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Tiefling (13 RP)

Random Tiefling Starting Ages
Adulthood Intuitive1 Self-Taught2 Trained3
60 years +4d6 years
(64 - 84 years)
+6d6 years
(66 - 96 years)
+8d6 years
(68 - 108 years)

1 This category includes barbarians, oracles, rogues, and sorcerers.
2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.

Random Tiefling Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4 ft. 10 in. +2d10 in.
(5 ft. - 6 ft. 6 in.)
120 lbs. +(2d10×5 lbs.)
(130 - 220 lbs.)
Female 4 ft. 5 in. +2d10 in.
(4 ft. 7 in. - 6 ft. 1 in.)
85 lbs. +(2d10×5 lbs.)
(95 - 185 lbs.)
Table: Race Point Costs
Racial Traits Race Point Cost
Type Outsider (native) 3
Size Medium 0
Base Speed Normal 0
Ability Score Modifiers Standard (+2 Dex, +2 Int, –2 Cha) 0
Languages Standard 0
Resistances Fiendish resistance 3
Skill Bonus Bluff 2
Skill Bonus Stealth 2
Misc. Fiendish sorcery 1
Spell-Like Ability Lesser 2
Senses Darkvision 60 ft.
Total 13
Sidebar: Non-Human Tieflings

The creatures of the depths of the Outer Planes do not limit their foul miscegenation to humanity. Elves, dwarves, halflings, and gnomes all have tales of tieflings in their histories, and those who appear among them now often suffer even greater stigma than those born to humans.

Other humanoids see tieflings in their midst as well. Many of the monstrous races of the world have demonic origins—most notably gnolls, who still thank the Mother of Monsters for their birth. Ogres, orcs, half-orcs, goblins, and other creatures that call upon the powers of the evil Outer Planes are equally likely to see tieflings living among them, but unless a given race holds to a code of racial purity, tieflings are far less likely to be shunned by such populations

It should be noted that while any monster or animal that breeds with a fiend may give birth to half-fiend offspring, only humanoids may give birth to tieflings. Thus, while it’s possible to encounter a half-fiend dragon, bear, or otyugh, any children of such creatures would be either half-fiends or normal members of their race. (And just as often, these less conventional half-fiends are simply sterile.) When discussing half-fiends and tieflings, it’s important to distinguish them from both true fiends (devils, demons, etc.) and simple fiendish creatures (creatures with the fiendish template, which are themselves denizens of the evil Outer Planes but similar in many ways to their Material Plane counterparts).

In game terms, the difference between non-human tieflings and human tieflings is purely a matter of size. Unless they have specific tiefling-related size modifiers, the tieflings of each of these races are the same size as their non-fiendish ancestors. They gain any of the bonuses or penalties related to that size, but gain no racial bonuses except those of the tiefling; beyond size, their humanoid ancestry is purely cosmetic.

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: 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.

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.

Standard Racial Traits

  • Ability Score Racial Traits: Tieflings are quick in body and mind, but are inherently strange and unnerving. They gain +2 Dexterity, +2 Intelligence, and –2 Charisma.
  • Type: Tieflings are outsiders with the native subtype.
  • Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Speed: Tieflings have a base speed of 30 feet.
  • 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. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

Feat and Skill Racial Traits

Magical Racial Traits

Senses Racial Traits

  • Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.

Other Racial Traits

  • Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.

Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

  • 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.
  • Maw or Claw Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.
  • Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
  • 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.
  • Soul Seer Rare tieflings have a peculiar sight that allows them to see the state of a creature's soul. They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits.
  • 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 flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces skilled.

Favored Class Options

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

3rd Party Publisher Favored Class Options - Jon Brazer Enterprises

  • Barbarian Add +1/6 to the barbarian’s natural armor bonus. (Source JBE:SF:FCO)
  • Bard Treat the bard’s level as +1/2 level higher when determining the effect of the fascinate bardic performance ability. (Source JBE:SF:FCO)
  • Cavalier: Add 1 foot (up to 15 feet maximum) to the cavalier’s mount’s base land speed. This option has no effect unless the cavalier has selected it 5 times (or another increment of 5); a speed of 54 feet is effectively a speed of 50 feet, for example. If the cavalier ever replaces his mount, the new companion gains this base speed bonus. (Source JBE:SF:FCO)
  • Fighter Add +1/3 to the fighter’s saving throws versus fear effects. (Source JBE:SF:FCO)
  • Gunslinger Add +1/4 to the dodge bonus to AC granted by the nimble class feature (maximum +4). (Source JBE:SF:FCO)
  • Monk: Add +1 foot to the monk’s slow fall ability. This option has no effect unless the monk has selected it 5 times (or another increment of 5). (Source JBE:SF:FCO)
  • Oracle Add +1/4 to the armor or natural armor bonus granted by oracle spells he casts on himself. (Source JBE:SF:FCO)
  • Ranger Add +1/6 to the character’s effective druid level for determining animal companion statistics. (Source JBE:SF:FCO)
Other Tiefling Options

Source: Pathfinder 25: The Bastards of Erebus.

Special Feat: Fiendish Heritage.

The Fiendish Heritage feat allows for some variant options for tieflings (see below.)

Variant Tiefling Heritages

Although many tieflings follow the general model of the tiefling, many more do not. Those of different lineages may evince dramatically different manifestations of their heritage, both in appearance and in ability. When using tieflings as player characters, keep in mind that while some tieflings have muddled and unidentifiable mixes of fiendish blood, others have particularly strong heritages tied to specific fiendish races.

Here are 10 different potential heritages for tiefling PCs. From the exotic asura to the chain-wrapped kyton, the fiendish powers that spill through generations result in strange mutations. If you choose to use a specific bloodline instead of the general rules for creating a tiefling, you should work with your GM to ensure that your character’s appearance reflects that bloodline. If the blood is true, your tiefling may also be likely to come from a specific area of the world. See the specific heritage entries for more information on where these bloodlines tend to cluster.

  • Alternate Skill Modifiers: While most tieflings gain a +2 racial bonus on Bluff and Stealth checks, those of the variant heritages listed below gain a modifier to different skills.
  • Alternate Spell-Like Ability: The listed spell replaces the standard tieflings darkness 1/day spell-like ability and also functions once per day as a spell-like ability.
Table: Variant Tiefling Heritages
d10 Heritage Ability Modifiers Alternate Skill Modifiers Alternate Spell-Like Ability Description
1 Asura-Spawn
(Faultspawn)
+2 Dex, +2 Wis,
–2 Int
Appraise, Knowledge (local) hideous laughter The scions of the exotic and mysterious asuras are swift and wise, but often favor traditional ways over cunning.
2 Daemon-Spawn
(Grimspawn)
+2 Dex, +2 Int,
–2 Wis
Disable Device, Sleight of Hand death knell Daemon-blooded bringers of devastation are shrewd and swift, but their plans frequently exhibit exploitable flaws.
3 Demodand-Spawn
(Foulspawn)
+2 Con, +2 Wis,
–2 Int
Intimidate, Knowledge (religion) bear’s endurance The burly spawn of the demodand race possess bizarre cunning, but favor brawn to planning.
4 Demon-Spawn
(Pitborn)
+2 Str, +2 Cha,
–2 Int
Disable Device, Perception shatter Savage and monstrous, the terrifying spawn of demons know the chaotic fury of their Abyssal ancestors.
5 Devil-Spawn
(Hellspawn)
+2 Con, +2 Wis,
–2 Cha
Diplomacy, Sense Motive pyrotechnics Stalwart and conniving, diabolical tieflings know the discipline and might of Hell's legions.
6 Div-Spawn
(Spitespawn)
+2 Dex, +2 Cha,
–2 Int
Diplomacy, Linguistics misdirection Scouring life like a desert wind, these tieflings possess the precision and exoticism of their div ancestors.
7 Kyton-Spawn
(Shackleborn)
+2 Con, +2 Cha,
–2 Wis
Escape Artist, Intimidate web The black-hearted spawn of shadow and pain know the sadistic vices of their suffering-obsessed forebearers.
8 Oni-Spawn
(Hungerseed)
+2 Str, +2 Wis,
–2 Cha
Disguise, Intimidate alter self The spawn of oni know the ways of their ancestral fiends and master the arts of trickery and cruelty.
9 Qlippoth-Spawn
(the Motherless)
+2 Str, +2 Wis,
–2 Int
Escape Artist, Survival blur Rare in the extreme, the warped scions of the eldritch qlippoths retain the tenacity and insidiousness of their horrific forbearers.
10 Rakshasa-Spawn (Beastbrood) +2 Dex, +2 Cha,
–2 Wis
Disguise, Sense Motive detect thoughts Deft and charming, these bestial tieflings inherit much of the subtlety and guile of their proud rakshasa progenitors.

Variant Abilities and Physical Features

GMs may customize tiefling NPCs using the following charts, or allow players to do so by rolling a d%. Players with a particular character concept in mind may consult their GM if they want to select a specific variant ability or may take the Fiendish Heritage feat. The abilities and alternative physical features presented here replace the standard / default equivalent trait or feature. Any abilities that grant spells or spell-like abilities are treated as having a caster level equal to the tiefling’s character level.

Table: Variant Tiefling Abilities
d% Ability
1 You can animate a 1 HD skeleton, as per animate dead, once per day as a spell-like ability.
2 You possess some type of extrasensory organ, granting you all-around vision.
3 You enjoy being cut. The first time each day you take slashing damage, you gain a +1 bonus on attack and damage rolls for the following round.
4 You can use mage hand 3 times per day as a spell-like ability.
5 Inherited memories grant you a +2 racial bonus on one Knowledge skill of your choice.
6 You can levitate yourself plus 10 pounds at will, as per the spell levitate. This is a supernatural ability.
7 You can eat and gain nourishment from ash, cinders, dust, and sand.
8 You gain a +1 bonus on all attack and damage rolls against good-aligned outsiders.
9 You gain an additional +2 racial bonus to your Charisma score.
10 You possess a bite that is treated as a natural weapon and deals 1d4 points of damage.
11 Once per day, you can exhibit a burst of speed, moving as if your base land speed were 50 feet for one move action.
12 You do not need to sleep. You are not immune to sleep effects.
13 You gain a +2 bonus on saving throws made against disease.
14 Your base land speed increases by +5 feet.
15 You possess a fiendishly cunning tongue, granting you a +2 racial bonus on all Diplomacy checks.
16 You have over-sized limbs, allowing you to use Large weapons without penalty.
17 You possess claws that are treated as natural weapons and deal 1d4 points of damage.
18 You gain DR 2/bludgeoning.
19 You gain a Swim speed of 30 feet.
20 You gain a +2 bonus on Combat Maneuver checks.
21 You possess fiendish luck. Once per day, you can reroll one die roll. You must take the result of this second die roll.
22 You can use detect evil, as the spell, three times per day.
23 You never need to drink to survive.
24 Once per day, you can produce a sharp barb from your body. This barb is removable and is treated as a dagger.
25 You gain acid resistance 5.
26 Your body produces intense, searing heat. Any creature that grapples you takes 1d4 points of fire damage per round.
27 You can speak two additional languages spoken by extraplanar beings.
28 Any evil creature you call via summon monster remains for 3 rounds longer than usual.
29 You gain a +1 bonus on all Reflex saving throws.
30 You can alter your shadow to make it appear as that of any creature or object of your size or smaller.
31 You can burrow through dirt, sand, and loose gravel at a rate of 5 feet per round.
32 You can sense weakness, granting you a +1 bonus on all rolls to confirm critical hits.
33 You gain DR 2/silver.
34 You do not lose consciousness until you are reduced to –5 hit points.
35 You possess long limbs and a powerful grip, features that grant you a +2 racial bonus on all Climb checks.
36 You can communicate telepathically with any sentient creature with which you are in contact.
37 Once per day, you can use death knell as a spell-like ability.
38 At will, you can spend a full-round action concentrating to receive the benefits of tremorsense 60 feet for 1 round.
39 Once per day, you can move at double your normal speed for 1 round.
40 As a full-round action, you can bleed and collect 5 sp worth of precious blood per day.
41 You possess spell resistance equal to 10 + 1/2 your Hit Dice.
42 The spell animate dead can return you to life as per the spell raise dead 1d4 times.
43 Your fiendish sorcery ability treats your Charisma as if it were 3 points higher instead of 2.
44 You are unusually short, granting you all the standard traits of a Small creature.
45 Your features are subtly malleable, granting you a +2 racial bonus on all Disguise checks.
46 You gain an additional +2 racial bonus to your Intelligence score.
47 You can use curse water three times per day as a spell-like ability.
48 You are invisible to all unintelligent undead. This is a supernatural ability.
49 You are healed by both positive and negative channeled energy.
50 Your skin is unnaturally tough, granting you a +1 natural bonus to your AC.
51 You can speak to all birds.
52 You gain a +2 bonus on saving throws against poison.
53 You possess the scent special ability.
54 You gain DR 2/piercing.
55 You are unnaturally sly, granting you a +2 racial bonus on all Sleight of Hands checks.
56 Once per day, you can spit acid. This glob deals 1d4 points of acid damage and has a range increment of 5 feet.
57 Your body exudes painfully freezing cold. Any creature that grapples you takes 1d4 points of cold damage per round.
58 You heal yourself of double the normal amount of damage by resting.
59 You gain a +1 bonus on all Will saving throws.
60 You gain a +2 bonus on initiative checks at night.
61 You can manipulate any armor, gauntlets, or shield you wield, causing them to grow spikes. These spikes last only as long as you wear your armor.
62 You can use deathwatch three times per day as a spell-like ability.
63 You have some manner of inhuman sensory organ. You gain a +2 bonus on saving throws against all gaze attacks.
64 Once per day, for 1 round, you may see through any substance less than 5 feet thick—except for lead—as if it were glass. This is a supernatural ability.
65 Your strange physiology grants you a +2 racial bonus on all Acrobatics checks.
66 You can drink and gain nourishment from ash, cinders, dust, and sand.
67 Your eyes glow fiendishly and you possess the see in darkness ability as if you were a devil.
68 You gain damage reduction 2/cold iron.
69 Once per day, you can use fog cloud as a spell-like ability.
70 You are aware of and can choose the result of any attempt to detect your alignment.
71 Once per day, you can spend a full-round action eating from a corpse to regain 1d6+1 hit points.
72 You can communicate telepathically with any evil creature within 50 feet.
73 You can use minor image three times per day as a spell-like ability.
74 Once per day, as a spell-like ability, you can animate a Small or smaller object for a number of rounds equal to your level. Treat this object as an animated object.
75 You gain sonic resistance 5.
76 You can hold your breath for 3 rounds longer than normal.
77 You can speak to insects.
78 Your skin is spiky. Any creature that attempts to grapple you takes 1d4 points of damage.
79 You receive a +1 bonus on all Fortitude saving throws.
80 You gain a +2 bonus to your CMD.
81 Once per day, you can use rage on yourself as a spell-like ability.
82 You gain a +2 bonus on saving throws against mind-affecting effects.
83 Once per day, exposure to fire heals you 1d6 hit points of damage. This ability does not negate fire damage.
84 You are immune to magic sleep and paralysis effects.
85 Supernatural awareness grants you a +2 racial bonus on all Perception checks.
86 Your anatomy is slightly unusual, giving you a 15% chance to ignore critical hits made against you.
87 You can survive on one-quarter the amount of food and water a human requires.
88 Any damage you deal with a melee weapon is treated as evil for the purposes of overcoming damage reduction.
89 Once per day, you can use inflict light wounds as a spell-like ability.
90 You gain an additional +2 racial bonus to your Wisdom score.
91 You gain damage reduction 2/slashing.
92 You can see creatures on the Ethereal Plane.
93 Once per day, you may ask a corpse one yes-or-no question, as per the spell speak with dead. This is a spell-like ability.
94 You gain a +2 bonus on saving throws against nausea.
95 You are flexible and slightly slimy, and thus gain a +2 racial bonus on all Escape Artist checks.
96 You can use ventriloquism at will as a spell-like ability.
97 Once per day, as a standard action, you may suppress your unusual tiefling physical features for a number of minutes equal to your Con modifier, thus appearing human.
98 You receive +1 bonus hit point per level.
99 Once per week you may mentally contact a fiendish ancestor to gain information, as per the spell commune. This is a spell-like ability.
100 Roll on this table twice, ignoring any further rolls of 100.
Table: Alternative Physical Features
d% Feature
1 Arms: elbow spurs
2 Arms: over-sized limb
3 Arms: stony forearms
4 Arms: tentacle-like
5 Arms: undersized limb
6 Build: emaciated
7 Build: hunchback
8 Build: obese
9 Build: unnaturally heavy
10 Build: unnaturally light
11 Digits: abnormally long
12 Digits: extra digits
13 Digits: extra joints
14 Digits: no nails
15 Digits: odd number
16 Ears: bat-like
17 Ears: missing
18 Ears: pig-like
19 Ears: pointed
20 Ears: other
21 Eyes: cyclopic
22 Eyes: goatlike
23 Eyes: glowing
24 Eyes: smoking
25 Eyes: other
26 Face: canine muzzle
27 Face: insectile mandibles
28 Face: missing nose
29 Face: underdeveloped features
30 Face: other
31 Hands: backward-bending fingers
32 Hands: extra thumbs
33 Hands: pincers
34 Hands: suckered
35 Hands: other
36 Head: animalistic
37 Head: animate hair
38 Head: bald
39 Head: malformed
40 Head: other
41 Horns: draconic
42 Horns: metallic
43 Horns: ram-like
44 Horns: vestigial
45 Horns: other
46 Legs: backward-bending
47 Legs: birdlike
48 Legs: cloven feet
49 Legs: froglike
50 Legs: other
51 Skin: feathered
52 Skin: loose
53 Skin: patterned
54 Skin: rotting
55 Skin: scaled
56 Skin: slimy
57 Skin: strangely colored
58 Skin: translucent
59 Skin: variable color
60 Skin: other
61 Tail: aquatic
62 Tail: fiendish
63 Tail: mammalian
64 Tail: reptilian
65 Tail: other
66 Teeth: blunt
67 Teeth: fanged
68 Teeth: metallic
69 Teeth: needle-like
70 Teeth: other
71 Other: androgynous
72 Other: antennae
73 Other: avian snood
74 Other: bleeding pores
75 Other: bony ridges
76 Other: emits strange noises
77 Other: exoskeleton
78 Other: external organ
79 Other: extraneous nipple
80 Other: eyestalks
81 Other: forked tongue
82 Other: fungal/leafy growths
83 Other: hermaphroditic
84 Other: incongruous footprints
85 Other: infernal glow
86 Other: infested
87 Other: inhuman voice
88 Other: missing joint
89 Other: no reflection
90 Other: no shadow
91 Other: profane birthmark
92 Other: smoking breath
93 Other: spinneret
94 Other: strange smell
95 Other: uncontrollable twitch
96 Other: unnatural temperature
97 Other: vestigial limb
98 Other: whistling umbilicus
99 Roll twice, ignoring any result of 99 or higher.
100 Roll three times, ignoring any result of 99 or higher.

Racial Archetypes

The following racial archetypes are available to tieflings:

Racial Feats

The following feats are available to a tiefling character who meets the prerequisites.