Simultaneously more and less than mortal, tieflings are the offspring of humans and fiends. With otherworldly blood and traits to match, tieflings are often shunned and despised out of reactionary fear. Most tieflings never know their fiendish sire, as the coupling that produced their curse occurred generations earlier. The taint is long-lasting and persistent, often manifesting at birth or sometimes later in life, as a powerful, though often unwanted, boon. Despite their fiendish appearance and netherworld origins, tieflings have a human's capacity of choosing their fate, and while many embrace their dark heritage and side with fiendish powers, others reject their darker predilections. Though the power of their blood calls nearly every tiefling to fury, destruction, and wrath, even the spawn of a succubus can become a saint and the grandchild of a pit fiend an unsuspecting hero.

Physical Description: See individual Tiefling type

Society: Tieflings on the Material Plane rarely create their own settlements and holdings. Instead, they live on the fringes of the land where they were born or choose to settle. Most societies view tieflings as aberrations or curses, but in cultures where there are frequent interactions with summoned fiends, and especially where the worship of demons, devils, or other evil outsiders is legal or obligatory, tieflings might be much more populous and accepted, even cherished as blessings of their fiendish overlords.

Tieflings seldom see another of their own kind, and thus they usually simply adopt the culture and mannerisms of their human parents. On other planes, tieflings form enclaves of their own kind. But often such enclaves are less than harmonious—the diversity of tiefling forms and philosophies is an inherent source of conflict between members of the race, and cliques and factions constantly form in an ever-shifting hierarchy where only the most opportunistic or devious gain advantage. Only those of common bloodlines or those who manage to divorce their worldview from the inherently selfish, devious, and evil nature of their birth manage to find true acceptance, camaraderie, and common ground among others of their kind.

Relations: Tieflings face a significant amount of prejudice from most other races, who view them as fiend-spawn, seeds of evil, monsters, and lingering curses placed upon the world. Far too often, civilized races shun or marginalize them, while more monstrous ones simply fear and reject them unless forced or cowed into acceptance. But half-elves, half-orcs, fetchlings and—most oddly—Aasimars tend to view them as kindred spirits who are too often rejected or who don't fit into most societies by virtue of their birth. The widespread assumption that tieflings are innately evil—ill-founded though it may be—prevents many from easily fitting into most cultures on the Material Plane except in exceedingly cosmopolitan or planar-influenced nations.

Alignment and Religion: Despite their fiendish heritage and the insidious influence of prejudice, tieflings can be of any alignment. Many of them fall prey to the dark desires that haunt their psyches, and give in to the seduction of the whispering evil within, yet others steadfastly reject their origins and actively fight against evil lures and the negative assumptions they face from others by performing acts of good. Most, however, strive to simply find their own way in the world, though they tend to adopt a very amoral, neutral view when they do. Though many creatures just assume that tieflings worship devils and demons, their religious views are as varied as their physical forms. Individual tieflings worship all manner of deities, but they are just as likely to shun religion all together. Those who give in to the dark whispers that haunt the psyche of all tieflings serve all manner of powerful fiends.

Adventurers: Tieflings rarely integrate into the mortal societies they call home. Drawn to the adventuring life as a method of escape, they hope to make a better life for themselves, to prove their freedom from their blood's taint, or to punish a world that fears and rejects them. Tieflings make skilled rogues, powerful wizards and magi, and especially puissant sorcerers as their potent blood empowers them. Those who succumb to the evil within often become powerful clerics of fiendish powers.

Male Names: Baru, Dellisar, Maldrek, Molos, Sarvin, Shoremoth, Temerith, Voren, Zoren.

Female Names: Allizsah, Indranna, Kasidra, Kilarra, Mellisan, Mordren, Nisha.

Tiefling Heritages

Regardless of where their fiendish blood comes from, most tieflings exhibit similar traits and abilities. The unpredictable manner in which fiendish essence combines with a mortal soul often makes it nearly impossible
for the average person to tell a tiefling's heritage simply by looking. A few tieflings, however, retain more overt ties to the particular type of fiend that first corrupted their bloodlines.

Heritage Ability Modifiers Skill Modifiers Spell-Like Ability Typical Alignment
Asura-Spawn (Faultspawn) +2 Dex, +2 Wis, –2 Int Appraise, Knowledge (Local) Hideous laughter Lawful Evil
Daemon-Spawn (Grimspawn) +2 Dex, +2 Int, –2 Wis Disable Device, Sleight Of hand Death knell Neutral Evil
Demodand-Spawn (Foulspawn) +2 Con, +2 Wis, –2 Int Intimidate, Knowledge (Religion) Bear’s endurance Chaotic Evil
Demon-Spawn (Pitborn) +2 Str, +2 Cha, –2 Int Disable Device, Perception Shatter Chaotic Evil
Devil-Spawn (Hellspawn) +2 Con, +2 Wis, –2 Cha Diplomacy, Sense Motive Pyrotechnics Lawful Evil
Div-Spawn (Spitespawn) +2 Dex, +2 Cha, –2 Int Diplomacy , Linguistics Misdirection Neutral Evil
Kyton-Spawn (Shackleborn) +2 Con, +2 Cha, –2 Wis Escape Artist , Intimidate Web Lawful Evil
Oni-Spawn (Hungerseed) +2 Str, +2 Wis, –2 Cha Disguise , Intimidate Alter Self Lawful Evil
Qlippoth-Spawn (the Motherless) +2 Str, +2 Wis, –2 Int Escape Artist , Survival Blur Chaotic Evil
Rakshasa-Spawn (Beastbrood) +2 Dex, +2 Cha, –2 Wis Disguise , Sense Motive Detect Thoughts Lawful Evil

Note: All skill modifiers provide a +2 bonus and spell like abilities can be used once a day,they are charisma based and a spell like ability.

Racial Benefits
Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.
Type Tiefling are Humanoids with the Outsider native subtype
Normal Speed: Tieflings have a base speed of 30 feet.
Darkvision: Tieflings see in the dark for up to 60 feet.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Goblin, Infernal, Orc and Wildlander (except Druidic). See the Linguistics skill page for more information about these languages. The bonus languages are not retroactive if you increase your Intelligence score.
Youthful appearance regardless of an Tiefling's heritage their outsider blood makes them age slower, an Tiefling appears 1 age category less than what their actual age is for example, a middle aged Tiefling has the appearance of an adult, an old Aasimar has the appearance of a middle aged Tiefling and a Venerable Tiefling has the appearance of an old Tiefling. This effect does not take effect until they become 18 therefore all Aasimars age like normal humans until the age of 18

Race Traits

Anticipate Evil (Tiefling) You gain a +1 trait bonus on opposed Dexterity-based skill checks against outsiders with the evil subtype. In addition, when your initiative is tied with such creatures, you always act first regardless of which of you has a higher initiative modifier.

Beast Bully (Tiefling) You can make an Intimidate check instead of a Handle Animal check when trying to handle or push an animal.

Tiefling Whenever a spellcaster capable of channeling negative energy casts a beneficial spell on you, she acts as if she were one level higher for the purpose of determining that spell’s effects.

Dark Magic Affinity (Tiefling) **Blessing of Darkness (Tiefling) ** You gain a +2 trait bonus on saving throws against spells and effects that have the [curse] descriptor.

Dark Magic Affinity: Whenever you cast a spell with the [evil] descriptor, you act as if you were one level higher for the purpose of determining that spell’s effects.

Ever Wary (Tiefling): During the surprise round and before your first action in combat, you can apply half your Dexterity bonus (if any) to your AC. You still count as flat-footed for the purposes of attacks and effects.

Family Connections (Tiefling): You gain a +2 trait bonus on Bluff and Diplomacy checks made against outsiders belonging to the evil subtype.

Friendless (Tiefling): You can make Heal checks on yourself for the purposes of treating deadly wounds, diseases, and poisons.

Inciter (Tiefling): You gain a +2 trait bonus on Bluff checks made to convince creatures to attack each other.

Motherless (Tiefling): You gain a +2 trait bonus on Bluff and Disguise checks made for the purpose of making you seem injured, sickly, or weak in some other way.

Prideful Temper (Tiefling): You gain a +1 trait bonus on attack rolls made against creatures that have insulted you until you actually succeed in dealing damage.

Prolong Magic (Tiefling): Whenever you use a spell-like ability gained through your tiefling heritage, it automatically acts as if affected by the Extend Spell metamagic feat.

Shadow Stabber (Tiefling): You gain a +2 trait bonus on melee weapon damage rolls made against foes that cannot see you.

Suicidal (Tiefling): Once per day, as an immediate action, you can make yourself the target of any attack originally directed against a creature occupying an adjacent square.

Tempter's Tongue (Tiefling): You gain a +1 trait bonus on Diplomacy checks and on opposed Charisma checks to influence creatures you have charmed (such as with charm person).

Twilight Zeal (Tiefling): You gain a +1 trait bonus on Will saving throws when in dim light or darkness.

Underling (Tiefling): You gain a +2 trait bonus on Bluff and Diplomacy checks made to either join or imply that you already belong to an evil organization.

Alternate Race Traits

Note: for purposes of "Skilled" that would be the +2 skill bonuses you receive these are replaced by the alternate race trait.

Beguiling Liar Many tieflings find that the best way to get along in the world is to tell others what they want to hear. These tieflings' practice of telling habitual falsehoods grants them a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. This racial trait replaces skilled.

Fiendish Sprinter Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces skilled.

Scaled Skin The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.

Vestigial Wings Some tieflings possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearer. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to aid in balance and when falling, and grant a +2 racial bonus on Acrobatic skill checks and treat any fall as 30 feet less. This racial trait replaces skilled.

Tiefling lore

Tiefling Lore
Adult Middle Age Old Venerable Maximum Age
18 years 35 years 53 years 70 years 180 years

Need help for weight? use Height and weight chart

Gender Height Weight
Male 5'4 - 6'6 120 - 190 lbs.
Female 5'2 - 6'4 100 - 170 lbs.
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