Tiefling NPCs [Level 17]
Tiefling Battle Cleric [Level 17 Controller (Leader)]
Medium natural humanoid [XP 1600]
Initiative +9; Senses Perception +12; low-light
HP 157; Bloodied 78
Healing Surges (+39 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] Blinding Light (standard) ✦ Radiant, Weapon
- +21 vs. Fortitude; 2d10 + 11 radiant damage, and the target is blinded until the end of the tiefling cleric’s next turn.
- □ [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 17 Controller (Leader)]
Medium natural humanoid [XP 1600]
Initiative +9; Senses Perception +13; low-light
HP 157; Bloodied 78
Healing Surges (+39 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.
- ○ [C] Thunderous Word (standard) ✦ Thunder
- Close blast 5; targets enemies; +19 vs. Reflex; 3d6 + 11 thunder damage, and the target is pushed 8 squares. Hit or Miss:
Allies in the blast can shift 1 square.
- □ [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 17 Soldier]
Medium natural humanoid [XP 1600]
Initiative +10; Senses Perception +9; low-light
HP 162; Bloodied 81
Healing Surges (+40 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] Mountain Breaking Blow (standard) ✦ Weapon
- +21 vs. AC; 3d12 + 11 damage (crit 47 + 2d12), and the target is pushed 3 squares. Hit or Miss: After the attack, the
tiefling fighter can shift the same distance the tiefling fighter pushed the target. The tiefling fighter must end the move
adjacent to the target.
- ○ 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 17 Soldier]
Medium natural humanoid [XP 1600]
Initiative +12; Senses Perception +9; low-light
HP 158; Bloodied 79
Healing Surges (+39 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] Warrior’s Challenge (standard) ✦ Weapon
- +22 vs. AC; 3d8 + 11 damage, and the target is pushed 2 squares. All of the tiefling fighter’s enemies within 2 squares of
the target are marked until the end of the tiefling fighter’s next turn.
- □ [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 17 Soldier]
Medium natural humanoid [XP 1600]
Initiative +9; Senses Perception +10; low-light
HP 157; Bloodied 78
Healing Surges (+39 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] Terrifying Smite (standard) ✦ Fear, Weapon
- +22 vs. AC; 3d10 + 11 damage, and the target is pushed 5 squares. The target can’t move nearer to the tiefling paladin on
its next turn.
- □ [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 17 Soldier]
Medium natural humanoid [XP 1600]
Initiative +9; Senses Perception +10; low-light
HP 157; Bloodied 78
Healing Surges (+39 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] Enervating Smite (standard) ✦ Weapon
- +23 vs. Will; 2d8 + 12 damage, and the target is weakened until the end of the tiefling paladin’s next turn.
- □ [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 17 Skirmisher]
Medium natural humanoid [XP 1600]
Initiative +13; Senses Perception +15; low-light
HP 157; Bloodied 78
Healing Surges (+39 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.
- ○ [R] Triple Shot (standard) ✦ Weapon
- Ranged 20/40; three attacks against one, two, or three creatures; +21 vs. AC; 1d10 + 11 damage per attack.
- □ [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 17 Skirmisher]
Medium natural humanoid [XP 1600]
Initiative +12; Senses Perception +15; low-light
HP 167; Bloodied 83
Healing Surges (+41 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.
- ○ [C] Cheetah’s Rake (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +22 vs. AC; 1d8 + 11 damage, and the target is immobilized and knocked prone 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 17 Skirmisher]
Medium natural humanoid [XP 1600]
Initiative +13; Senses Perception +9; low-light
HP 157; Bloodied 78
Healing Surges (+39 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/R] Dragon Tail Strike (standard) ✦ Weapon
- Short Sword: +22 vs. Fortitude; 3d6 + 11 damage.
Shuriken: Ranged 6/12; +22 vs. Fortitude; 3d6 + 11 damage.
Hit: If the target attacks the tiefling rogue before the start of the tiefling rogue’s next turn, the tiefling
rogue can attack it again as an immediate interrupt.
Short Sword: +22 vs. Fortitude; 2d6 + 11 damage.
Shuriken: Ranged 6/12; +22 vs. Fortitude; 2d6 + 11 damage.
- □ [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 17 Skirmisher]
Medium natural humanoid [XP 1600]
Initiative +13; Senses Perception +14; low-light
HP 157; Bloodied 78
Healing Surges (+39 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] Hounding Strike (standard) ✦ Weapon
- Short Sword: +22 vs. Will; 3d6 + 11 damage.
Hand Crossbow: Ranged 10/20; +21 vs. Will; 3d6 + 11 damage.
Hit: Until the end of the tiefling rogue’s next turn, the tiefling rogue gains combat advantage against the
target and a +1 power bonus to all defenses against its attacks.
- □ [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 17 Skirmisher]
Medium natural humanoid [XP 1600]
Initiative +9; Senses Perception +9; low-light
HP 158; Bloodied 79
Healing Surges (+39 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] Thirsting Tendrils (standard) ✦ Healing
- Ranged 10; +20 vs. Fortitude; 3d6 + 12 damage, and the tiefling warlock can spend a healing surge, regaining an additional
+5 hit points.
- □ [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 17 Skirmisher]
Medium natural humanoid [XP 1600]
Initiative +9; Senses Perception +9; low-light
HP 164; Bloodied 82
Healing Surges (+41 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] Warlock’s Bargain (standard)
- Ranged 5; +19 vs. Fortitude; the tiefling warlock takes 12 damage, and the target takes 3d10 + 19 damage.
- □ [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 17 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 17 Skirmisher]
Medium natural humanoid [XP 1600]
Initiative +9; Senses Perception +9; low-light
HP 164; Bloodied 82
Healing Surges (+41 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] Strand of Fate (standard)
- Ranged 10; +19 vs. Reflex; 1d8 + 11 damage, and the target gains vulnerability 13 to all attacks until the end of the tiefling
warlock’s next turn.
- □ [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 17 Soldier (Leader)]
Medium natural humanoid [XP 1600]
Initiative +11; Senses Perception +8; low-light
HP 157; Bloodied 78
Healing Surges (+39 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] Battle On (standard) ✦ Weapon
- +21 vs. AC; 3d10 + 11 damage, and every ally within 5 squares of the tiefling warlord makes a saving throw with a +5 bonus.
- □ [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 17 Soldier (Leader)]
Medium natural humanoid [XP 1600]
Initiative +11; Senses Perception +8; low-light
HP 157; Bloodied 78
Healing Surges (+39 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] Thunderous Fury (standard) ✦ Weapon
- +22 vs. AC; 3d8 + 11 damage, and the target is dazed until the end of the tiefling warlord’s next turn. Until the end of the
tiefling warlord’s next turn, the tiefling warlord’s allies gain a +5 power bonus to attack rolls against the target.
- □ [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 17 Artillery]
Medium natural humanoid [XP 1600]
Initiative +10; Senses Perception +12; low-light
HP 121; Bloodied 60
Healing Surges (+30 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.
- ○ [A] Crushing Titan’s Fist (standard) ✦ Force
- Area burst 2 within 20; +20 vs. Reflex; 3d8 + 12 force damage, and the target is immobilized until the end of the tiefling
wizard’s next turn. Hit or Miss: Entering a square within the power’s area costs 4 extra squares of movement. This
effect ends at the end of the tiefling wizard’s next turn, and the tiefling wizard can dismiss it as a minor action.
- □ [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 17 Artillery]
Medium natural humanoid [XP 1600]
Initiative +12; Senses Perception +10; low-light
HP 121; Bloodied 60
Healing Surges (+30 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.
- ○ [R] Force Volley (standard) ✦ Force
- Ranged 20; targets one, two, or three creatures, one attack per target; +20 vs. Reflex; 3d6 + 12 force damage, and the target
is dazed 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] 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 17 Skirmisher]
Medium natural humanoid [XP 1600]
Initiative +9; Senses Perception +13; low-light
HP 157; Bloodied 78
Healing Surges (+39 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] Warding Blade (standard) ✦ Thunder, Weapon
- +22 vs. AC; 2d10 + 11 thunder damage, and the tiefling avenger pushes any enemy within 2 squares of the tiefling avenger,
other than the target, 2 squares. Until the end of the tiefling avenger’s next turn, if any enemy other than the target enters
a square adjacent to the tiefling avenger or hits or misses the tiefling avenger from a square within the tiefling avenger’s
reach, the tiefling avenger can make a melee basic attack against that enemy as an opportunity action. The tiefling avenger
gains a +5 power bonus to the attack roll of the melee basic attack.
- □ [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 17 Skirmisher]
Medium natural humanoid [XP 1600]
Initiative +12; Senses Perception +13; low-light
HP 157; Bloodied 78
Healing Surges (+39 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.
- ○ [M] Ready the Final Blow (standard) ✦ Weapon
- +22 vs. AC; 2d10 + 11 damage, and the target is immobilized until the end of the tiefling avenger’s next turn. The tiefling
avenger gains a +6 bonus to the tiefling avenger’s next attack roll against the target before the end of the tiefling avenger’s
next turn.
- □ [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 17 Brute]
Medium natural humanoid [XP 1600]
Initiative +9; Senses Perception +14; low-light
HP 198; Bloodied 99
Healing Surges (+49 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.
- ○ [M] Vigorous Strike (standard) ✦ Weapon
- +21 vs. AC; 3d12 + 11 damage (crit 47 + 2d12), and the tiefling barbarian gains 12 temporary hit points.
- □ [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 17 Brute]
Medium natural humanoid [XP 1600]
Initiative +9; Senses Perception +14; low-light
HP 194; Bloodied 97
Healing Surges (+48 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] Devastating Blow (standard) ✦ Weapon
- +21 vs. AC; 4d12 + 11 damage (crit 59 + 2d12), and the target takes a –5 penalty to AC 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 17 Controller (Leader)]
Medium natural humanoid [XP 1600]
Initiative +9; Senses Perception +13; low-light
HP 158; Bloodied 79
Healing Surges (+39 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] Shout of Evasion (standard) ✦ Thunder
- Ranged 10; +20 vs. Reflex; 2d8 + 12 thunder damage, and the tiefling bard and each ally within 10 squares of the tiefling
bard can shift 6 squares as a free action.
- □ [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 17 Controller (Leader)]
Medium natural humanoid [XP 1600]
Initiative +9; Senses Perception +13; low-light
HP 162; Bloodied 81
Healing Surges (+40 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] Song of Summons (standard) ✦ Teleportation, Weapon
- +23 vs. AC; 2d8 + 12 damage, and the tiefling bard teleports an ally within 10 squares of the tiefling bard to a space adjacent
to the tiefling bard and gains a +4 power bonus to attack rolls against the target.
- □ [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 17 Controller]
Medium natural humanoid [XP 1600]
Initiative +10; Senses Perception +13; low-light
HP 162; Bloodied 81
Healing Surges (+40 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.
- ○ [A] Windstorm (standard)
- Area burst 1 within 10; +19 vs. Fortitude; 3d6 + 11 damage, and the target slides 5 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 17 Controller]
Medium natural humanoid [XP 1600]
Initiative +12; Senses Perception +18; low-light
HP 158; Bloodied 79
Healing Surges (+39 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] Scavenger’s Prize (standard) ✦ Beast Form
- +19 vs. Fortitude; 3d10 + 11 damage, the tiefling druid grabs the target and shifts 4 squares, pulling the target with the
tiefling druid.
- □ [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 17 Artillery]
Medium natural humanoid [XP 1600]
Initiative +9; Senses Perception +13; low-light
HP 122; Bloodied 61
Healing Surges (+30 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] Glyph of Three Blades (standard)
- Area burst 1 within 10; +19 vs. Reflex; 2d8 + 11 damage. If the target moves more than 1 square before the end of the tiefling
invoker’s next turn, the target takes 10 damage.
- □ [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 17 Artillery]
Medium natural humanoid [XP 1600]
Initiative +9; Senses Perception +13; low-light
HP 126; Bloodied 63
Healing Surges (+31 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] Blood Debt (standard) ✦ Radiant
- Ranged 10; +19 vs. Will; 3d10 + 11 radiant damage, and until the end of the tiefling invoker’s next turn, each creature that
the target attacks gains a +5 bonus to its next attack roll against the target.
- □ [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 17 Controller (Leader)]
Medium natural humanoid [XP 1600]
Initiative +9; Senses Perception +18; low-light
HP 162; Bloodied 81
Healing Surges (+40 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.
- ○ [R] Spirit of Spring’s Renewal (standard) ✦ Healing
- Ranged 10; +19 vs. Will; 3d6 + 11 damage, and each ally adjacent to the tiefling shaman’s spirit companion can spend a healing
surge and regains an additional 8 hit points.
- □ [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 17 Controller (Leader)]
Medium natural humanoid [XP 1600]
Initiative +9; Senses Perception +18; low-light
HP 158; Bloodied 79
Healing Surges (+39 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.
- ○ [R] Shackles of the Mountain (standard)
- Ranged 10; targets one or two creatures; +19 vs. Reflex; 2d10 + 11 damage. Until the end of the tiefling shaman’s next turn,
any enemy uses the lower of its AC, Fortitude, and Reflex as its AC while adjacent to the tiefling shaman’s spirit companion.
- □ [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 17 Artillery]
Medium natural humanoid [XP 1600]
Initiative +12; Senses Perception +8; low-light
HP 121; Bloodied 60
Healing Surges (+30 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] Thunder Summons (standard) ✦ Teleportation, Thunder
- Ranged 10; targets one, two, or three creatures; +20 vs. Will; 3d8 + 18 thunder damage, and the tiefling sorcerer teleports
the target to a space adjacent to the tiefling sorcerer’s enemy that is nearest to it. If the tiefling sorcerer rolled an
even number on the attack roll, the tiefling sorcerer can teleport the target to a space adjacent to the tiefling sorcerer’s
ally, not the tiefling sorcerer’s enemy, who is nearest to it.
- □ [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 17 Skirmisher]
Medium natural humanoid [XP 1600]
Initiative +10; Senses Perception +8; low-light
HP 157; Bloodied 78
Healing Surges (+39 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] 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.
- ○ [M] Dragon Tail Meditation (immediate reaction) ✦ Lightning
- When an enemy moves into a space where it flanks the tiefling sorcerer.
Targets the triggering creature; +20 vs. Reflex; 2d10 + 18 lightning damage and the tiefling sorcerer pushes the target 4
squares.
- 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 17 Brute]
Medium natural humanoid [XP 1600]
Initiative +9; Senses Perception +15; low-light
HP 198; Bloodied 99
Healing Surges (+49 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] Eager Vine Strike (standard) ✦ Weapon
- +21 vs. AC; 2d10 + 11 damage. The target is immobilized and takes a -4 penalty to AC and Reflex until the end of the tiefling
warden’s next turn.
- ○ Infernal Wrath (minor)
- The tiefling warden gains a +1 power bonus to the tiefling warden’s next attack roll against an enemy that hit the tiefling
warden since the tiefling warden’s last turn. If the attack hits, it deals +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 17 Brute]
Medium natural humanoid [XP 1600]
Initiative +9; Senses Perception +17; low-light
HP 194; Bloodied 97
Healing Surges (+48 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] Razorleaf Cut (standard) ✦ Weapon
- +21 vs. Fortitude; 2d12 + 15 damage (crit 39 + 2d12), and the target is weakened until the end of the tiefling warden’s next
turn.
- ○ Infernal Wrath (minor)
- The tiefling warden gains a +1 power bonus to the tiefling warden’s next attack roll against an enemy that hit the tiefling
warden since the tiefling warden’s last turn. If the attack hits, it deals +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.