and the tiefling shaman’s allies gain resist 8 to all damage while adjacent to the tiefling shaman’s spirit companion.
- □ [R] Storm Guardian Spirit (standard) ✦ Thunder
- Ranged 5; +17 vs. Reflex; 3d10 + 10 thunder damage. Miss: Half damage. Hit or Miss: Choose an ally within 5
squares of the target. Until the end of the encounter, when any enemy hits that ally, that enemy takes 5 thunder damage and
is pushed 1 square from the ally.
- ● 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 17 damage to the spirit,
the spirit disappears, and the tiefling shaman takes 12 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 3d6 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; +17 vs. Reflex; 5 damage. Hit or Miss: One ally within 5 squares of the tiefling shaman’s
spirit companion regains 5 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 4 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 +17, Perception +17
Str 12 (+8); Dex 13 (+8); Wis 20 (+12);
Con 18 (+11); Int 16 (+10); Cha 13 (+8)
Equipment leather armor, longspear
-1 Level / +1 Level
Tiefling Panther Shaman [Level 15 Controller (Leader)]
Medium natural humanoid [XP 1200]
Initiative +8; Senses Perception +17; low-light
HP 142; Bloodied 71
Healing Surges (+35 hp) ○○
AC 29; Fortitude 25, Reflex 27, Will 28
Resist 12 fire
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +15 vs. AC; 1d10 + 6 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +17 vs. Fortitude; 1d10 + 10 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 Laughing Fortune (standard) ✦ Spirit
- Spirit melee 1; +17 vs. Reflex; 2d10 + 10 damage. Until the start of the tiefling shaman’s next turn, if an ally adjacent
to the tiefling shaman’s spirit companion misses with an attack, the tiefling shaman can use an immediate interrupt to allow
that ally to reroll the attack with a +5 bonus to the attack roll.
- □ [C] Searing Wind of the South (standard) ✦ Fire
- Close blast 5; targets enemies; +17 vs. Fortitude; 4d6 + 10 fire damage. Miss: Half damage. Hit or Miss: The
tiefling shaman slides each ally in the blast to another space in or adjacent to the blast.
- ● 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 17 damage to the spirit,
the spirit disappears, and the tiefling shaman takes 12 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 3d6 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; +17 vs. Reflex; 1d10 + 10 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 +5 bonus to damage rolls against bloodied enemies.
Skills Nature +17, Perception +17
Str 12 (+8); Dex 13 (+8); Wis 20 (+12);
Con 14 (+9); Int 20 (+12); Cha 13 (+8)
Equipment leather armor, longspear
-1 Level / +1 Level
Tiefling Chaos Sorcerer [Level 15 Artillery]
Medium natural humanoid [XP 1200]
Initiative +11; Senses Perception +7; low-light
HP 109; Bloodied 54
Healing Surges (+27 hp) ○○
AC 26; Fortitude 24, Reflex 26, Will 30
Resist 12 fire
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +19 vs. AC; 1d4 + 9 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +18 vs. Will; 1d10 + 17 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:
+18 vs. Will; 1d6 + 11 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.
- ○ [R] Mind Hammer (standard) ✦ Psychic
- Ranged 10; +18 vs. Will; 2d10 + 17 psychic damage, and the tiefling sorcerer knocks the target prone. If the tiefling sorcerer
rolled an even number on the attack roll, the target can’t stand up until the end of the tiefling sorcerer’s next turn. If
the tiefling sorcerer rolled an odd number on the attack roll, the tiefling sorcerer slides the target 4 squares.
- □ [R] Hostility Charm (standard) ✦ Charm, Psychic
- Ranged 10; +18 vs. Will; 5d6 + 17 psychic damage, and as a free action, the target charges the tiefling sorcerer’s enemy nearest
to it that it can charge and makes a melee basic attack. If the tiefling sorcerer rolled an even number on the attack roll,
the tiefling sorcerer’s enemies can provoke opportunity attacks from the target, and the target must make any opportunity
attack that they provoke (save ends). Miss: Half damage.
- ○ Infernal Wrath (minor)
- The tiefling sorcerer gains a +1 power bonus to the tiefling sorcerer’s next attack roll against an enemy that hit the tiefling
sorcerer since the tiefling sorcerer’s last turn. If the attack hits, it deals +6 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 +6 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 +14, Bluff +20
Str 14 (+9); Dex 18 (+11); Wis 11 (+7);
Con 13 (+8); Int 14 (+9); Cha 22 (+13)
Equipment cloth armor, dagger
-1 Level / +1 Level
Tiefling Dragon Sorcerer [Level 15 Skirmisher]
Medium natural humanoid [XP 1200]
Initiative +9; Senses Perception +7; low-light
HP 141; Bloodied 70
Healing Surges (+35 hp) ○○
AC 26; Fortitude 26, Reflex 24, Will 30
Resist 12 fire
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 9 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +18 vs. Reflex; 1d8 + 17 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 4 fire damage.
- ○ [C] Thunder Breath (standard) ✦ Thunder
- Close blast 3; +18 vs. Fortitude; 2d6 + 17 thunder damage, and the target is dazed and slowed until the end of the tiefling
sorcerer’s next turn.
- □ [C] Spitfire Furnace (standard) ✦ Fire
- Close blast 3; +18 vs. Reflex; 4d10 + 17 fire damage. Hit or Miss: Until the end of the encounter, any enemy that starts
its turn within 2 squares of the tiefling sorcerer takes 6 fire 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 +6 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 +6 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 +14, Athletics +16
Str 18 (+11); Dex 14 (+9); Wis 11 (+7);
Con 13 (+8); Int 14 (+9); Cha 22 (+13)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Tiefling Earth Warden [Level 15 Brute]
Medium natural humanoid [XP 1200]
Initiative +8; Senses Perception +14; low-light
HP 178; Bloodied 89
Healing Surges (+44 hp) ○○
AC 31; Fortitude 28, Reflex 25, Will 25
Resist 12 fire
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 10 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 10 damage, and the tiefling warden gains a +1 power bonus to AC until the end of the tiefling warden’s
next turn.
- ○ [M] Ponderous Strike (standard) ✦ Weapon
- +19 vs. AC; 3d10 + 10 damage. Hit or Miss: The target provokes an opportunity attack from the tiefling warden if it
shifts before 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 +2 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 Rowan Sentinel (minor) ✦ Lightning, Polymorph
- The tiefling warden assumes the guardian form of the rowan sentinel until the end of the encounter. While the tiefling warden
is in this form, the tiefling warden gains resist 10 lightning, and the tiefling warden’s melee reach increases by 1. In addition,
if any enemy starts its turn within 3 squares of the tiefling warden and the tiefling warden is able to take actions, that
enemy is marked until the end of the tiefling warden’s next turn. 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: +19 vs.
AC; 2d10 + 10 lightning damage, and the target is dazed and takes ongoing 5 lightning damage (save ends both). Miss:
Half damage, and the target is dazed until the end of the tiefling warden’s next turn.
- ● [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 +4 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 +14, Perception +14
Str 20 (+12); Dex 13 (+8); Wis 14 (+9);
Con 18 (+11); Int 13 (+8); Cha 14 (+9)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Tiefling Wild Warden [Level 15 Brute]
Medium natural humanoid [XP 1200]
Initiative +8; Senses Perception +16; low-light
HP 174; Bloodied 87
Healing Surges (+43 hp) ○○
AC 29; Fortitude 28, Reflex 23, Will 27
Resist 12 fire
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +19 vs. AC; 1d12 + 10 damage (crit 22 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +19 vs. AC; 1d12 + 10 damage (crit 22 + 2d12), and the target is slowed until the end of the tiefling warden’s next turn.
- ○ [M] Sunburst Strike (standard) ✦ Radiant, Weapon
- +19 vs. AC; 1d12 + 10 radiant damage (crit 22 + 2d12), and the target is blinded until the end of the tiefling warden’s next
turn. If the target is bloodied, the tiefling warden shifts 2 squares.
- ○ 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 +2 extra damage.
- □ Returning Strength (minor) ✦ Healing
- The tiefling warden spends a healing surge and regains +5 additional hit points.
- □ Form of the Charging Boar (minor) ✦ Polymorph
- The tiefling warden assumes the guardian form of the charging boar until the end of the encounter. While the tiefling warden
is in this form, the tiefling warden gains resist 5 to all damage and a +2 power bonus to Fortitude and Will. Once during
this encounter, the tiefling warden can make the following attack while the tiefling warden is in this form as a standard
action.
Secondary Attack: Before the attack, the tiefling warden moves the tiefling warden’s speed; +19 vs.
Reflex; 3d12 + 10 damage (crit 46 + 2d12), and the tiefling warden slides the target 2 squares. Miss: Half damage,
and the tiefling warden slides the target 1 square.
- ● [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; +19 vs. Fortitude; 1d12 + 10 damage (crit 22 + 2d12), 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
-4 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 +16, Perception +16
Str 20 (+12); Dex 13 (+8); Wis 18 (+11);
Con 14 (+9); Int 13 (+8); Cha 14 (+9)
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.