Tiefling NPCs [Level 16]

Tiefling Battle Cleric [Level 16 Controller (Leader)]

Medium natural humanoid [XP 1400]

Initiative +9; Senses Perception +12; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 30; Fortitude 29, Reflex 25, Will 30
Resist 13 fire
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+21 vs. AC; 1d10 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+21 vs. AC; 1d10 + 11 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
+21 vs. AC; 2d10 + 11 lightning damage, and make a secondary attack against one creature within 3 squares. Secondary Attack: +21 vs. AC; 1d10 + 11 lightning damage.
□ [M] Holy Spark (standard) ✦ Lightning, Weapon
+21 vs. Will; 2d10 + 11 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.
Divine Armor (standard) ✦ Healing
The tiefling cleric gains a +2 power bonus to AC. The tiefling cleric and each ally within 3 squares gain resist 5 to all damage until the end of the encounter.
Infernal Wrath (minor)
The tiefling cleric gains a +1 power bonus to the tiefling cleric’s next attack roll against an enemy that hit the tiefling cleric since the tiefling cleric’s last turn. If the attack hits, it deals +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 4d6 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 +14
Str 20 (+13); Dex 12 (+9); Wis 18 (+12);
Con 13 (+9); Int 13 (+9); Cha 16 (+11)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Tiefling Devoted Cleric [Level 16 Controller (Leader)]

Medium natural humanoid [XP 1400]

Initiative +9; Senses Perception +13; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 30; Fortitude 26, Reflex 25, Will 31
Resist 13 fire
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+18 vs. AC; 1d10 + 8 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +18 vs. AC; 1d6 + 8 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +19 vs. Reflex; 1d8 + 11 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; +19 vs. Fortitude; 3d8 + 11 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; +19 vs. Will; 4d10 + 11 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.
Hallowed Ground (standard) ✦ Zone
Close burst 5. The burst creates a zone of hallowed ground. The tiefling cleric and any allies gain the following benefits while within the zone: a +2 power bonus to saving throws, a +2 power bonus to all defenses, and a +2 power bonus to attack rolls. The area remains hallowed until the end of the encounter.
Infernal Wrath (minor)
The tiefling cleric gains a +1 power bonus to the tiefling cleric’s next attack roll against an enemy that hit the tiefling cleric since the tiefling cleric’s last turn. If the attack hits, it deals +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 4d6 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 +18, Religion +14
Str 14 (+10); Dex 12 (+9); Wis 20 (+13);
Con 13 (+9); Int 13 (+9); Cha 20 (+13)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Tiefling Greatweapon Fighter [Level 16 Soldier]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +9; low-light
HP 154; Bloodied 77
Healing Surges (+38 hp) ○○
AC 31; Fortitude 31, Reflex 26, Will 26
Resist 13 fire
Speed 5

● [m] Greataxe (standard) ✦ Weapon
+21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +21 vs. AC; 1d6 + 11 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12). Miss: 5 damage.
○ [M] Giant’s Wake (standard) ✦ Weapon
+21 vs. AC; 2d12 + 15 damage (crit 39 + 2d12), and make a secondary attack against each enemy adjacent to the primary target and within the tiefling fighter’s melee reach. Secondary Attack: +21 vs. AC; 1d12 + 15 damage (crit 27 + 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.
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 + 6 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.
Iron Warrior (minor) ✦ Healing
The tiefling fighter spends a healing surge, regaining an additional 2d6 + 4 hit points, and makes a saving throw against one effect that a save can end.
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 +18, Intimidate +15
Str 20 (+13); Dex 14 (+10); Wis 13 (+9);
Con 18 (+12); Int 13 (+9); Cha 14 (+10)
Equipment scale armor, greataxe, handaxe

-1 Level / +1 Level

Tiefling Guardian Fighter [Level 16 Soldier]

Medium natural humanoid [XP 1400]

Initiative +12; Senses Perception +9; low-light
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 33; Fortitude 31, Reflex 30, Will 26
Resist 13 fire
Speed 5

● [m] Longsword (standard) ✦ Weapon
+22 vs. AC; 1d8 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+22 vs. AC; 1d8 + 11 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
+22 vs. AC; 1d8 + 15 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; +22 vs. AC; 3d8 + 11 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.
Interposing Shield (immediate interrupt)
When an adjacent ally is hit by an attack.
The ally gains a +4 power bonus to AC and Reflex defense against the triggering attack.
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 +14, Intimidate +15
Str 20 (+13); Dex 18 (+12); Wis 13 (+9);
Con 14 (+10); Int 13 (+9); Cha 14 (+10)
Equipment scale armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Tiefling Avenging Paladin [Level 16 Soldier]

Medium natural humanoid [XP 1400]

Initiative +9; Senses Perception +10; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 32; Fortitude 30, Reflex 26, Will 30
Resist 13 fire
Speed 5

● [m] Greatsword (standard) ✦ Weapon
+22 vs. AC; 1d10 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+22 vs. AC; 1d10 + 11 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
+22 vs. AC; 3d10 + 11 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.
+22 vs. AC; 4d10 + 11 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.
□□ 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.
Angelic Intercession (immediate interrupt) ✦ Teleportation
When an ally within 5 squares of the tiefling paladin is hit by an attack.
The tiefling paladin teleports adjacent to the ally and is hit by the attack instead.
Bloodhunt
The tiefling paladin gains a +1 racial bonus to attack rolls against bloodied foes.

Skills Intimidate +18, Religion +14
Str 20 (+13); Dex 12 (+9); Wis 14 (+10);
Con 13 (+9); Int 13 (+9); Cha 20 (+13)
Equipment plate armor, greatsword, javelin

-1 Level / +1 Level

Tiefling Protecting Paladin [Level 16 Soldier]

Medium natural humanoid [XP 1400]

Initiative +9; Senses Perception +10; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 34; Fortitude 29, Reflex 28, Will 31
Resist 13 fire
Speed 5

● [m] Longsword (standard) ✦ Weapon
+21 vs. AC; 1d8 + 10 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +20 vs. AC; 1d6 + 10 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+23 vs. AC; 1d8 + 12 damage, and the tiefling paladin gains 2 temporary hit points.
○ [M] Renewing Smite (standard) ✦ Healing, Weapon
+23 vs. AC; 2d8 + 12 damage, and one ally within 5 squares of the tiefling paladin regains 12 hit points.
□ [R] True Nemesis (standard)
Ranged 5; +20 vs. Will; 2d10 + 12 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: +20 vs. Will; 2d10 + 12 damage. Miss: Half damage.
Death Ward (standard) ✦ Healing
The tiefling paladin touches one dying creature and spends a healing surge but regain no hit points from it. Instead, the target regains hit points as if it had spent two healing surges. Add +6 to the hit points regained.
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 +19, Religion +14
Str 18 (+12); Dex 12 (+9); Wis 14 (+10);
Con 13 (+9); Int 13 (+9); Cha 22 (+14)
Equipment plate armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Tiefling Archer Ranger [Level 16 Skirmisher]

Medium natural humanoid [XP 1400]

Initiative +13; Senses Perception +15; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 32; Fortitude 29, Reflex 30, Will 26
Resist 13 fire
Speed 6

● [m] Longsword (standard) ✦ Weapon
+21 vs. AC; 1d8 + 10 damage.
● [m] Off-hand Short Sword (standard) ✦ Weapon
+21 vs. AC; 1d6 + 10 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +21 vs. AC; 1d10 + 11 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +21/+21 vs. AC; 1d8 + 6 damage (main)/1d6 + 6 damage (off-hand).
Longbow: Ranged 20/40; +21 vs. AC (twice); 1d10 + 6 damage.
○ [M/R] Pinning Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +21/+21 vs. AC; 1d8 + 6 damage (main)/1d6 + 6 damage (off-hand).
Longbow: Ranged 20/40; +21 vs. AC (twice); 1d10 + 6 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; +21 vs. AC; 1d10 + 11 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).
Momentary Respite (standard)
The tiefling ranger shifts 2 squares and makes a saving throw. The tiefling ranger is no longer marked by any enemy.
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.
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 +15, Stealth +19
Str 18 (+12); Dex 20 (+13); Wis 14 (+10);
Con 13 (+9); Int 13 (+9); Cha 14 (+10)
Equipment hide armor, longsword, short sword, longbow

-1 Level / +1 Level

Tiefling Two-Blade Ranger [Level 16 Skirmisher]

Medium natural humanoid [XP 1400]

Initiative +12; Senses Perception +15; low-light
HP 159; Bloodied 79
Healing Surges (+39 hp) ○○
AC 31; Fortitude 30, Reflex 29, Will 26
Resist 13 fire
Speed 6

● [m] Longsword (standard) ✦ Weapon
+22 vs. AC; 1d8 + 11 damage.
● [m] Off-hand Longsword (standard) ✦ Weapon
+22 vs. AC; 1d8 + 11 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +20 vs. AC; 1d10 + 10 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +22/+22 vs. AC; 1d8 + 6 damage (main)/1d8 + 6 damage (off-hand).
Longbow: Ranged 20/40; +20 vs. AC (twice); 1d10 + 6 damage.
○ [M] Armor Splinter (standard) ✦ Weapon
Two attacks on one creature.
Longsword (main): +22 vs. AC; 1d8 + 11 damage.
Longsword (off hand): +22 vs. AC; 1d8 + 11 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): +22 vs. AC; 2d8 + 11 damage.
Longsword (off hand): +22 vs. AC; 2d8 + 11 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.
Evade the Blow (immediate interrupt)
When an enemy hits the tiefling ranger with a melee attack.
Shift 1 square away from the enemy.
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 +15, Perception +15
Str 20 (+13); Dex 18 (+12); Wis 14 (+10);
Con 13 (+9); Int 13 (+9); Cha 14 (+10)
Equipment hide armor, longsword, longsword, longbow

-1 Level / +1 Level

Tiefling Brawny Rogue [Level 16 Skirmisher]

Medium natural humanoid [XP 1400]

Initiative +13; Senses Perception +9; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 31; Fortitude 28, Reflex 31, Will 27
Resist 13 fire
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+21 vs. AC; 1d6 + 10 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +22 vs. AC; 1d6 + 11 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+22 vs. Reflex; 1d6 + 11 damage.
○ [M] Unbalancing Attack (standard) ✦ Weapon
+22 vs. AC; 3d6 + 11 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. +22 vs. Reflex; 2d6 + 11 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.
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.
Leaping Dodge (immediate interrupt)
When an enemy targets the tiefling rogue with an attack.
Make an Athletics check to jump with a +5 power bonus and move the appropriate distance.
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 +18, Thievery +18
Str 18 (+12); Dex 20 (+13); Wis 12 (+9);
Con 13 (+9); Int 13 (+9); Cha 16 (+11)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Tiefling Trickster Rogue [Level 16 Skirmisher]

Medium natural humanoid [XP 1400]

Initiative +13; Senses Perception +14; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 31; Fortitude 26, Reflex 31, Will 29
Resist 13 fire
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+19 vs. AC; 1d6 + 8 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +22 vs. AC; 1d6 + 11 damage.
Hand Crossbow: Ranged 10/20; +21 vs. AC; 1d6 + 11 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: +22 vs. AC; 2d6 + 11 damage.
Hand Crossbow: Ranged 10/20; +21 vs. AC; 2d6 + 11 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: +22 vs. AC; 3d6 + 11 damage.
Hand Crossbow: Ranged 10/20; +21 vs. AC; 3d6 + 11 damage.
Miss: Half damage. Special: If the target is bloodied, this attack does 5d6 + 13 damage (short sword) or 5d6 + 13 damage (hand crossbow), half damage on a miss, and can score a critical hit on a roll of 17–20.
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.
Hide in Plain Sight (minor)
The tiefling rogue must already be hidden to use this power. The tiefling rogue is invisible until the tiefling rogue leaves the tiefling rogue’s current square. No other action that the tiefling rogue performs makes the tiefling rogue visible.
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 +20, Thievery +18
Str 14 (+10); Dex 20 (+13); Wis 12 (+9);
Con 13 (+9); Int 13 (+9); Cha 20 (+13)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Tiefling Fey-Pact Warlock [Level 16 Skirmisher]

Medium natural humanoid [XP 1400]

Initiative +9; Senses Perception +9; low-light
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 31; Fortitude 26, Reflex 30, Will 31
Resist 13 fire
Speed 6

● [m] Spear (standard) ✦ Weapon
+16 vs. AC; 1d8 + 6 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +20 vs. Reflex; 1d10 + 12 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +20 vs. Will; 1d6 + 12 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; +20 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; +20 vs. Will; The target loses its next standard action. Sustain Standard: Make a +20 vs. Will attack against the target. On a hit, the target loses its next standard action. On a miss, the power ends.
Infuriating Elusiveness (move) ✦ Illusion, Teleportation
The tiefling warlock becomes invisible and then teleport 4 squares. The invisibility lasts until the start of the tiefling warlock’s next turn.
Warlock’s Curse (minor)
The tiefling warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the tiefling warlock can deal an extra 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 +18, Bluff +21
Str 11 (+8); Dex 12 (+9); Wis 13 (+9);
Con 14 (+10); Int 20 (+13); Cha 22 (+14)
Equipment leather armor, spear

-1 Level / +1 Level

Tiefling Infernal-Pact Warlock [Level 16 Skirmisher]

Medium natural humanoid [XP 1400]

Initiative +9; Senses Perception +9; low-light
HP 156; Bloodied 78
Healing Surges (+39 hp) ○○
AC 31; Fortitude 29, Reflex 30, Will 28
Resist 13 fire
Speed 6

● [m] Mace (standard) ✦ Weapon
+16 vs. AC; 1d8 + 6 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +19 vs. Reflex; 1d10 + 11 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +19 vs. Reflex; 1d6 + 11 fire damage. If the tiefling warlock takes damage before the end of the tiefling warlock’s next turn, the target takes an extra 1d6 + 11 fire damage.
○ [R] Soul Flaying (standard) ✦ Necrotic
Ranged 10; +19 vs. Will; 2d8 + 16 necrotic damage, and the target is weakened until the end of the tiefling warlock’s next turn.
□ [R] Fireswarm (standard) ✦ Fire, Poison
Ranged 10; +19 vs. Reflex; 4d10 + 11 fire and poison damage. Sustain Standard: Make a +19 vs. Fortitude attack against the target. On a hit, the target and each creature adjacent to it takes 2d10 + 11 fire and poison damage. On a miss, the tiefling warlock deals half damage and the power ends.
Cloak of Shadow (move)
The tiefling warlock can fly a number of squares equal to the tiefling warlock’s speed + 2. If the tiefling warlock doesn’t land at the end of this move, the tiefling warlock falls. Until the end of the tiefling warlock’s next turn, the tiefling warlock is insubstantial, and the tiefling warlock cannot affect, attack, or use powers on creatures or objects.
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 16 temporary hit points.
Bloodhunt
The tiefling warlock gains a +1 racial bonus to attack rolls against bloodied foes.

Skills Arcana +18, Intimidate +16
Str 11 (+8); Dex 13 (+9); Wis 12 (+9);
Con 20 (+13); Int 20 (+13); Cha 16 (+11)
Equipment leather armor, mace

-1 Level / +1 Level

Tiefling Star-Pact Warlock [Level 16 Skirmisher]

Medium natural humanoid [XP 1400]

Initiative +9; Senses Perception +9; low-light
HP 156; Bloodied 78
Healing Surges (+39 hp) ○○
AC 29; Fortitude 29, Reflex 28, Will 30
Resist 13 fire
Speed 6

● [m] Sickle (standard) ✦ Weapon
+16 vs. AC; 1d6 + 6 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +19 vs. Reflex; 1d10 + 11 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +19 vs. Fortitude; 1d6 + 11 radiant damage. If the target moves nearer to the tiefling warlock on its next turn, it takes an extra 1d6 + 11 damage.
○ [R] Coldfire Vortex (standard) ✦ Cold or Radiant
Ranged 10; +19 vs. Fortitude; 2d10 + 11 damage (choose cold or radiant damage), and make a secondary attack against each creature adjacent to the primary target. Secondary Attack: +19 vs. Reflex; 1d10 + 14 damage (choose cold or radiant damage).
□ [A] Tendrils of Thuban (standard) ✦ Cold, Zone
Area burst 1 within 10; +19 vs. Fortitude; 4d10 + 11 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 +19 vs. Fortitude attack against all targets within the zone. On a hit, the target takes 1d10 + 11 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.
Eye of the Warlock (minor)
Ranged 10; the tiefling warlock sees through the target’s eyes. The target is not aware that the tiefling warlock is doing so. The tiefling warlock has line of sight and line of effect from the target for the tiefling warlock’s attacks. The tiefling warlock’s warlock powers can originate in the target’s square. Each time the tiefling warlock uses a power through this link, a mystical third eye briefly appears upon the target’s brow (save ends).
Fate of the Void (free)
When a cursed enemy is reduced to 0 hit points or less.
The tiefling warlock gains a +1 bonus to a single d20 roll the tiefling warlock makes during the tiefling warlock’s next turn. This bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
Bloodhunt
The tiefling warlock gains a +1 racial bonus to attack rolls against bloodied foes.

Skills Arcana +16, Insight +14
Str 11 (+8); Dex 13 (+9); Wis 12 (+9);
Con 20 (+13); Int 16 (+11); Cha 20 (+13)
Equipment leather armor, sickle

-1 Level / +1 Level

Tiefling Inspiring Warlord [Level 16 Soldier (Leader)]

Medium natural humanoid [XP 1400]

Initiative +11; Senses Perception +8; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 30; Fortitude 30, Reflex 27, Will 30
Resist 13 fire
Speed 5

● [m] Halberd (standard) ✦ Weapon
Reach 1; +21 vs. AC; 1d10 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Furious Smash (standard) ✦ Weapon
+21 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
+21 vs. AC; 3d10 + 11 damage, and the tiefling warlord grants 15 temporary hit points to an ally within 5 squares.
□ [M] Renew the Troops (standard) ✦ Healing, Weapon
+21 vs. AC; 3d10 + 11 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.
Warlord’s Banner (standard) ✦ Healing
Each ally within 5 squares can spend a healing surge. Until the end of the tiefling warlord’s next turn, each target gains a +2 power bonus to attack rolls.
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 4d6 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 13 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 +13, History +16
Str 20 (+13); Dex 12 (+9); Wis 11 (+8);
Con 13 (+9); Int 16 (+11); Cha 20 (+13)
Equipment chainmail, halberd, javelin

-1 Level / +1 Level

Tiefling Tactical Warlord [Level 16 Soldier (Leader)]

Medium natural humanoid [XP 1400]

Initiative +11; Senses Perception +8; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 33; Fortitude 30, Reflex 30, Will 28
Resist 13 fire
Speed 6

● [m] Longsword (standard) ✦ Weapon
+22 vs. AC; 1d8 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+22 vs. AC; 1d8 + 11 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
+22 vs. Fortitude; 2d8 + 11 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
+22 vs. AC; 3d8 + 11 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).
White Raven Formation (standard)
Each ally within 5 squares can take a move action.
Infernal Wrath (minor)
The tiefling warlord gains a +1 power bonus to the tiefling warlord’s next attack roll against an enemy that hit the tiefling warlord since the tiefling warlord’s last turn. If the attack hits, it deals +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 4d6 hit points. This power can only be used once per round.
Bloodhunt
The tiefling warlord gains a +1 racial bonus to attack rolls against bloodied foes.
Tactical Presence
When an ally the tiefling warlord can see spends an action point to make an extra attack, the ally gains a +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 +13, History +18
Str 20 (+13); Dex 12 (+9); Wis 11 (+8);
Con 13 (+9); Int 20 (+13); Cha 16 (+11)
Equipment hide armor, light shield, longsword, javelin

-1 Level / +1 Level

Tiefling Control Wizard [Level 16 Artillery]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +12; low-light
HP 115; Bloodied 57
Healing Surges (+28 hp) ○○
AC 30; Fortitude 25, Reflex 30, Will 30
Resist 13 fire
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+16 vs. AC; 1d8 + 6 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +20 vs. Fortitude; 1d6 + 12 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; +20 vs. Will; 2d6 + 12 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; +20 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 + 12 poison damage, and ongoing 5 poison damage (save ends).
Reflex: The target takes 2d6 + 12 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.
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.
Displacement (immediate interrupt) ✦ Illusion
When a ranged or a melee attack hits the tiefling wizard or one ally within 5 squares.
The attacker must reroll the attack roll.
Bloodhunt
The tiefling wizard gains a +1 racial bonus to attack rolls against bloodied foes.

Skills Arcana +19, Insight +17
Str 11 (+8); Dex 14 (+10); Wis 18 (+12);
Con 13 (+9); Int 22 (+14); Cha 14 (+10)
Equipment cloth armor, quarterstaff, orb

-1 Level / +1 Level

Tiefling War Wizard [Level 16 Artillery]

Medium natural humanoid [XP 1400]

Initiative +12; Senses Perception +10; low-light
HP 115; Bloodied 57
Healing Surges (+28 hp) ○○
AC 30; Fortitude 25, Reflex 30, Will 28
Resist 13 fire
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+16 vs. AC; 1d8 + 6 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +20 vs. Reflex; 1d6 + 12 fire damage.
○ [C] Thunderlance (standard) ✦ Thunder
Close blast 5; +20 vs. Reflex; 4d6 + 12 thunder damage, and the target is pushed 4 squares.
□ [C] Blast of Cold (standard) ✦ Cold
Close blast 5; targets enemies; +20 vs. Reflex; 6d6 + 12 cold damage, and the target is immobilized (save ends). Miss: Half damage, and the target is slowed (save ends).
Stoneskin (standard)
The tiefling wizard or one ally touched by the tiefling wizard gains resist 10 to all damage 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 +2 extra damage.
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 +19, History +19
Str 11 (+8); Dex 18 (+12); Wis 14 (+10);
Con 13 (+9); Int 22 (+14); Cha 14 (+10)
Equipment cloth armor, quarterstaff, wand

-1 Level / +1 Level

Tiefling Isolating Avenger [Level 16 Skirmisher]

Medium natural humanoid [XP 1400]

Initiative +9; Senses Perception +13; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 32; Fortitude 27, Reflex 30, Will 30
Resist 13 fire
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+19 vs. AC; 1d10 + 8 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +18 vs. AC; 1d6 + 8 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+22 vs. AC; 1d10 + 11 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
+22 vs. Will; 2d10 + 11 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
+22 vs. AC; 3d10 + 11 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.
○ [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.
Bulwark of Defiance (no action)
When the tiefling avenger fails a saving throw other than a death saving throw.
Until the end of the tiefling avenger’s next turn, the effect the tiefling avenger failed the saving throw against doesn’t affect the tiefling avenger, but the tiefling avenger makes saving throws against it as normal.
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 +15, Religion +18
Str 14 (+10); Dex 12 (+9); Wis 20 (+13);
Con 13 (+9); Int 20 (+13); Cha 13 (+9)
Equipment cloth armor, greatsword, javelin, holy symbol

-1 Level / +1 Level

Tiefling Pursuing Avenger [Level 16 Skirmisher]

Medium natural humanoid [XP 1400]

Initiative +12; Senses Perception +13; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 31; Fortitude 27, Reflex 29, Will 30
Resist 13 fire
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+19 vs. AC; 1d10 + 8 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +20 vs. AC; 1d8 + 10 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+22 vs. AC; 1d10 + 11 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; +19 vs. Will; 2d8 + 11 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; +19 vs. Fortitude; 2d10 + 11 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.
Astral Cloak (minor) ✦ Illusion
The tiefling avenger becomes invisible until the end of the tiefling avenger’s turn.
○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
When an ally within 10 squares of the tiefling avenger makes an attack roll against the tiefling avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
Bloodhunt
The tiefling avenger gains a +1 racial bonus to attack rolls against bloodied foes.
Censure of Pursuit
If the tiefling avenger’s oath of enmity target moves away from the tiefling avenger willingly, the tiefling avenger gains a +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 +15, Stealth +19
Str 14 (+10); Dex 18 (+12); Wis 20 (+13);
Con 13 (+9); Int 14 (+10); Cha 13 (+9)
Equipment cloth armor, greatsword, crossbow, holy symbol

-1 Level / +1 Level

Tiefling Rageblood Barbarian [Level 16 Brute]

Medium natural humanoid [XP 1400]

Initiative +9; Senses Perception +14; low-light
HP 188; Bloodied 94
Healing Surges (+47 hp) ○○
AC 30; Fortitude 31, Reflex 27, Will 27
Resist 13 fire
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+21 vs. AC; 1d12 + 2d8 + 11 damage (crit 39 + 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; +21 vs. AC; 2d12 + 11 damage (crit 35 + 2d12) and the target is pushed 1 square.
□ [M] Hunting Lion Rage (standard) ✦ Rage, Weapon
+21 vs. AC; 4d12 + 11 damage (crit 59 + 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.
Primal Resistance (minor) ✦ Stance
Until the stance ends, the tiefling barbarian gains resist 10 against a damage type of the tiefling barbarian’s choice: acid, cold, fire, lightning, or thunder. Stance: This power lasts until the end of the encounter or until the tiefling barbarian uses another stance power.
Swift Charge (free)
When the tiefling barbarian’s attack reduces an enemy to 0 hit points.
The tiefling barbarian charges an enemy.
Bloodhunt
The tiefling barbarian gains a +1 racial bonus to attack rolls against bloodied foes.
Rageblood Vigor
Whenever the tiefling barbarian’s attack reduces an enemy to 0 hit points, the tiefling barbarian gains 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 +17, Perception +14
Str 20 (+13); Dex 13 (+9); Wis 12 (+9);
Con 18 (+12); Int 13 (+9); Cha 16 (+11)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Tiefling Thaneborn Barbarian [Level 16 Brute]

Medium natural humanoid [XP 1400]

Initiative +9; Senses Perception +14; low-light
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 30; Fortitude 31, Reflex 27, Will 29
Resist 13 fire
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+21 vs. AC; 1d12 + 2d6 + 11 damage (crit 35 + 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
+21 vs. Fortitude; 3d12 + 11 damage (crit 47 + 2d12). Make a secondary attack against each adjacent enemy. Secondary Attack: +21 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
+21 vs. AC; 3d12 + 11 damage (crit 47 + 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.
Spur the Cycle (free)
When the tiefling barbarian reducees an enemy to 0 hit points during the tiefling barbarian’s turn.
The tiefling barbarian takes a standard action.
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 +17, Perception +14
Str 20 (+13); Dex 13 (+9); Wis 12 (+9);
Con 14 (+10); Int 13 (+9); Cha 20 (+13)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Tiefling Cunning Bard [Level 16 Controller (Leader)]

Medium natural humanoid [XP 1400]

Initiative +9; Senses Perception +13; low-light
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 33; Fortitude 26, Reflex 31, Will 31
Resist 13 fire
Speed 6

● [m] Longsword (standard) ✦ Weapon
+18 vs. AC; 1d8 + 7 damage.
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +20 vs. Will; 1d6 + 12 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; +20 vs. Will; 1d10 + 12 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; +20 vs. Will; 3d6 + 12 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.
Blink Zone (standard) ✦ Teleportation, Zone
Area burst 2 within 10; the burst creates a zone of planar instability that lasts until the end of the tiefling bard’s next turn. While within the zone, the tiefling bard and any ally gains a +2 power bonus to AC and Reflex and can teleport 2 squares as a move action. Sustain Minor: The zone persists.
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 3d6 + 6 hit points. This power can only be used once per round. The tiefling bard can also slide the target 1 square.
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 +18, Bluff +21
Str 13 (+9); Dex 12 (+9); Wis 11 (+8);
Con 14 (+10); Int 20 (+13); Cha 22 (+14)
Equipment hide armor, light shield, longsword

-1 Level / +1 Level

Tiefling Valorous Bard [Level 16 Controller (Leader)]

Medium natural humanoid [XP 1400]

Initiative +9; Senses Perception +13; low-light
HP 154; Bloodied 77
Healing Surges (+38 hp) ○○
AC 31; Fortitude 28, Reflex 29, Will 31
Resist 13 fire
Speed 5

● [m] Longsword (standard) ✦ Weapon
+18 vs. AC; 1d8 + 7 damage.
● [M] Guiding Strike (standard) ✦ Weapon
+23 vs. AC; 1d8 + 12 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
+23 vs. AC; 2d8 + 12 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
+23 vs. AC; 3d8 + 12 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 3d6 + 6 hit points. This power can only be used once per round. The tiefling bard can also slide the target 1 square.
Chorus of Recovery (minor)
Close burst 3; the burst creates a zone of rejuvenation that lasts until the end of the tiefling bard’s next turn. When the tiefling bard moves, the zone moves with the tiefling bard, remaining centered on the tiefling bard. Any ally who starts his or her turn within the zone can make a saving throw. Sustain Minor: The zone persists.
Bloodhunt
The tiefling bard gains a +1 racial bonus to attack rolls against bloodied foes.
Virtue of Valor
Once per round, when any ally within 5 squares of the tiefling bard reduces an enemy to 0 hit points or bloodies an enemy, the tiefling bard can grant 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 +16, Athletics +13
Str 13 (+9); Dex 12 (+9); Wis 11 (+8);
Con 18 (+12); Int 16 (+11); Cha 22 (+14)
Equipment chainmail, light shield, longsword

-1 Level / +1 Level

Tiefling Guardian Druid [Level 16 Controller]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +13; low-light
HP 154; Bloodied 77
Healing Surges (+38 hp) ○○
AC 31; Fortitude 28, Reflex 27, Will 30
Resist 13 fire
Speed 6

● [m] Scythe (standard) ✦ Weapon
+17 vs. AC; 2d4 + 7 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+19 vs. Reflex; 1d8 + 11 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; +19 vs. Fortitude; 1d6 + 6 cold damage, and the target slides 1 square.
○ [C] Tidal Surge (standard)
Close blast 5; +19 vs. Fortitude; 2d6 + 11 damage, and the tiefling druid slides the target 3 squares.
□ [A] Call Lightning Storm (standard) ✦ Lightning, Zone
Area burst 1 within 10; +19 vs. Reflex; 2d6 + 11 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.
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.
Howl of the Wild (minor) ✦ Beast Form, Healing
The tiefling druid and each ally within 5 squares can spend a healing surge, and each target regains 2d6 hit points.
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 +18, Nature +18
Str 13 (+9); Dex 14 (+10); Wis 20 (+13);
Con 18 (+12); Int 14 (+10); Cha 13 (+9)
Equipment hide armor, scythe

-1 Level / +1 Level

Tiefling Predator Druid [Level 16 Controller]

Medium natural humanoid [XP 1400]

Initiative +12; Senses Perception +18; low-light
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 31; Fortitude 26, Reflex 29, Will 30
Resist 13 fire
Speed 7

● [m] Scythe (standard) ✦ Weapon
+17 vs. AC; 2d4 + 7 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+19 vs. Reflex; 1d8 + 11 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; +19 vs. Reflex; 1d6 + 6 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
+19 vs. Reflex; 2d6 + 11 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
+19 vs. Reflex; 3d8 + 11 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.
Insect Plague (free)
Until the end of the encounter, the tiefling druid can use wild shape to assume the form of a cloud of insects. In this form, the tiefling druid gains a fly speed equal to the tiefling druid’s speed, and the tiefling druid can hover. The tiefling druid also becomes insubstantial. When the tiefling druid squeezes, the tiefling druid can move at full speed instead of half speed and can fit through any opening large enough to accommodate even a single insect. The tiefling druid can’t attack, pick up anything, or manipulate objects. Until this power ends, the tiefling druid can use wild shape to change among this form, another beast form, and the tiefling druid’s humanoid form.
Bloodhunt
The tiefling druid gains a +1 racial bonus to attack rolls against bloodied foes.
Primal Predator
While the tiefling druid is not wearing heavy armor, the tiefling druid gains a +1 bonus to the tiefling druid’s speed.

Skills Nature +18, Perception +18
Str 13 (+9); Dex 18 (+12); Wis 20 (+13);
Con 14 (+10); Int 14 (+10); Cha 13 (+9)
Equipment hide armor, scythe

-1 Level / +1 Level

Tiefling Preserving Invoker [Level 16 Artillery]

Medium natural humanoid [XP 1400]

Initiative +9; Senses Perception +13; low-light
HP 116; Bloodied 58
Healing Surges (+29 hp) ○○
AC 32; Fortitude 27, Reflex 30, Will 30
Resist 13 fire
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+16 vs. AC; 1d10 + 6 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +19 vs. Reflex; 1d8 + 11 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; +19 vs. Fortitude; 3d6 + 11 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; +19 vs. Will; 4d6 + 11 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.
Shield of Justice (immediate interrupt)
When an enemy within 10 squares of the tiefling invoker makes an attack roll against the tiefling invoker’s ally.
The triggering enemy takes a –4 penalty to the triggering attack roll. Until the end of the tiefling invoker’s next turn, any attacker gains a +2 power bonus to attack rolls against the triggering enemy.
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 +18, Religion +18
Str 11 (+8); Dex 13 (+9); Wis 20 (+13);
Con 14 (+10); Int 20 (+13); Cha 14 (+10)
Equipment hide armor, morningstar

-1 Level / +1 Level

Tiefling Wrathful Invoker [Level 16 Artillery]

Medium natural humanoid [XP 1400]

Initiative +9; Senses Perception +13; low-light
HP 120; Bloodied 60
Healing Surges (+30 hp) ○○
AC 30; Fortitude 29, Reflex 28, Will 30
Resist 13 fire
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+16 vs. AC; 1d10 + 6 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +19 vs. Fortitude; 1d10 + 11 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; +19 vs. Will; 2d8 + 11 damage, or 3d8 + 11 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 + 11 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; +19 vs. Reflex; 2d10 + 11 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.
Walk Between Worlds (minor)
The tiefling invoker or one ally within 10 squares gains phasing until the end of the tiefling invoker’s next turn. Sustain Minor: The effect persists.
○ [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.
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 +16, Religion +16
Str 11 (+8); Dex 13 (+9); Wis 20 (+13);
Con 18 (+12); Int 16 (+11); Cha 14 (+10)
Equipment chainmail, morningstar

-1 Level / +1 Level

Tiefling Bear Shaman [Level 16 Controller (Leader)]

Medium natural humanoid [XP 1400]

Initiative +9; Senses Perception +18; low-light
HP 154; Bloodied 77
Healing Surges (+38 hp) ○○
AC 29; Fortitude 29, Reflex 27, Will 30
Resist 13 fire
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +17 vs. AC; 1d10 + 7 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +19 vs. Will; 1d8 + 11 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; +19 vs. Fortitude; 2d6 + 11 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; +19 vs. Reflex; 3d10 + 11 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 18 damage to the spirit, the spirit disappears, and the tiefling shaman takes 13 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 4d6 hit points. This power can only be used once per round.
Fate Weaver’s Shield (minor)
One ally within 5 squares gains a +5 bonus to all defenses until the end of the tiefling shaman’s next turn or until it attacks.
● [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; +19 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 +18, Perception +18
Str 12 (+9); Dex 13 (+9); Wis 20 (+13);
Con 18 (+12); Int 16 (+11); Cha 13 (+9)
Equipment leather armor, longspear

-1 Level / +1 Level

Tiefling Panther Shaman [Level 16 Controller (Leader)]

Medium natural humanoid [XP 1400]

Initiative +9; Senses Perception +18; low-light
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 31; Fortitude 27, Reflex 29, Will 30
Resist 13 fire
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +17 vs. AC; 1d10 + 7 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +19 vs. Fortitude; 1d10 + 11 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; +19 vs. Reflex; 2d10 + 11 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; +19 vs. Fortitude; 4d6 + 11 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 18 damage to the spirit, the spirit disappears, and the tiefling shaman takes 13 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 4d6 hit points. This power can only be used once per round.
Spirits of the Dancing Zephyr (minor) ✦ Zone
Area burst 5 within 10; the burst creates a zone of wind that lasts until the end of the encounter. Whenever the tiefling shaman or an ally is hit or missed while within the zone, that character can shift 1 square as an immediate reaction. As a move action, the tiefling shaman can move the zone 5 squares.
● [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; +19 vs. Reflex; 1d10 + 11 damage.
Bloodhunt
The tiefling shaman gains a +1 racial bonus to attack rolls against bloodied foes.
Stalker Spirit
Any ally adjacent to the tiefling shaman’s spirit companion gains a +5 bonus to damage rolls against bloodied enemies.

Skills Nature +18, Perception +18
Str 12 (+9); Dex 13 (+9); Wis 20 (+13);
Con 14 (+10); Int 20 (+13); Cha 13 (+9)
Equipment leather armor, longspear

-1 Level / +1 Level

Tiefling Chaos Sorcerer [Level 16 Artillery]

Medium natural humanoid [XP 1400]

Initiative +12; Senses Perception +8; low-light
HP 115; Bloodied 57
Healing Surges (+28 hp) ○○
AC 28; Fortitude 26, Reflex 28, Will 32
Resist 13 fire
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +21 vs. AC; 1d4 + 10 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +20 vs. Will; 1d10 + 18 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: +20 vs. Will; 1d6 + 12 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; +20 vs. Will; 2d10 + 18 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; +20 vs. Will; 5d6 + 18 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 Echoes (immediate reaction)
When the tiefling sorcerer is hit or missed by an attack.
The triggering attack hits one enemy within 5 squares.
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 +15, Bluff +21
Str 14 (+10); Dex 18 (+12); Wis 11 (+8);
Con 13 (+9); Int 14 (+10); Cha 22 (+14)
Equipment cloth armor, dagger

-1 Level / +1 Level

Tiefling Dragon Sorcerer [Level 16 Skirmisher]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +8; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 28; Fortitude 28, Reflex 26, Will 32
Resist 13 fire
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+20 vs. AC; 1d8 + 10 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +20 vs. Reflex; 1d8 + 18 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; +20 vs. Fortitude; 2d6 + 18 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; +20 vs. Reflex; 4d10 + 18 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.
Draconic Majesty (minor) ✦ Fear, Zone
Close burst 3; the burst creates a zone of fear that lasts until the end of the tiefling sorcerer’s next turn. When the tiefling sorcerer moves, the zone moves with the tiefling sorcerer, remaining centered on the tiefling sorcerer. The zone is difficult terrain for the tiefling sorcerer’s enemies. While within the zone, any enemy takes a -4 penalty to attack rolls.
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 +15, Athletics +17
Str 18 (+12); Dex 14 (+10); Wis 11 (+8);
Con 13 (+9); Int 14 (+10); Cha 22 (+14)
Equipment cloth armor, quarterstaff

-1 Level / +1 Level

Tiefling Earth Warden [Level 16 Brute]

Medium natural humanoid [XP 1400]

Initiative +9; Senses Perception +15; low-light
HP 188; Bloodied 94
Healing Surges (+47 hp) ○○
AC 33; Fortitude 30, Reflex 27, Will 27
Resist 13 fire
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+21 vs. AC; 1d10 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+21 vs. AC; 1d10 + 11 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
+21 vs. AC; 3d10 + 11 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.
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: +21 vs. AC; 2d10 + 11 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.
Cleansing Earth (immediate reaction)
When the tiefling warden is subjected to an effect that a save can end.
The tiefling warden makes a saving throw against the triggering effect, with a +5 power bonus.
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 +15, Perception +15
Str 20 (+13); Dex 13 (+9); Wis 14 (+10);
Con 18 (+12); Int 13 (+9); Cha 14 (+10)
Equipment hide armor, heavy shield, battleaxe, javelin

-1 Level / +1 Level

Tiefling Wild Warden [Level 16 Brute]

Medium natural humanoid [XP 1400]

Initiative +9; Senses Perception +17; low-light
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 31; Fortitude 30, Reflex 25, Will 29
Resist 13 fire
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12), and the target is slowed until the end of the tiefling warden’s next turn.
○ [M] Sunburst Strike (standard) ✦ Radiant, Weapon
+21 vs. AC; 1d12 + 11 radiant damage (crit 23 + 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.
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; +21 vs. Reflex; 3d12 + 11 damage (crit 47 + 2d12), and the tiefling warden slides the target 2 squares. Miss: Half damage, and the tiefling warden slides the target 1 square.
Verdant Life (minor) ✦ Healing
The tiefling warden can spend two healing surges.
● [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; +21 vs. Fortitude; 1d12 + 11 damage (crit 23 + 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 +17, Perception +17
Str 20 (+13); Dex 13 (+9); Wis 18 (+12);
Con 14 (+10); Int 13 (+9); Cha 14 (+10)
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.