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Physical Description: No two tieflings look alike; the fiendish blood running through their veins manifests inconsistently, granting them an array of fiendish traits. One tiefling might appear as a human with small horns, a barbed tail, and oddly colored eyes, while another might manifest a mouth of fangs, tiny wings, and claws, and yet another might possess the perpetual smell of blood, foul incenses, and brimstone. Typically, these qualities hearken back in some way to the manner of fiend that spawned the tiefling's bloodline, but even then the admixture of human and fiendish blood is rarely ruled by sane, mortal laws, and the vast flexibility it produces in tieflings is a thing of wonder, running the gamut from oddly beautiful to utterly terrible.


Tiefling Racial Characteristics (Default)

  • +2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently strange and unnerving.
  • Native Outsider: Tieflings are outsiders with the native subtype.
  • Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.
  • Normal Speed: Tieflings have a base speed of 30 feet.
  • Darkvision: Tieflings see in the dark for up to 60 feet.
  • Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
  • Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
  • 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, Gnome, Goblin, Halfling, Infernal, and Orc.

Deep-Spawn (Tiefling Variant)
Deep-Spawn Racial Characteristics1
Deep-spawn player characters are defined by class levels—they do not possess racial hit dice. All deep-spawn characters possess the following racial characteristics.

  • +2 Strength, +2 Charisma, -2 Constitution: Deep-spawn are powerfully built and charming, but slender of frame.
  • Outsider (Native): Deep-spawn are outsiders with the native subtype.
  • Medium: Deep-spawn are medium creatures with no penalties or bonuses due to size.
  • Normal Speed: Deep-spawn have a base speed of 30 ft.
  • Aboleth Heritage: Deep-spawn gain Aboleth Heritage at 1st level as a racial bonus feat.
  • Darkvision: Deep-spawn can see perfectly in the dark up to 60 feet.
  • Fiendish Resistance: Deep-spawn gain cold resistance 5, electricity resistance 5, and fire resistance 5.
  • Illusion Resistance: Deep-spawn gain a +2 racial bonus on saving throws against illusion spells or effects.
  • Prehensile Tail: Deep-spawn have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their person as a swift action.
  • Toxic: A number of times per day equal to her Constitution modifier (minimum 1/day), a deep-spawn can envenom a weapon that she wields with her toxic saliva or blood (using blood requires the deep-spawn to be injured when she uses this ability). Applying venom this way is a swift action.

Deep-Spawn Venom: Injury; save Fort DC 10 + 1/2 the deep-spawn’s Hit Dice + the deep-spawn’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.

  • Languages: Deep-spawn begin play speaking Common and Aklo. Tieflings with high Intelligence scores can choose from the following: Aboleth, Abyssal, Aquan, Draconic, Infernal, and Undercommon.

In addition to their racial characteristics, deep-spawn tiefling possess bizarre anatomies. Deep-spawn may be customized by rolling a d% twice to determine any abnormal physical characteristics gained from their diverse heritage.

Table: Deep-Spawn Physical Characteristics
d% Physical Characteristic
1-2 Arms: arms reach to knees
3-4 Arms: bone spurs protrude from forearms
5-6 Arms: tentacle-like
7-8 Ears: absent (exposed ear canals)
9-10 Ears: pointed
11-12 Ears: very large
13-14 Eyes: bulging
15-16 Eyes: lidless
17-18 Eyes: vestigial third eye
19-20 Face: absent nose
21-22 Face: bluish, cold lips
23-24 Face: ichthyic features
25-26 Feet: cloven hooves
27-28 Feet: odd number of digits
29-30 Feet: suckered
31-32 Hands: no fingernails
33-34 Hands: elongated digits
35-36 Hands: webbing
37-38 Head: bald
39-40 Head: misshapen
41-42 Head: sharp, fiendish features
43-44 Horns: curled
45-46 Horns: tentacle-like
47-48 Horns: vestigial
49-50 Legs: appear boneless
51-52 Legs: bone spurs protrude from calves and ankles
53-54 Legs: legs bend backwards
55-56 Physique: bloated
57-58 Physique: bony protrusions
59-60 Physique: gaunt and skeletal
61-62 Skin: iridescent scales
63-64 Skin: ashen
65-66 Skin: slimy
67-68 Tail: translucent
69-70 Tail: fiendish
71-72 Tail: tentacle-like
73-74 Voice: croaking
75-76 Voice: echoes when yelling
77-78 Voice: fiendish voice
79-80 Other: androgynous
81-82 Other: bony protrusions
83-84 Other: breath smells of brackish water
85-86 Other: does not sweat
87-88 Other: forked tongue
89-90 Other: ichthyic smell
91-92 Other: reflection writhes in water
93-94 Other: sulfurous breath
95-96 Other: vestigial gills
97-98 Other: viscous tears
99 Roll twice, ignoring any result of 99 or higher.
100 Roll three times, ignoring any result of 99 or higher.