Tiefling NPCs [Level 23]
Tiefling Battle Cleric [Level 23 Controller (Leader)]
Medium natural humanoid [XP 5100]
Initiative +12; Senses Perception +16; low-light
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 36; Fortitude 36, Reflex 32, Will 37
Resist 16 fire
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage, and one ally within 5 squares gains a +6 power bonus to melee attack rolls against the target
until the end of the tiefling cleric’s next turn.
- ○ [M] Haunting Strike (standard) ✦ Weapon
- +30 vs. AC; 4d10 + 15 damage. The next attack roll the tiefling cleric makes against the target gains a +2 power bonus.
- □ [M] Indomitable Spirit (standard) ✦ Healing, Weapon
- +28 vs. AC; 3d10 + 15 damage. Miss: Half damage. Hit or Miss: The tiefling cleric and each ally within 5 squares
of the tiefling cleric regains hit points as if the tiefling cleric had each spent a healing surge.
- □ Purify (standard)
- Every effect that a save can end is removed from the tiefling cleric and each ally within 10 squares.
- ○ 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 15 squares can spend a healing surge and regain an additional 5d6 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 +21, Religion +18
Str 22 (+17); Dex 13 (+12); Wis 20 (+16);
Con 14 (+13); Int 14 (+13); Cha 17 (+14)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Tiefling Devoted Cleric [Level 23 Controller (Leader)]
Medium natural humanoid [XP 5100]
Initiative +12; Senses Perception +17; low-light
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 36; Fortitude 32, Reflex 32, Will 38
Resist 16 fire
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +24 vs. AC; 2d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 2d6 + 11 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +26 vs. Reflex; 2d8 + 15 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.
- ○ [A] Healing Torch (standard) ✦ Healing, Radiant
- Area burst 5 within 10; targets enemies; +26 vs. Will; 3d8 + 15 radiant damage. Hit or Miss: The tiefling cleric and
each ally in the burst gain a +6 power bonus to AC until the end of the tiefling cleric’s next turn and can spend a healing
surge. Add +6 to the hit points regained.
- □ [A] Fire Storm (standard) ✦ Fire, Zone
- Area burst 5 within 10; targets enemies; +26 vs. Reflex; 5d10 + 15 fire damage. Miss: Half damage. Hit or Miss:
The burst creates a zone of fire that lasts until the end of the tiefling cleric’s next turn. Enemies that start their turn
in this zone take 1d10 + 15 fire damage. Sustain Minor: The zone persists.
- □ Clarion Call of the Astral Sea (standard) ✦ Healing, Teleportation
- The tiefling cleric or one willing ally within 10 squares teleports away to a safe location in the Astral Sea and regains
hit points up to its maximum. While it is away, the target can perceive the surroundings of its previous location, but it
can’t take any actions. At the start of its next turn, it returns to an unoccupied space chosen by the tiefling cleric within
5 squares of its previous location.
- ○ 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 +6 extra damage.
- ○○○ Healing Word (minor) ✦ Healing
- The tiefling cleric or one ally within 15 squares can spend a healing surge and regain an additional 5d6 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 +22, Religion +18
Str 15 (+13); Dex 13 (+12); Wis 22 (+17);
Con 14 (+13); Int 14 (+13); Cha 22 (+17)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Tiefling Greatweapon Fighter [Level 23 Soldier]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +13; low-light
HP 212; Bloodied 106
Healing Surges (+53 hp) ○○○
AC 37; Fortitude 38, Reflex 32, Will 32
Resist 16 fire
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +28 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +28 vs. AC; 2d12 + 15 damage (crit 39 + 3d12). Miss: 6 damage.
- ○ [M] Hack’n’ Slash (standard) ✦ Weapon
- +28 vs. AC; 4d12 + 20 damage (crit 68 + 3d12).
- □ [C] Devastation’s Wake (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +28 vs. AC; 3d12 + 15 damage (crit 51 + 3d12). Miss: Half damage. Hit or
Miss: Until the start of the tiefling fighter’s next turn, the tiefling fighter can make a secondary attack as a free
action against any enemy that starts its turn adjacent to the tiefling fighter. Secondary Attack: +28 vs. AC; 1d12
+ 15 damage (crit 27 + 3d12).
- ○ 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.
- □ No Surrender (no action) ✦ Healing
- When the tiefling fighter’s hit points drop to 0 or lower.
The tiefling fighter regains hit points up to one-half the tiefling fighter’s maximum hit points. However, the tiefling fighter
takes a –2 penalty to attack rolls until the end of the encounter.
- 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 +22, Intimidate +18
Str 22 (+17); Dex 15 (+13); Wis 14 (+13);
Con 20 (+16); Int 14 (+13); Cha 15 (+13)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Tiefling Guardian Fighter [Level 23 Soldier]
Medium natural humanoid [XP 5100]
Initiative +16; Senses Perception +13; low-light
HP 207; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 39; Fortitude 38, Reflex 37, Will 32
Resist 16 fire
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+29 vs. AC; 2d8 + 15 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] Fangs of Steel (standard) ✦ Weapon
- +29 vs. AC; 3d8 + 20 damage, and make a secondary attack against one creature adjacent to the primary target and within the
tiefling fighter’s melee reach. Secondary Attack: +29 vs. AC; 2d8 + 20 damage.
- □ [M] Strike of the Watchful Guard (standard) ✦ Weapon
- +29 vs. AC; 4d8 + 15 damage. Hit or Miss: Until the end of the encounter, the tiefling fighter can make a melee basic
attack against the target as a free action if the tiefling fighter is adjacent to it and it either shifts or attacks one of
the tiefling fighter’s allies.
- ○ 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.
- □ Act of Desperation (minor)
- When an ally within 10 squares is dying.
The tiefling fighter gains an action point that the tiefling fighter must spend during the tiefling fighter’s current turn.
- 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 +18, Intimidate +18
Str 22 (+17); Dex 20 (+16); Wis 14 (+13);
Con 15 (+13); Int 14 (+13); Cha 15 (+13)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Tiefling Avenging Paladin [Level 23 Soldier]
Medium natural humanoid [XP 5100]
Initiative +12; Senses Perception +13; low-light
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 38; Fortitude 37, Reflex 33, Will 37
Resist 16 fire
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +29 vs. AC; 2d10 + 15 radiant damage. If the tiefling paladin has marked the target, the tiefling paladin gains a +2 bonus
to the damage roll.
- ○ [M] Resounding Smite (standard) ✦ Thunder, Weapon
- +29 vs. AC; 3d10 + 15 thunder damage, the target is knocked prone, and make a secondary attack against each enemy adjacent
to the tiefling paladin other than the primary target. Secondary Attack: +29 vs. AC; 1d10 + 15 thunder damage, and
the target is knocked prone.
- □ [M] Crusader’s Boon (standard) ✦ Weapon
- +29 vs. AC; 4d10 + 15 damage. Miss: Half damage. Hit or Miss: The tiefling paladin and allies adjacent to the
tiefling paladin gains a +1 power bonus to attack rolls until the end of the encounter.
- ● 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 15 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.
- □ Cleansing Burst (minor)
- The tiefling paladin and each ally within 5 squares make a saving throw against each effect that a save can end. Any penalties
to attack rolls or defenses affecting the targets are removed.
- Bloodhunt
- The tiefling paladin gains a +1 racial bonus to attack rolls against bloodied foes.
Skills Intimidate +22, Religion +18
Str 22 (+17); Dex 13 (+12); Wis 15 (+13);
Con 14 (+13); Int 14 (+13); Cha 22 (+17)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Tiefling Protecting Paladin [Level 23 Soldier]
Medium natural humanoid [XP 5100]
Initiative +12; Senses Perception +13; low-light
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 40; Fortitude 36, Reflex 35, Will 38
Resist 16 fire
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 14 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +27 vs. AC; 2d6 + 14 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 16 damage, and the tiefling paladin gains 2 temporary hit points.
- ○ [R] Here Waits Thy Doom (standard) ✦ Radiant
- Ranged 5; +27 vs. Will; 4d10 + 16 radiant damage, and the target is pulled 2 squares.
- □ [A] Righteous Inferno (standard) ✦ Fire, Zone
- Area burst 2 within 10; targets enemies; +27 vs. Reflex; 3d10 + 16 fire damage, and the target grants combat advantage to
the tiefling paladin and the tiefling paladin’s allies until the end of the tiefling paladin’s next turn. Miss: Half
damage, and the target does not grant combat advantage. Hit or Miss: The burst creates a zone of fire that lasts until
the end of the tiefling paladin’s next turn. Enemies that enter the zone or start their turns there take 1d10 + 9 fire damage
and grant combat advantage to the tiefling paladin and the tiefling paladin’s allies. Sustain Minor: The zone persists.
- ● 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 16 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 +7 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.
- □ United in Faith (minor) ✦ Healing
- The tiefling paladin and each ally within 5 squares can spend a healing surge.
- Bloodhunt
- The tiefling paladin gains a +1 racial bonus to attack rolls against bloodied foes.
Skills Intimidate +23, Religion +18
Str 20 (+16); Dex 13 (+12); Wis 15 (+13);
Con 14 (+13); Int 14 (+13); Cha 24 (+18)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Tiefling Archer Ranger [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +17; Senses Perception +18; low-light
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 39; Fortitude 36, Reflex 37, Will 32
Resist 16 fire
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 14 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +28 vs. AC; 2d6 + 14 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +28 vs. AC; 2d10 + 15 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +28/+28 vs. AC; 2d8 + 9 damage (main)/2d6 + 9 damage
(off-hand).
Longbow: Ranged 20/40; +28 vs. AC (twice); 2d10 + 9 damage.
- ○ [R] Hammer Shot (standard) ✦ Weapon
- Ranged 20/40; +28 vs. Fortitude; 4d10 + 15 damage, and the target is pushed 4 squares.
- □ [R] Two-in-One Shot (standard) ✦ Weapon
- Ranged 20/40; two attacks against one creature; +28 vs. AC; 2d10 + 15 damage per attack. If the first attack hits, the tiefling
ranger gains a +5 bonus to the attack roll for the second attack. If the first attack misses, make the second attack normally.
Miss: Half damage per attack.
- □ Forest Ghost (standard) ✦ Illusion
- When it is not the tiefling ranger’s turn, enemies treat the tiefling ranger as invisible if the tiefling ranger has cover
or concealment from them. An enemy still knows the square occupied by the tiefling ranger if it saw the tiefling ranger in
that square at any point during a round. This effect lasts until the end of the encounter or for 5 minutes.
- ● 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 3d6 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 +18, Stealth +23
Str 20 (+16); Dex 22 (+17); Wis 15 (+13);
Con 14 (+13); Int 14 (+13); Cha 15 (+13)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Tiefling Two-Blade Ranger [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +16; Senses Perception +18; low-light
HP 221; Bloodied 110
Healing Surges (+55 hp) ○○○
AC 38; Fortitude 37, Reflex 36, Will 32
Resist 16 fire
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +27 vs. AC; 2d10 + 14 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +29/+29 vs. AC; 2d8 + 9 damage (main)/2d8 + 9 damage
(off-hand).
Longbow: Ranged 20/40; +27 vs. AC (twice); 2d10 + 9 damage.
- ○ [M] Cloak of Thorns (standard) ✦ Weapon
-
Two attacks against one or two creatures.
Longsword (main): +29 vs. AC; 2d8 + 15 damage.
Longsword
(off hand): +29 vs. AC; 2d8 + 15 damage.
If one attack hits, the target takes a –2 penalty to attack rolls until
the end of the tiefling ranger’s next turn. If both attacks hit the same target, this penalty worsens to –4. Hit or Miss:
If any adjacent creature makes an attack against the tiefling ranger and misses before the start of the tiefling ranger’s
next turn, make a melee basic attack against it with both the tiefling ranger’s main weapon and the tiefling ranger’s off-hand
weapon as an immediate reaction.
- □ [M] Cruel Cage of Steel (standard) ✦ Weapon
- Three attacks against one, two, or three creatures;
Longsword (first attack; main): +31 vs. AC; 2d8 + 15 damage.
Longsword (second attack; off hand): +31 vs. AC; 2d8 + 15 damage.
Longsword (third attack; main):
+31 vs. AC; 1d8 + 15 damage.
A target hit once is dazed until the end of the tiefling ranger’s next turn. A target
hit twice is stunned until the end of the tiefling ranger’s next turn. A target hit three times is weakened and stunned until
the end of the tiefling ranger’s next turn. Miss: Half damage per attack, and the target is not dazed, stunned, or
weakened. Hit or Miss: After the first attack and after the second attack, the tiefling ranger can shift 1 square.
- ● 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 3d6 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.
- □ Hit the Dirt (immediate interrupt)
- When the tiefling ranger is hit by an area attack or a close attack.
Shift 2 squares.
- 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 +15 hit points.
Skills Nature +18, Perception +18
Str 22 (+17); Dex 20 (+16); Wis 15 (+13);
Con 14 (+13); Int 14 (+13); Cha 15 (+13)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Tiefling Brawny Rogue [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +17; Senses Perception +12; low-light
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 38; Fortitude 35, Reflex 38, Will 33
Resist 16 fire
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +28 vs. AC; 2d6 + 14 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +29 vs. Reflex; 2d6 + 15 damage.
- □ [M] Flying Foe (standard) ✦ Weapon
- +29 vs. Fortitude; 4d6 + 15 damage, and the tiefling rogue slides the target 5 squares. If an obstacle (including a creature)
arrests the slide, both the target and the obstacle take 1d6 damage and the target ends its movement in the square it occupied
before it collided with the obstacle. Miss: The tiefling rogue slides the target 5 squares, and no damage from obstacles.
- ○ Dazzling Acrobatics (move)
- The tiefling rogue can shift twice the tiefling rogue’s speed. The tiefling rogue can climb at full speed as part of this
move. If an enemy attacks the tiefling rogue while the tiefling rogue shifts, the tiefling rogue gains a +4 bonus to AC against
that attack.
- ○ 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.
- ○ [M] Scorpion Strike (immediate reaction) ✦ Weapon
- When an ally damages a creature adjacent to the tiefling rogue.
Targets the creature the tiefling rogue’s ally damaged; +29 vs. AC; 2d6 + 15 damage.
- Bloodhunt
- The tiefling rogue gains a +1 racial bonus to attack rolls against bloodied foes.
- First Strike
- At the start of an encounter, the tiefling rogue has combat advantage against any creatures that have not yet acted in that
encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the tiefling rogue’s weapon damage die increases by one size. When wielding a dagger, the tiefling
rogue gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the tiefling rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue
weapon, the tiefling rogue deals an extra 5d6 damage.
Skills Acrobatics +22, Thievery +22
Str 20 (+16); Dex 22 (+17); Wis 13 (+12);
Con 14 (+13); Int 14 (+13); Cha 17 (+14)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Tiefling Trickster Rogue [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +17; Senses Perception +17; low-light
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 38; Fortitude 32, Reflex 38, Will 36
Resist 16 fire
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +25 vs. AC; 2d6 + 11 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +29 vs. AC; 2d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
The tiefling rogue can move 2 squares before the attack.
- ○ [M/R] Knave’s Gambit (standard) ✦ Weapon
- Short Sword: +29 vs. AC; 4d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +28 vs. AC; 4d6 + 15 damage.
Miss: The target makes a melee basic attack as a free action against an adjacent target other than the tiefling
rogue. The tiefling rogue chooses the target of its attack.
- □ [M/R] Feinting Flurry (standard) ✦ Weapon
- Short Sword: +29 vs. Will; 5d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +28 vs. Will; 5d6 + 15 damage.
Hit or Miss: Until the end of the tiefling rogue’s next turn, all of the target’s defenses against the tiefling
rogue’s attacks take a -6 penalty. Sustain Minor: Sustain the penalty for another round.
- ○ 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 +6 extra damage.
- □ Hide from the Light (minor)
- The tiefling rogue must already be hidden to use this power. The tiefling rogue is invisible until the end of the encounter
or until the tiefling rogue ends the effect by moving more than 2 squares in a turn or by making any attack other than a basic
attack or an at-will attack.
- 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 5d6 damage.
Skills Stealth +24, Thievery +22
Str 15 (+13); Dex 22 (+17); Wis 13 (+12);
Con 14 (+13); Int 14 (+13); Cha 22 (+17)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Tiefling Fey-Pact Warlock [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +12; Senses Perception +13; low-light
HP 207; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 38; Fortitude 32, Reflex 37, Will 38
Resist 16 fire
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +27 vs. Reflex; 2d10 + 16 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +27 vs. Will; 2d6 + 16 psychic damage, and the tiefling warlock is invisible to the target until the start of the
tiefling warlock’s next turn.
- ○ [R] Thorns of Venom (standard) ✦ Poison
- Ranged 10; +27 vs. Fortitude; 3d8 + 16 poison damage, and the target is immobilized and takes a –7 penalty to AC and Reflex
defense until the end of the tiefling warlock’s next turn.
- □ [R] Delusions of Loyalty (standard) ✦ Charm
- Ranged 10; +27 vs. Will; on its next turn, the target uses its standard action to make a basic attack against the last creature
to attack the tiefling warlock since the tiefling warlock’s last turn. If no one attacked the tiefling warlock since the tiefling
warlock’s last turn or if the target is unable to attack, the target loses its standard action. Sustain Minor: When
the tiefling warlock sustains this power, the tiefling warlock can repeat the attack against the target. If the tiefling warlock
misses, the tiefling warlock can no longer sustain the power.
- □ Raven’s Glamor (move) ✦ Illusion, Teleportation
- The tiefling warlock becomes invisible until the start of the tiefling warlock’s next turn and teleports 20 squares. The tiefling
warlock leaves behind an illusory image of the tiefling warlock that persists as long as the tiefling warlock is invisible.
This image stands in place, takes no actions, and uses the tiefling warlock’s defenses if it is attacked. If the illusion
is touched or takes any damage, it dissolves into a pile of dead leaves. If the tiefling warlock makes an attack, the tiefling
warlock becomes visible. Sustain Standard: The tiefling warlock remains invisible as long as the tiefling warlock doesn’t
make an attack.
- ● 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 3d6 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 +7 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 +22, Bluff +25
Str 12 (+12); Dex 13 (+12); Wis 14 (+13);
Con 15 (+13); Int 22 (+17); Cha 24 (+18)
Equipment leather armor, spear
-1 Level / +1 Level
Tiefling Infernal-Pact Warlock [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +12; low-light
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 38; Fortitude 36, Reflex 37, Will 34
Resist 16 fire
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +26 vs. Reflex; 2d10 + 15 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +26 vs. Reflex; 2d6 + 15 fire damage. If the tiefling warlock takes damage before the end of the tiefling warlock’s
next turn, the target takes an extra 2d6 + 15 fire damage.
- ○ [C] Spiteful Darts (standard)
- Close blast 5; +26 vs. Reflex; 4d8 + 15 damage, and the target is pushed 9 squares.
- □ Minions of Malbolge (standard) ✦ Conjuration, Fire
- The tiefling warlock conjures flames in the shape of diabolic imps that appear at the tiefling warlock’s feet. The tiefling
warlock gains 25 temporary hit points. Any enemy that enters a square adjacent to the tiefling warlock takes 2d10 fire damage
and is pushed 3 squares. This effect applies once per creature per round. It ends when the tiefling warlock has no temporary
hit points remaining.
- ● 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 3d6 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.
- □ Wings of the Fiend (minor) ✦ Polymorph
- The tiefling warlock grows wings and gains a fly speed equal to the tiefling warlock’s speed until the end of the encounter
or for 5 minutes.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The tiefling warlock gains 23 temporary hit points.
- Bloodhunt
- The tiefling warlock gains a +1 racial bonus to attack rolls against bloodied foes.
Skills Arcana +22, Intimidate +19
Str 12 (+12); Dex 14 (+13); Wis 13 (+12);
Con 22 (+17); Int 22 (+17); Cha 17 (+14)
Equipment leather armor, mace
-1 Level / +1 Level
Tiefling Star-Pact Warlock [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +12; low-light
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 35; Fortitude 36, Reflex 34, Will 37
Resist 16 fire
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +23 vs. AC; 2d6 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +26 vs. Reflex; 2d10 + 15 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +26 vs. Fortitude; 2d6 + 15 radiant damage. If the target moves nearer to the tiefling warlock on its next turn,
it takes an extra 2d6 + 15 damage.
- ○ [R] Dark Transport (standard) ✦ Teleportation
- Ranged 10; +26 vs. Will; 4d10 + 15 damage, and the tiefling warlock can swap places with the target. After swapping places
with the target, the tiefling warlock can teleport 3 squares..
- □ [R] Wrath of Acamar (standard) ✦ Necrotic, Teleportation
- Ranged 10; +26 vs. Reflex; 4d10 + 15 necrotic damage, and the target disappears into a starry realm (save ends). While in
the starry realm, the target cannot take actions, cannot be targeted, and takes 1d10 + 9 necrotic damage at the start of its
turn. On a save, it returns to the space it was last in. If that space is occupied, the target returns to the nearest unoccupied
space of its choice.
- ● 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 3d6 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.
- ○ Entropic Ward (minor)
- Until the end of the tiefling warlock’s next turn, anyone who attacks the tiefling warlock must roll two dice and take the
lower result. Each time an attack misses due to this effect, the tiefling warlock gains a cumulative +1 power bonus to the
tiefling warlock’s next attack roll.
- ● 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 +19, Insight +17
Str 12 (+12); Dex 14 (+13); Wis 13 (+12);
Con 22 (+17); Int 17 (+14); Cha 22 (+17)
Equipment leather armor, sickle
-1 Level / +1 Level
Tiefling Inspiring Warlord [Level 23 Soldier (Leader)]
Medium natural humanoid [XP 5100]
Initiative +14; Senses Perception +12; low-light
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 36; Fortitude 37, Reflex 33, Will 37
Resist 16 fire
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +28 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +28 vs. Fortitude; 6 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 +6 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] Great Dragon War Cry (standard) ✦ Fear, Weapon
- +28 vs. AC; 3d10 + 15 damage, and the target is weakened until the end of the tiefling warlord’s next turn. Until the end
of the encounter, the tiefling warlord’s allies gain a +6 power bonus to their attack rolls against weakened enemies.
- □ [M] Victory Surge (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage. Until the start of the tiefling warlord’s next turn, every ally within 10 squares of the tiefling
warlord can follow up a standard action with a basic attack made as a free action. Miss: Until the start of the tiefling
warlord’s next turn, one ally of the tiefling warlord’s choice within 10 squares of the tiefling warlord can follow up a standard
action with a basic attack made as a free action. Sustain Minor: Until the start of the tiefling warlord’s next turn,
one ally of the tiefling warlord’s choice within 10 squares of the tiefling warlord can follow up a standard action with a
basic attack made as a free action.
- □ Heart of the Titan (standard)
- The tiefling warlord or one ally within 10 squares gains temporary hit points equal to his or her healing surge value + 6.
Until the target loses as many temporary hit points as he or she gained from this power, the target adds +6 to damage rolls
and can’t be dazed, immobilized, pulled, pushed, restrained, slid, slowed, stunned, or weakened.
- ○ 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 +6 extra damage.
- ○○○ Inspiring Word (minor) ✦ Healing
- The tiefling warlord or one ally within 15 squares can spend a healing surge and regain an additional 5d6 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 17 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 +17, History +19
Str 22 (+17); Dex 13 (+12); Wis 12 (+12);
Con 14 (+13); Int 17 (+14); Cha 22 (+17)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Tiefling Tactical Warlord [Level 23 Soldier (Leader)]
Medium natural humanoid [XP 5100]
Initiative +14; Senses Perception +12; low-light
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 40; Fortitude 37, Reflex 37, Will 34
Resist 16 fire
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 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] Sudden Assault (standard) ✦ Weapon
- +29 vs. AC; 1d8 + 15 damage, and an ally of the tiefling warlord’s choice within 5 squares of the tiefling warlord takes a
standard action. The tiefling warlord’s ally gains a +6 power bonus to attack rolls against targets adjacent to the tiefling
warlord for attacks made with this extra standard action.
- □ [M] Break the Tempo (standard) ✦ Weapon
- +29 vs. AC; 4d8 + 15 damage. Hit or Miss: If the target attacks before the end of the tiefling warlord’s next turn,
the tiefling warlord can use an immediate interrupt to move 4 squares and make a melee basic attack against the target. If
the tiefling warlord deals damage, the target takes a -6 penalty to its attack roll. Sustain Minor: The effect continues
until the end of the tiefling warlord’s next turn.
- □ Own the Battlefield (standard)
- Close burst 10; targets visible enemies; the tiefling warlord slides each target 6 squares.
- ○ 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 15 squares can spend a healing surge and regain an additional 5d6 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 +6 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 +17, History +22
Str 22 (+17); Dex 13 (+12); Wis 12 (+12);
Con 14 (+13); Int 22 (+17); Cha 17 (+14)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Tiefling Control Wizard [Level 23 Artillery]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +16; low-light
HP 158; Bloodied 79
Healing Surges (+39 hp) ○○○
AC 37; Fortitude 32, Reflex 37, Will 37
Resist 16 fire
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 10 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +27 vs. Fortitude; 2d6 + 16 cold damage, and the target is slowed until the end of the tiefling wizard’s next turn.
- ○ [A] Acid Storm (standard) ✦ Acid
- Area burst 4 within 10; +27 vs. Fortitude; 4d6 + 16 acid damage. Hit or Miss: The cloud blocks line of sight, providing
total concealment to creatures inside it. Any creature that enters the cloud or starts its turn there takes 10 acid damage.
The cloud lasts until the end of the tiefling wizard’s next turn, or the tiefling wizard can dismiss it as a minor action.
- □ [A] Evard’s Black Tentacles (standard) ✦ Necrotic, Zone
- Area burst 4 within 10; +27 vs. Reflex; 2d10 + 16 necrotic damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a zone of difficult terrain that lasts until the end of the tiefling wizard’s next turn. Sustain Minor:
When the tiefling wizard sustains the power, repeat the attack against any creature within the zone that is not immobilized,
and deal 1d10 + 9 necrotic damage to creatures that are immobilized.
- ○ 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.
- □ Time Stop (minor)
- The tiefling wizard gains two extra standard actions, which the tiefling wizard can’t use to attack other creatures.
- ○ 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 -5 penalty to its saving throws against that effect. Alternatively, the tiefling wizard
can extend the duration a wizard at-will spell whose effect is ending at the end of the tiefling wizard’s current turn, so
that it lasts instead until the end of the tiefling wizard’s next turn.
- Bloodhunt
- The tiefling wizard gains a +1 racial bonus to attack rolls against bloodied foes.
Skills Arcana +23, Insight +21
Str 12 (+12); Dex 15 (+13); Wis 20 (+16);
Con 14 (+13); Int 24 (+18); Cha 15 (+13)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Tiefling War Wizard [Level 23 Artillery]
Medium natural humanoid [XP 5100]
Initiative +16; Senses Perception +13; low-light
HP 158; Bloodied 79
Healing Surges (+39 hp) ○○○
AC 37; Fortitude 32, Reflex 37, Will 34
Resist 16 fire
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 10 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +27 vs. Reflex; 2d6 + 16 fire damage.
- ○ [R] Chain Lightning (standard) ✦ Lightning
- Ranged 20; +27 vs. Reflex; 4d6 + 16 lightning damage. Hit or Miss: Make a secondary attack against two creatures within
5 squares of the primary target and a tertiary attack against other enemies within 20 squares. Secondary Attack: +27
vs. Reflex; 2d6 + 16 lightning damage. Tertiary Attack: +27 vs. Reflex; 1d6 + 16 lightning damage.
- □ [C] Acid Wave (standard) ✦ Acid
- Close blast 5; +27 vs. Reflex; 5d6 + 16 acid damage, and ongoing 10 acid damage (save ends). Miss: Half damage, and
ongoing 5 acid damage (save ends).
- □ Mass Fly (standard)
- The tiefling wizard and each ally within 5 squares gain a speed of fly 8 until the end of the tiefling wizard’s next turn.
Sustain Minor: The tiefling wizard can sustain this power until the end of the encounter or for 5 minutes. If the tiefling
wizard does not sustain this power, all targets float to the ground without taking falling damage.
- ○ 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 +5 bonus to a single attack roll.
- Bloodhunt
- The tiefling wizard gains a +1 racial bonus to attack rolls against bloodied foes.
Skills Arcana +23, History +23
Str 12 (+12); Dex 20 (+16); Wis 15 (+13);
Con 14 (+13); Int 24 (+18); Cha 15 (+13)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Tiefling Isolating Avenger [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +12; Senses Perception +17; low-light
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 39; Fortitude 33, Reflex 37, Will 37
Resist 16 fire
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +25 vs. AC; 2d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 2d6 + 11 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage, and the tiefling avenger shifts 1 square, sliding the target 1 square into the space the tiefling
avenger occupied.
- ○ [M] Phase Duel (standard) ✦ Weapon
- +29 vs. AC; 3d10 + 15 damage, and until the end of the tiefling avenger’s next turn, the tiefling avenger and the target are
immobilized. In addition, no other creature has line of sight or line of effect to either the target or the tiefling avenger,
both of whom have line of sight and line of effect only to each other. This effect ends if the immobilized condition ends
on either the target or the tiefling avenger before 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 +6 bonus to all defenses against the target’s attacks.
- □ [C] Aspect of Awe (standard) ✦ Charm, Psychic
- Close burst 5; targets one creature in burst; +26 vs. Will; 4d8 + 15 psychic damage, and the target is pulled 3 squares. At
the start of each of the tiefling avenger’s turns, the target is pulled 3 squares (save ends). Miss: Half damage, and
the target is pulled 2 squares. At the start of the tiefling avenger’s next turn, the target is pulled 3 squares.
- ○ [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 +2 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.
- □ Oath of the Final Strike (immediate interrupt)
- When an attack reduces the tiefling avenger to 0 hit points or fewer and doesn’t kill you.
The tiefling avenger is dying but doesn’t fall unconscious. Until the end of the tiefling avenger’s next turn, the tiefling
avenger doesn’t take any damage after the triggering attack, and the tiefling avenger gains a +4 bonus to attack rolls. At
the end of the tiefling avenger’s next turn, the tiefling avenger falls unconscious if the tiefling avenger is still dying.
- 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 +6 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 +18, Religion +22
Str 15 (+13); Dex 13 (+12); Wis 22 (+17);
Con 14 (+13); Int 22 (+17); Cha 14 (+13)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Tiefling Pursuing Avenger [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +16; Senses Perception +17; low-light
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 38; Fortitude 33, Reflex 36, Will 37
Resist 16 fire
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +25 vs. AC; 2d10 + 11 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +27 vs. AC; 2d8 + 14 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage, and if the target doesn’t end its next turn adjacent to the tiefling avenger, the tiefling avenger
can shift 6 squares as a free action. The tiefling avenger must end that shift closer to the target.
- ○ [M] Bond of Justice (standard) ✦ Radiant, Teleportation, Weapon
- +29 vs. AC; 4d10 + 15 radiant damage, and if the target is not adjacent to the tiefling avenger at the start of the tiefling
avenger’s next turn, the tiefling avenger gains a +4 bonus to attack rolls against it until the end of that turn. During that
turn, the tiefling avenger can teleport to a space adjacent to the target as a move action, doing 10 radiant damage to the
target.
- □ [M] Oath of the Inevitable Blade (standard) ✦ Weapon
- +29 vs. AC; 5d10 + 15 damage. Miss: Half damage. The tiefling avenger gains a +5 power bonus to the tiefling avenger’s
next damage roll against the target before the end of the encounter, unless the tiefling avenger attacks another creature
first.
- ○ [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 +2 extra damage.
- □ Ghostly Vengeance (minor)
- Until the end of the encounter, the tiefling avenger gains phasing, and the tiefling avenger takes half damage from opportunity
attacks.
- ○ [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 +11 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 +18, Stealth +23
Str 15 (+13); Dex 20 (+16); Wis 22 (+17);
Con 14 (+13); Int 15 (+13); Cha 14 (+13)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Tiefling Rageblood Barbarian [Level 23 Brute]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +17; low-light
HP 260; Bloodied 130
Healing Surges (+65 hp) ○○○
AC 38; Fortitude 38, Reflex 35, Will 33
Resist 16 fire
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +28 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+28 vs. AC; 2d12 + 3d8 + 15 damage (crit 63 + 3d12). 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] Fatal Strike (standard) ✦ Weapon
- +28 vs. AC; 4d12 + 20 damage (crit 68 + 3d12), and the target cannot regain hit points until the start of the tiefling barbarian’s
next turn.
- □ [M] Hydra Rage (standard) ✦ Rage, Weapon
- +28 vs. AC; 4d12 + 15 damage (crit 63 + 3d12), and the target is dazed (save ends). Miss: Half damage. Hit or Miss:
The tiefling barbarian enters the rage of the hydra. Until the rage ends, once per round when the tiefling barbarian makes
an attack that misses, the tiefling barbarian can make a melee basic attack as a free action.
- ○ Infernal Wrath (minor)
- The tiefling barbarian gains a +1 power bonus to the tiefling barbarian’s next attack roll against an enemy that hit the tiefling
barbarian since the tiefling barbarian’s last turn. If the attack hits, it deals +3 extra damage.
- ○ Swift Charge (free)
- When the tiefling barbarian’s attack reduces an enemy to 0 hit points.
The tiefling barbarian charges an enemy.
- □ Primal Vigor (immediate interrupt)
- When the tiefling barbarian is hit by an attack.
Until the end of the tiefling barbarian’s next turn, the tiefling barbarian gains resist 16 to all damage.
- 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 15 temporary hit points.
- Barbarian Agility
- While the tiefling barbarian is not wearing heavy armor, the tiefling barbarian gains a +3 bonus to AC and Reflex.
Skills Athletics +21, Perception +17
Str 22 (+17); Dex 14 (+13); Wis 13 (+12);
Con 20 (+16); Int 14 (+13); Cha 17 (+14)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Tiefling Thaneborn Barbarian [Level 23 Brute]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +17; low-light
HP 255; Bloodied 127
Healing Surges (+63 hp) ○○○
AC 38; Fortitude 38, Reflex 35, Will 36
Resist 16 fire
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +28 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+28 vs. AC; 2d12 + 3d6 + 15 damage (crit 57 + 3d12). 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] Berserker’s Shout (standard) ✦ Fear, Weapon
- +28 vs. AC; 5d12 + 15 damage (crit 75 + 3d12), and each enemy adjacent to the tiefling barbarian takes a –6 penalty to attack
rolls until the end of the tiefling barbarian’s next turn.
- □ [M] Ghost Viper Rage (standard) ✦ Poison, Rage, Weapon
- +28 vs. AC; 3d12 + 15 damage (crit 51 + 3d12), and ongoing 10 poison damage (save ends). Miss: Half damage. Hit
or Miss: The tiefling barbarian enters the rage of the ghost viper. Until the rage ends, any enemy that starts its turn
next to the tiefling barbarian grants combat advantage to the tiefling barbarian and the tiefling barbarian’s allies until
the end of its next turn.
- ○ Infernal Wrath (minor)
- The tiefling barbarian gains a +1 power bonus to the tiefling barbarian’s next attack roll against an enemy that hit the tiefling
barbarian since the tiefling barbarian’s last turn. If the attack hits, it deals +6 extra damage.
- □ Untouched (minor)
- The tiefling barbarian makes a saving throw against each effect on the tiefling barbarian that a save can end. The tiefling
barbarian gains a +2 bonus to each saving throw.
- ○ [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.
- 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 +6 bonus to the attack roll.
- Barbarian Agility
- While the tiefling barbarian is not wearing heavy armor, the tiefling barbarian gains a +3 bonus to AC and Reflex.
Skills Athletics +21, Perception +17
Str 22 (+17); Dex 14 (+13); Wis 13 (+12);
Con 15 (+13); Int 14 (+13); Cha 22 (+17)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Tiefling Cunning Bard [Level 23 Controller (Leader)]
Medium natural humanoid [XP 5100]
Initiative +12; Senses Perception +17; low-light
HP 207; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 40; Fortitude 32, Reflex 38, Will 38
Resist 16 fire
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 11 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +27 vs. Will; 2d6 + 16 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the tiefling
bard’s next turn.
- ○ [R] Echoes in Time (standard) ✦ Force, Teleportation
- Ranged 10; +27 vs. Reflex; 3d8 + 16 force damage. Each ally within 10 squares of the tiefling bard, as the last action of
his or her next turn, can teleport as a free action back to the space where he or she started that turn. Until the start of
the tiefling bard’s next turn, an ally who teleports using this power also gains a +6 power bonus to all defenses.
- □ [R] Encircling Dance (standard) ✦ Radiant
- Ranged 10; targets one or two creatures; +27 vs. Reflex; 3d8 + 16 radiant damage. Miss: Half damage. Hit or Miss:
The tiefling bard and each ally within 10 squares of the tiefling bard can shift 5 squares as a free action.
- ○ Infernal Wrath (minor)
- The tiefling bard gains a +1 power bonus to the tiefling bard’s next attack roll against an enemy that hit the tiefling bard
since the tiefling bard’s last turn. If the attack hits, it deals +7 extra damage.
- ○○○ Majestic Word (minor) ✦ Healing
- The tiefling bard or one ally within 15 squares can spend a healing surge and regain an additional 4d6 + 7 hit points. This
power can only be used once per round. The tiefling bard can also slide the target 1 square.
- □ Mirrored Entourage (minor) ✦ Illusion
- Each ally within 20 squares gains two illusory duplicates that last until the end of the encounter. Until the duplicates disappear,
the duplicates share the target’s space and move with him or her. In addition, the target gains a +4 power bonus to AC. When
an attack against AC misses the target, one of that target’s duplicates disappears, and the power bonus to AC decreases by
2.
- 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 11 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 +22, Bluff +25
Str 14 (+13); Dex 13 (+12); Wis 12 (+12);
Con 15 (+13); Int 22 (+17); Cha 24 (+18)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Tiefling Valorous Bard [Level 23 Controller (Leader)]
Medium natural humanoid [XP 5100]
Initiative +12; Senses Perception +17; low-light
HP 212; Bloodied 106
Healing Surges (+53 hp) ○○○
AC 37; Fortitude 35, Reflex 35, Will 38
Resist 16 fire
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 11 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 16 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] Weal and Woe (standard) ✦ Weapon
- +30 vs. AC; 3d8 + 16 damage, and one ally adjacent to the target makes a saving throw with a +5 power bonus and gains a +5
power bonus to his or her next attack roll against the target.
- □ Increasing the Tempo (standard)
- One ally within 10 squares target makes four basic attacks as a free action.
- ○ Infernal Wrath (minor)
- The tiefling bard gains a +1 power bonus to the tiefling bard’s next attack roll against an enemy that hit the tiefling bard
since the tiefling bard’s last turn. If the attack hits, it deals +7 extra damage.
- ○○○ Majestic Word (minor) ✦ Healing
- The tiefling bard or one ally within 15 squares can spend a healing surge and regain an additional 4d6 + 7 hit points. This
power can only be used once per round. The tiefling bard can also slide the target 1 square.
- □ Elegy Unwritten (immediate interrupt) ✦ Healing
- When an ally within 5 squares of the tiefling bard dies.
The ally regains hit points as if he or she had spent a healing surge. In addition, the ally can stand up and shift 2 squares
as a free action.
- 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 10 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 +19, Athletics +17
Str 14 (+13); Dex 13 (+12); Wis 12 (+12);
Con 20 (+16); Int 17 (+14); Cha 24 (+18)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Tiefling Guardian Druid [Level 23 Controller]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +17; low-light
HP 212; Bloodied 106
Healing Surges (+53 hp) ○○○
AC 38; Fortitude 35, Reflex 33, Will 37
Resist 16 fire
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +24 vs. AC; 4d4 + 11 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +26 vs. Reflex; 2d8 + 15 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; +26 vs. Fortitude; 2d6 + 9 cold damage, and the target slides 1 square.
- ○ [A] Stormburst (standard) ✦ Lightning
- Area burst 2 within 20; +26 vs. Reflex; 2d6 + 15 lightning damage, and the target is slowed until the end of the tiefling
druid’s next turn. Hit or Miss: Until the end of the tiefling druid’s next turn, any creature that enters the area
of the burst or starts its turn there takes 5 lightning damage.
- □ [A] Entangling Thorns (standard)
- Area burst 2 within 10; +26 vs. Reflex; the target is immobilized and takes ongoing 5 damage (save ends both). Aftereffect:
2d6 + 15 damage. Miss: 1d6 + 15 damage, and the target is immobilized until the end of the tiefling druid’s next turn.
- □ Unyielding Roots (standard) ✦ Healing
- The tiefling druid and each ally with 5 squares grows revitalizing roots. Until the end of the tiefling druid’s next turn,
each target can negate being pulled, pushed, or slid. In addition, if a target is bloodied at the start of his or her turn,
he or she regains 5 hit points. Sustain Minor: The effect persists.
- ● Wild Shape (minor) ✦ Polymorph
- The tiefling druid changes from the tiefling druid’s humanoid form to beast form or vice versa. When the tiefling druid changes
from beast form back to the tiefling druid’s humanoid form, the tiefling druid shifts 1 square. While the tiefling druid is
in beast form, the tiefling druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the
tiefling druid can sustain such powers. The tiefling druid can use this power once per round.
- ○ Infernal Wrath (minor)
- The tiefling druid gains a +1 power bonus to the tiefling druid’s next attack roll against an enemy that hit the tiefling
druid since the tiefling druid’s last turn. If the attack hits, it deals +2 extra damage.
- Bloodhunt
- The tiefling druid gains a +1 racial bonus to attack rolls against bloodied foes.
- Primal Guardian
- While the tiefling druid is not wearing heavy armor, the tiefling druid can use the tiefling druid’s Constitution modifier
in place of the tiefling druid’s Dexterity or Intelligence modifier to determine the tiefling druid’s AC.
Skills Heal +22, Nature +22
Str 14 (+13); Dex 15 (+13); Wis 22 (+17);
Con 20 (+16); Int 15 (+13); Cha 14 (+13)
Equipment hide armor, scythe
-1 Level / +1 Level
Tiefling Predator Druid [Level 23 Controller]
Medium natural humanoid [XP 5100]
Initiative +16; Senses Perception +22; low-light
HP 207; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 38; Fortitude 32, Reflex 36, Will 37
Resist 16 fire
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +24 vs. AC; 4d4 + 11 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +26 vs. Reflex; 2d8 + 15 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; +26 vs. Reflex; 2d6 + 9 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 6 fire damage.
- ○ [C] Primal Roar (standard) ✦ Beast Form, Psychic
- Close blast 5; targets enemies; +26 vs. Will; 2d8 + 15 psychic damage, and the target is knocked prone and deafened until
the end of the tiefling druid’s next turn.
- □ [M] Primal Bear (standard) ✦ Beast Form, Healing
- +26 vs. Fortitude; 3d10 + 15 damage, and the tiefling druid grabs the target. Until the grab ends, the target takes 10 damage
at the start of the tiefling druid’s turn. Miss: Half damage, and the tiefling druid grabs the target. Hit or Miss:
Until the end of the encounter, while the tiefling druid is in beast form, the tiefling druid gains a +2 bonus to AC and Fortitude.
- ● 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 +2 extra damage.
- □ Phantom Beast (minor) ✦ Beast Form
- Until the end of the encounter, whenever the tiefling druid uses wild shape to change into beast form, the tiefling druid
becomes insubstantial and gain phasing until the end of the tiefling druid’s turn.
- 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 +22, Perception +22
Str 14 (+13); Dex 20 (+16); Wis 22 (+17);
Con 15 (+13); Int 15 (+13); Cha 14 (+13)
Equipment hide armor, scythe
-1 Level / +1 Level
Tiefling Preserving Invoker [Level 23 Artillery]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +17; low-light
HP 159; Bloodied 79
Healing Surges (+39 hp) ○○○
AC 39; Fortitude 33, Reflex 37, Will 37
Resist 16 fire
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +23 vs. AC; 2d10 + 10 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +26 vs. Reflex; 2d8 + 15 radiant damage, and the tiefling invoker slides the target 1 square. The tiefling invoker
can use this power as a ranged basic attack.
- ○ [R] Word of Rebuke (standard)
- Ranged 10; +26 vs. Will; 5d6 + 15 damage, and the target is dazed until the end of the tiefling invoker’s next turn. Until
the end of the tiefling invoker’s next turn, the target also takes a -6 penalty to attack rolls.
- □ [R] Malediction of Gartak (standard)
- Ranged 10; +26 vs. Will; 5d6 + 15 damage. Hit or Miss: Whenever the target hits with an attack, the target takes 10
damage. This effect ends at the end of the target’s turn if it has not attacked since the end of its last turn.
- ○ 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.
- □ Covenant of Vengeance (minor)
- Choose either the tiefling invoker or one ally within 10 squares. All of the target’s marks end. Until the end of the encounter
or until the target marks a creature, if a creature attacks the target, the tiefling invoker and the tiefling invoker’s allies
gain a +4 power bonus to attack rolls against that creature until the end of the tiefling invoker’s next turn.
- ○ 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 +6 bonus to the tiefling invoker’s next attack roll against the triggering enemy if that attack
occurs before the end of the tiefling invoker’s next turn.
- Bloodhunt
- The tiefling invoker gains a +1 racial bonus to attack rolls against bloodied foes.
- Covenant of Preservation
- When the tiefling invoker uses a divine encounter or daily attack power on the tiefling invoker’s turn, the tiefling invoker
can slide an ally within 10 squares of the tiefling invoker 1 square.
Skills Arcana +22, Religion +22
Str 12 (+12); Dex 14 (+13); Wis 22 (+17);
Con 15 (+13); Int 22 (+17); Cha 15 (+13)
Equipment hide armor, morningstar
-1 Level / +1 Level
Tiefling Wrathful Invoker [Level 23 Artillery]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +17; low-light
HP 164; Bloodied 82
Healing Surges (+41 hp) ○○○
AC 36; Fortitude 36, Reflex 34, Will 37
Resist 16 fire
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +23 vs. AC; 2d10 + 10 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +26 vs. Fortitude; 2d10 + 15 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +5 radiant damage. The tiefling invoker can use this power as a ranged basic attack.
- ○ [A] Vindicating Flames (standard) ✦ Fire
- Area burst 2 within 10; +26 vs. Reflex; 2d6 + 15 fire damage, and if the target moves before the end of the tiefling invoker’s
next turn, it takes 15 fire damage.
- □ [A] Astral Tempest (standard)
- Area burst 2 within 10; +26 vs. Fortitude; 7d6 + 15 damage, and the tiefling invoker slides the target 5 squares and knock
it prone. Miss: Half damage, and the tiefling invoker slides the target 3 squares and knock it prone.
- ○ 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.
- □ Invoke Heroism (minor)
- One ally within 10 squares can take an extra standard action during his or her next turn.
- ○ [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 2d6+5 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 +20, Religion +19
Str 12 (+12); Dex 14 (+13); Wis 22 (+17);
Con 20 (+16); Int 17 (+14); Cha 15 (+13)
Equipment chainmail, morningstar
-1 Level / +1 Level
Tiefling Bear Shaman [Level 23 Controller (Leader)]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +22; low-light
HP 212; Bloodied 106
Healing Surges (+53 hp) ○○○
AC 35; Fortitude 36, Reflex 33, Will 37
Resist 16 fire
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +23 vs. AC; 2d10 + 10 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +26 vs. Will; 2d8 + 15 damage, and each ally adjacent to the tiefling shaman’s spirit companion gains 5 temporary
hit points.
- ○ [M] Call to the Primal Protector (standard) ✦ Spirit
- Spirit melee 1; +26 vs. Reflex; 2d10 + 15 damage. Until the end of the tiefling shaman’s next turn, any ally takes half damage
from any source while adjacent to the tiefling shaman’s spirit companion. Each ally adjacent to the tiefling shaman’s spirit
companion gains 7 temporary hit points.
- □ [R] Great Bear Guardian (standard) ✦ Conjuration
- Ranged 10; +26 vs. Fortitude; 2d10 + 15 damage, and the target is pushed 2 squares and knock it prone. Miss: Half damage,
and the target is pushed 1 square. Hit or Miss: The tiefling shaman conjures a bear spirit in an unoccupied square
adjacent to the target. The spirit lasts until the end of the encounter. The spirit occupies 1 square. Enemies cannot move
through its space, but allies can. As a move action, the tiefling shaman can move the spirit 5 squares.
The spirit
can flank enemies with the tiefling shaman and the tiefling shaman’s allies, and it can make opportunity attacks against the
tiefling shaman’s enemies: +26 vs. Reflex; 2d10 + 15 damage.
- ● 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 21 damage to the spirit,
the spirit disappears, and the tiefling shaman takes 16 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 +2 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 5d6 hit points. This power can only be used once per round.
- □ Doorway to the Spirit World (minor) ✦ Zone
- Area burst 1 within 10; the burst creates a zone of primal energy that lasts until the end of the encounter. While within
the zone, the tiefling shaman and the tiefling shaman’s allies are insubstantial.
- ● [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; +26 vs. Reflex; 6 damage. Hit or Miss: One ally within 5 squares of the tiefling shaman’s
spirit companion regains 6 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 5 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 +22, Perception +22
Str 13 (+12); Dex 14 (+13); Wis 22 (+17);
Con 20 (+16); Int 17 (+14); Cha 14 (+13)
Equipment leather armor, longspear
-1 Level / +1 Level
Tiefling Panther Shaman [Level 23 Controller (Leader)]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +22; low-light
HP 207; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 38; Fortitude 33, Reflex 36, Will 37
Resist 16 fire
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +23 vs. AC; 2d10 + 10 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +26 vs. Fortitude; 2d10 + 15 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 +3 bonus to the attack roll.
- ○ [M] Call to the Relentless Hunter (standard) ✦ Spirit
- Spirit melee 1; +26 vs. Fortitude; 4d6 + 15 damage. Until the end of the tiefling shaman’s next turn, when any ally adjacent
to the tiefling shaman’s spirit companion misses with an at-will or an encounter attack power, that attack deals 1d10 + 6
damage.
- □ [R] Horns of the Undefeated Khan (standard)
- Ranged 20; +26 vs. Reflex; 4d8 + 15 damage. Miss: Half damage. Hit or Miss: Until the end of the tiefling shaman’s
next turn, the tiefling shaman and the tiefling shaman’s allies gain a +2 bonus to attack rolls and a +5 bonus to damage rolls
against the target. As a free action before the tiefling shaman’s next turn, each ally within 20 squares of the target can
make a saving throw and shift 3 squares as the first action of his or her turn.
- □ Call the Dead (standard) ✦ Healing
- Each dead ally within 5 squares returns to life and spends a healing surge. Each target is also considered to have failed
no death saving throws during this encounter.
- ● 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 21 damage to the spirit,
the spirit disappears, and the tiefling shaman takes 16 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 +2 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 5d6 hit points. This power can only be used once per round.
- ● [M] Spirit’s Fangs (opportunity) ✦ Spirit
- When an enemy leaves a square adjacent to the tiefling shaman’s spirit companion without shifting.
Targets triggering enemy; +26 vs. Reflex; 2d10 + 15 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 +6 bonus to damage rolls against bloodied enemies.
Skills Nature +22, Perception +22
Str 13 (+12); Dex 14 (+13); Wis 22 (+17);
Con 15 (+13); Int 22 (+17); Cha 14 (+13)
Equipment leather armor, longspear
-1 Level / +1 Level
Tiefling Chaos Sorcerer [Level 23 Artillery]
Medium natural humanoid [XP 5100]
Initiative +16; Senses Perception +12; low-light
HP 158; Bloodied 79
Healing Surges (+39 hp) ○○○
AC 35; Fortitude 32, Reflex 35, Will 39
Resist 16 fire
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +28 vs. AC; 2d4 + 14 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +27 vs. Will; 2d10 + 25 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:
+27 vs. Will; 1d6 + 18 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] Plates of Ice (standard) ✦ Cold
- Ranged 20; +27 vs. Fortitude; 4d6 + 25 cold damage, and the target is weakened until the end of the tiefling sorcerer’s next
turn. If the tiefling sorcerer rolled an even number on the attack roll, each creature adjacent to the target takes 1d6 +
18 cold damage.
- □ [R] Split Strike (standard) ✦ Lightning
- Ranged 10; targets one or two creatures; +27 vs. Reflex; 6d6 + 25 lightning damage. If the tiefling sorcerer rolled an even
number on the attack roll, the target is immobilized (save ends). If the tiefling sorcerer rolled an odd number on the attack
roll, the target is dazed (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 +7 extra damage.
- ○ Wind Shape (minor) ✦ Polymorph
- Until the end of the tiefling sorcerer’s next turn, the tiefling sorcerer becomes insubstantial, the tiefling sorcerer gains
a fly speed equal to the tiefling sorcerer’s speed, and the tiefling sorcerer can hover.
- Bloodhunt
- The tiefling sorcerer gains a +1 racial bonus to attack rolls against bloodied foes.
- Chaos Power
- The tiefling sorcerer gains a +9 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 +18, Bluff +25
Str 15 (+13); Dex 20 (+16); Wis 12 (+12);
Con 14 (+13); Int 15 (+13); Cha 24 (+18)
Equipment cloth armor, dagger
-1 Level / +1 Level
Tiefling Dragon Sorcerer [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +12; low-light
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 35; Fortitude 35, Reflex 32, Will 39
Resist 16 fire
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 14 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +27 vs. Reflex; 2d8 + 25 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 5 fire damage.
- ○ [C] Black Breath (standard) ✦ Acid
- Close blast 3; +27 vs. Reflex; 5d6 + 25 acid damage. Until the end of the tiefling sorcerer’s next turn, the target doesn’t
have line of sight to any creature more than 3 squares away from it.
- □ [R] Baleful Gaze of the Basilisk (standard) ✦ Fear, Poison
- Ranged 10; +27 vs. Fortitude; the target is stunned and takes ongoing 10 poison damage (save ends both). Miss: Ongoing
10 poison damage (save ends). Special: When the target saves against the ongoing poison damage, the tiefling sorcerer
slides the target 5 squares.
- ○ 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 +7 extra damage.
- □ Platinum Scales (immediate interrupt)
- When the tiefling sorcerer is hit by an attack.
Until the end of the encounter, the tiefling sorcerer gains a +5 power bonus to all defenses.
- Bloodhunt
- The tiefling sorcerer gains a +1 racial bonus to attack rolls against bloodied foes.
- Draconic Power
- The tiefling sorcerer gains a +9 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 +18, Athletics +21
Str 20 (+16); Dex 15 (+13); Wis 12 (+12);
Con 14 (+13); Int 15 (+13); Cha 24 (+18)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Tiefling Earth Warden [Level 23 Brute]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +18; low-light
HP 260; Bloodied 130
Healing Surges (+65 hp) ○○○
AC 40; Fortitude 37, Reflex 34, Will 33
Resist 16 fire
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage, and the tiefling warden gains a +1 power bonus to AC until the end of the tiefling warden’s
next turn.
- ○ [C] Nature’s Ally (standard) ✦ Weapon
- Close burst 3; targets one creature in burst; +28 vs. Reflex; the tiefling warden pulls the target 2 squares to a space that
must be adjacent to the tiefling warden. Make a secondary attack against the target. Secondary Attack: +30 vs. AC;
3d10 + 15 damage. Special: If either attack hits, the target is also slowed until the start of the tiefling warden’s
next turn.
- □ [M] Blizzard Strike (standard) ✦ Cold, Weapon
- +28 vs. AC; 4d10 + 15 cold damage, and the target is slowed (save ends). First Failed Save: The target is immobilized
instead of slowed (save ends). Second Failed Save: The target is restrained instead of immobilized (save ends). Miss:
Half damage, and the target is slowed until the end of the tiefling warden’s next turn. Hit or Miss: Each enemy within
3 squares of the tiefling warden, other than the target, is slowed 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.
- □ Panacea (minor)
- The tiefling warden makes a saving throw with a +4 power bonus. The tiefling warden also gains a +4 power bonus to saving
throws until the end of the encounter.
- ● [C] Warden’s Grasp (immediate reaction)
- When an enemy marked by the tiefling warden that is within 5 squares of the tiefling warden makes an attack that does not
include the tiefling warden as a target.
Targets the triggering enemy; The tiefling warden slides the target 1 square. The target is slowed and cannot shift until
the end of its turn.
- Bloodhunt
- The tiefling warden gains a +1 racial bonus to attack rolls against bloodied foes.
- Earthstrength
- When the tiefling warden uses the tiefling warden’s second wind, the tiefling warden gains an additional +5 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 +19, Perception +18
Str 22 (+17); Dex 14 (+13); Wis 15 (+13);
Con 20 (+16); Int 14 (+13); Cha 15 (+13)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Tiefling Wild Warden [Level 23 Brute]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +21; low-light
HP 255; Bloodied 127
Healing Surges (+63 hp) ○○○
AC 38; Fortitude 37, Reflex 32, Will 36
Resist 16 fire
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +28 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +28 vs. AC; 2d12 + 15 damage (crit 39 + 3d12), and the target is slowed until the end of the tiefling warden’s next turn.
- ○ [M] Startling Savagery (standard) ✦ Weapon
- +28 vs. AC; 3d12 + 15 damage (crit 51 + 3d12), and the target is dazed until the end of the tiefling warden’s next turn. Until
the end of the tiefling warden’s next turn, the tiefling warden gains a +5 power bonus to attack rolls.
- □ [M] Dire Beast Assault (standard) ✦ Weapon
- Before and after the attack, the tiefling warden shifts 1 square. +28 vs. AC; 3d12 + 15 damage (crit 51 + 3d12), and ongoing
10 damage (save ends). Miss: Half damage, and ongoing 5 damage (save ends).
- ○ Infernal Wrath (minor)
- The tiefling warden gains a +1 power bonus to the tiefling warden’s next attack roll against an enemy that hit the tiefling
warden since the tiefling warden’s last turn. If the attack hits, it deals +2 extra damage.
- □ Renewal (minor) ✦ Healing
- The tiefling warden spends a healing surge. In addition, the tiefling warden regains the use of an encounter attack power
the tiefling warden has already used during this encounter.
- ● [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; +28 vs. Fortitude; 2d12 + 15 damage (crit 39 + 3d12), 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
-5 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 +21, Perception +21
Str 22 (+17); Dex 14 (+13); Wis 20 (+16);
Con 15 (+13); Int 14 (+13); Cha 15 (+13)
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.