Tieflings are human-evolved, that are infused with the touch of the fiendish planes, most often through descent from fiends — demons, devils, evil deities, and others who have bred with humans.

Tieflings are known for their cunning and personal allure, which makes them excellent deceivers as well as inspiring leaders when prejudices are laid aside.

Although their evil ancestors may be many generations removed, the taint lingers. Unlike half-fiends, tieflings are not predisposed to evil alignments and vary in alignment nearly as widely as full humans, though tieflings are certainly devious.

The celestial counterparts of tieflings are called aasimar.

Tieflings tend to have an unsettling air about them, and most people are uncomfortable around them, whether they are aware of the tiefling’s unsavory ancestry or not. While some look like normal humans, most retain physical characteristics derived from their ancestor, with the most common such features being horns, non-prehensile tails, and pointed teeth. Some tieflings also have eyes that are solid orbs of black, red, white, silver, or gold, while others have eyes more similar to those of humans. Other, more unusual characteristics include a sulfurous odor, cloven feet, or a general aura of discomfort they leave on others.

Start Stats:

14 Dexterity
14 Charisma
8 Wisdom



Average hight: Same as Humans

Average Weight: Same as Humans


Depends on many factors, a tiefling can have a life span the same as a human or they can progress and live up to ten times longer, when creating this character roll 2d10 and pick the lowest this times 100 is the typical max life span for your character.

Base Speed:

30 Feet (6 Squares) – 5 feet a square



Special Abilities:

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.

Tiefling Charm Person: Tieflings get a spell like ability with the fallowing stats:

Range: touch or Range close (25 ft. + 5 ft./2 levels)
DC Check: Will vs Will
Casting Time: 1 standard action
Target: one humanoid creature
Duration: 1 hour/level
Spell Resistance: yes

This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.

History and basic personalities.

Different lands effect on Race.

The Elvin Kingdoms
The Dwarven mountains
The Eastern Kingdoms
The Great and Terrible Dragon Mountains
The United Democratic Empire
The Great Sand Desert
The Dragon King’s Empire
The Harmony of Exiles

Players Handbook Mortals


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