Tiefling Species in Matera | World Anvil
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Tiefling (Tee-fling)

Born from the unions of mortals and the fiendish races, tieflings are one of the most feared and hated races of the world. This fear and hatred only pushes most tieflings to embrace their heritage and to become the monsters people say they are.

Basic Information

Anatomy

Every tiefling is unique in its physicality. An tieflings takes on a majority of the traits of its mortal parent, generally gaining one or two otherworldly aspects. Sometimes, a tieflings infernal power is purely mental, and it might appear as a normal member of its mortal parent species until its power is utilized.

Genetics and Reproduction

Any humanoid creature may give birth to a tiefling, but it is much more common for them to spring from humans. For regular human mothers, giving birth to a tiefling is a difficult process that often results in the mothers death.

Growth Rate & Stages

Tieflings are slow growers, often reaching adulthood five years after the normal age for their mortal race.

Dietary Needs and Habits

Most tieflings share the dietary needs of their mortal parent, but are more slightly more likely to more meat due to a lack of empathy. Some tieflings might be born with other dietary need or may not even need to eat at all.

Biological Cycle

Most tieflings share any biological needs with their mortal parent, but are often less affected by things such as temperature or seasonal change.

Additional Information

Facial characteristics

A tieflings facial characteristics vary depending on the mixing of their mortal and outsider parents. Sometimes they appear as a normal member of a mortal race, but sometimes having more otherworldly and alien features.

Geographic Origin and Distribution

A vast majority of tieflings dwell in Urro, the Hate Realm, where negative energy overflows and the infernal forces of evil intermingle with the mortals much more frequently.

Average Intelligence

Tieflings have an innate sense of cunning and duplicity, and are often working on some sort of scheme. They often suffer from a lack of empathy and an innate unnatural sense, which means that they are often shunned by normal societies.

Perception and Sensory Capabilities

All tieflings have darkvision, regardless of the race they are born into.

Civilization and Culture

Naming Traditions

Tieflings usually share the naming traditions of their mothers species.

Major Organizations

Tieflings often join evil-aligned churches and cults often rising to leadership positions. They can also be found working in criminal networks, such as thieves guilds or bandit camps, refusing to live by anyone's standers but their own.

Beauty Ideals

Many tieflings often appear as twisted versions of their mortal race, causing them to often be shunned in societies that place value in physical beauty. This can often lead to an tiefling gaining a warped sense of beauty, either from self-loathing or out of pure spite. When born into more violent societies where scars are valued and beauty and tenderness are viewed as weaknesses, tieflings often thrive, become highly sought after for their dark appearance.

Gender Ideals

Tieflings often share the same gender roles of their mortal parent, but their unique heritage and the fear surrounding them means they have an easier time breaking out of such roles, as many don't dare risking their ire.

Courtship Ideals

Most tieflings share the courtship ideals of their mortal parent, but when born into more straight-laced races have an innate tendency to pursue darker fantasies, often through domination and the infliction of pain.

Relationship Ideals

Many species spur the tiefligs, viewing them as corrupted beings, and thus they often are driven away or even killed. This hate makes it quite difficult for a tiefling to make friends, as they are pushed to the fringes of society. Most tieflings bond with others who share their situation, teaming up to vent their pain onto others. Tieflings who are shown kindness often are slow to trust, but can slowly open up and begin to value their friend over everything else.

Average Technological Level

Tieflings are crafty, but generally prefer to steal what they need rather than make it themselves. Those that do invent often take shortcuts or don't consider the impact of their creations, and thus can become some of the best weapon crafters of the world.

Major Language Groups and Dialects

All tieflings have an innate understanding of either Abyssal or Infernal, and often learn the other language in their youth. They usually also speak the normal languages of their mortal parent, but some tieflings can speak more exotic languages or even speak telepathically.

Common Etiquette Rules

Tieflings consider it rude to talk about each others traits, but other races rarely grant them such courtesy.

Common Dress Code

While they often share the same dress code as their mortal parent, many tieflings have an innate sense of shame about their bodies, and seek to cover their to large cloaks that conceal their features. Those that like to show of their feature often decorate their clothes or armor with spikes and infernal colors.

Common Customs, Traditions and Rituals

Tieflings often follow the same traditions of their mortal parent, but often will be excluded from partaking rituals by good aligned races. In more sinister societies, tieflings often take on important roles in such traditions, such as mutilation and blood sacrifice.

Common Taboos

Due to most being stigmatized their entire life, tieflings have few taboos and will often partake in dark rituals and fobidden magic. Many tieflings try to resist their inner nature, especially those born of unwilling mothers, and will turn to the force of good, often even fighting against their infernal parent in the process.

Common Myths and Legends

A majority of tieflings worship one of the Fiendish Lords of Urro, often following one who has purview over their infernal parent, but can also be found worshiping deities based off their mortal parent or place of birth.

Interspecies Relations and Assumptions

Most races hate and fear tieflings, seeing them as tainted by fiendish energy, and thus have few positive relations. Like their infernal and celestial parents, tieflings and Aasimar hold nothing but contempt for each other. Tieflings view aasimar as self-righteous fools who are undeserving of the praise they get.

Racial Table - Tiefling: Hit Dice: D10; Class Skills: Bluff, Craft, Knowledge (Planes), Sense Motive, Stealth; Skill Ranks Per Level: 6 + Intelligence modifier; Weapon Proficiency: Martial; Armor Proficiency: Medium
Level BAB Fort Reflex Will Abilities
1st +1 +0 +2 +2 Fiendish Heritage, Fiendish Resistances, Otherworldly Trait
2nd +2 +0 +3 +3 Mortal Trait
3rd +3 +1 +3 +3 Otherworldly Trait
4th +4 +1 +4 +4 Mortal Trait, +1 Dexterity, +1 Intelligence
5th +5 +1 +4 +4 Increased Resistances, Otherworldly Trait
 
Random Starting Ages
Adulthood Intuitive1 Self-Taught2 Trained3
As mortal parent +5 years Same as mortal parent Same as mortal parent Same as mortal parent
1This category includes armigers, barbarians, bloodragers, imbuers, kineticists, leaches, oracles, psychics, ravelers, realmstriders, rogues, sorcerers, and spiritualists     2This category includes antipaladins, arcanist, armorsmiths, bards, brawler, cavaliers, fighters, gamblers, gunslingers, hunters, mediums, mesmerist, paladins, pantheists, rangers, samurai, shamans, skalds, slayers, spellthiefs, summoners, swashbucklers, tricksters, vigilantes, wardens, weaponsmiths, and witches.   3This category includes alchemists, clerics, druids, explorers, inquisitors, investigators, jewelers, magi, monks, mortalists, ninjas, occultists, painters, travelers, tinkerers, warpriests, wizards and zealots.  
Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male Same as mortal parent4 Same as mortal parent4 Same as mortal parent4 Same as mortal parent4
Female Same as mortal parent4 Same as mortal parent4 Same as mortal parent4 Same as mortal parent4
4Some otherworldly traits might cause the teiflings hieght and weight to vary geatly from the norms of the mortal heritage  
Tiefling Aging Table
Middle Age (-1 to Str, Dex, and Con, +1 to Int, Wis, and Cha) Old (-2 to Str, Dex and Con, +2 to Int, Wis, and Cha) Venerable (-3 to Str, Dex, and Con, +3 to Int, Wis, and Cha) Maximum Age (GM secretly decides maximum age)
As mortal parent x1.5 As mortal parent x2 As mortal parent x3 As mortal parent, but with 6 dice instead of the normal amount.
 
Random Tiefling Homelands
% Rolled Homeland Trait Given
01-60 Mortal Homeland (Roll on table for Mortal Parent Race)
61-85 Infernal Stronghold Damned
86-00 Unusual Homeland (Roll on Unusual Homeland table)
 
Random Tiefling Families
$ Rolled Parental Status
01-40 Only Father is alive
41-60 Both of your parents are alive
61-80 Only Mother is alive
81-00 Both of your parents are dead
Random Tiefling Siblings (Roll separately on Mortal Parent Race for mortal half-siblings)
% Rolled # of Siblings
01-50 1d2 siblings
51-00 No siblings
Lifespan
Tieflings live much longer than their mortal parent; often living up to six times the normal races lifespan.
Average Height
Tieflings usually share the same height ratios as their mortal parent, but are sometime born either unusually large or unusually small.
Average Weight
Tieflings usually share the same weight ratios as their mortal parent, but are sometimes born unusually limber or heavy set.
Average Physique
Most tieflings are limber and nimble, able to quickly run from place to place.
Body Tint, Colouring and Marking
A tieflings coloration varies depending on the mixing of their mortal and outsider parents. Sometimes their skin color matches either one of their parents, but one of the most common manifestations of the cosmic races is a unique skin coloration.
Geographic Distribution

Tiefling

Type Outsider (Native)
Ability Score Modifier +2 Dexterity, +2 Intelligence, -2 Charisma. Tieflings are fast and cunning, but inherently unnatural.
Size medium
Speed Tieflings have a base speed of 30 feet.
Language A tiefling begins play speaking the racial language of its parents race and either Abyssal or Infernal. A tiefling with a high intelligence score can pick from any of the bonus languages of its parents race, although it adds either Abyssal or Infernal to that list.

  • Materil: Tieflings are intrinsically tied to the Hate Materil, and must become Hatecrafters.
  • Darkvision: Tieflings can see perfectly in the dark up to 60 feet.
  • Fiendish Heritage: Each tiefling is descended from a fiendish creature and gains abilities based on their heritage. Select one heritage at character creation based on the following table:
Heritage Typical Alignment Skill Training (+2) Spell-Like Ability (1/day)
Asura LE Appraise, Knowledge (Local) hideous laughter
Barghest LE Bluff, Intimidate charm monster
Daemon NE Disable Device, Sleight of Hand death knell
Demondand CE Intimidate, Knowledge (Religion) bear's endurance
Demon CE Disable Device, Perception shatter
Devil LE Diplomacy, Sense Motive pyrotechnics
Div NE Diplomacy, Lingusitics misdirection
Dorvae NE Perception, Stealth detect thoughts
Kyton LE Escape Artist, Intimidate web
Oni NE Disguise, Intimidate alter self
Qlippoth CE Escape Artist, Survival blur
Rakshasa LE Disguise, Sense Motive detect thoughts
Sahkil NE Intimidate, Knowledge (Planes) cause fear
  • Fiendish Resistance: Tieflings have cold resistance, electricity resistance and fire resistance 5. At 5th racial level, theses resistance increase to 10
  • Otherworldly Traits: Each tiefling has extra abilities and traits unique to them. At character creation, roll on the tiefling abilities and features tables, gaining the abilities and cosmetic features listed. These traits are intrinsic to each specific tiefling and cannot be changed. At 3rd and 5th racial levels, a tiefling gains additional otherworldly traits.
  • Mortal Traits: At 2nd and 4th racial level, a tiefling gains abilities based on its mortal parent race. Pick any ability from their mortal parents racial level table of a level equal to or lower than the tiefling racial level and you gain that ability.

Alternate Racial Traits
  • Fiendish Tormenter: Some tieflings are innately skilled at tormenting the righteous. They gain a +1 insight bonus on attack rolls and AC against good outsiders, and a +2 racial bonus on Knowledge (Planes) and Spellcraft checks to identify good outsiders and effects or items created by good outsiders, and can make such checks unchained. These bonus increase by 1 for every five hit dice beyond the 1st the Tieflng possesses. This trait replaces the Fiendish Resistances trait.
  • Infernal Horns (Sp): Some tieflings gain the ability to manifest a profane set of horns that shed light like a torch. A tiefling with this trait can do this as an at will spell-like ability. When using their horns, they gain a +2 circumstance bonus on Intimidate checks against goods creatures and on saving throws against becoming blinded or dazzled. These bonuses increase by 1 for every five hit dice beyond the 1st the tiefling possesses. This trait replaced the Darkvision trait.
  • Infernal Resistance (Ex): Some tiefling are particularly good at resisting the effects of good. They gain spell resistance equal to 5 + their level against spells and spell-like abilities with the good descriptor, as well as spells or spell-like abilities from good outsiders. This trait replaces the Fiendish Resistance trait.
  • Mortal Heritage: Some tieflings are more connected to their mortal lineage. These tieflings gain the starting ability score modifiers of their mortal parent race. This trait replaces the spell-like ability of the Fiendish Heritage trait and alters the tieflings ability scores.

% Otherworldly Feature
01 You can animate a 1 HD skeleton, as per the spell Animate Dead, 1/day. (Sp)
02 You possess some type of extrasensory organ, granting you all around vision. (Ex)
03 You enjoy being cut. The first time each day you take slashing damage, you gain a +1 racial bonus on attack and damage rolls for 1 round.
04 You can cast Mage Hand 3/day. (Sp)
05 You gain a +1 racial bonus on attack and damage rolls against good outsiders.
06 You possess two claws that are treated as primary natural attacks and deal 1d4 points of damage.
07 You can eat and gain nourishment from ash, cinders, dust and sand. (Ex)
08 Inherited memories grant you a +2 racial bonus to a Knowledge skill of your choice.
09 You gain an oracle curse. If you would gain spells from the curse, you can use those spells as a spell-like ability 1/day each. (Sp)
10 You gain a +2 racial bonus to your Strength score.
11 You gain a +2 racial bonus on Climb checks.
12 You do not need to sleep. You are not immune to sleep effects. (Ex)
13 You gain a +2 racial bonus to Sleight of Hand checks.
14 You possess the unnatural aura monster ability, except that the DC to make animals come near you is equal to 10 + ½ your hit dice + your Charisma modifier. (Ex)
15 1/day, you can move as if your base land speed was 50 feet. (Ex)
16 You are unnaturally large, becoming one size category larger than your mortal race.
17 You can cast Dread Bolt 1/day. (Sp)
18 Once you’ve reached adulthood, you never seem to age, although you still take aging penalties as normal and die when your time is up. (Ex)
19 You are aware of and can choose the result of any attempt to detect your alignment. (Su)
20 You gain an additional +2 bonus to your Dexterity score.
21 You have fiendish luck. 1/day you can reroll one die. You must take the second result. (Su)
22 You can use Detect Good 3/day. (Sp)
23 You never need to drink to survive. (Ex)
24 1/day, you can remove a sharp barb from your body. That barb is treated as a dagger. (Ex)
25 You gain a +2 racial bonus to Diplomacy checks.
26 Any creature that grapples you takes 1d4 points of fire damage. (Ex)
27 You can speak two additional languages spoken by extraplanar beings.
28 Once per day, for 1 minute, you can understand any creature as though using Tongues. (Sp)
29 1/day, as a full round action, you can bleed and collect 5 silver worth of precious blood that can be used for material components. (Su)
30 You gain a +2 racial bonus to your to your Constitution score
31 You can burrow through dirt, sand, or loose gravel at a rate of 5 feet per round.
32 You gain a +1 racial bonus on confirming critical hits.
33 You gain a +2 racial bonus on Escape Artist checks.
34 You do not lose consciousness until you reach -5 hit points. (Ex)
35 You have acid resistance 5.
36 You gain a +2 on Combat Maneuver Checks.
37 1/day, you can cast Death Knell. (Sp)
38 At will, you can spend a full-round action concentrating to receive the benefits of tremorsense 60 feet for 1 round. (Ex)
39 1/day, you can double your base land speed for 1 round. (Ex)
40 You gain an additional +2 racial bonus to your Intelligence score.
41 3/day, you can cast Mirror Image. (Sp)
42 Your Charisma score is treated as 3 points higher for the purpose of class features.
43 You are unusually short, gaining the traits of a creature one size category smaller than you.
44 You gain a +2 racial bonus on Disguise checks.
45 You gain a +1 natural armor bonus to your AC.
46 You gain spell resistance equal to 10 + ½ your Hit Dice. (Ex)
47 You feel sick to your stomach and take a -1 penalty on ability checks within 30 feet of a good outsider. (Su)
48 You are invisible to all unintelligent undead. (Su)
49 You are healed by both positive and negative channeled energy. (Ex)
50 You gain a +2 racial bonus to your Wisdom score.
51 Any evil creature you call with Summon Monster lasts an additional 3 rounds.
52 You gain a +2 racial bonus on saving throws against poison.
53 You gain the scent ability. (Ex)
54 Once per day, when you are at 0 hit points, you can take a full round of actions without losing a hit point and falling unconscious. (Ex)
55 You gain a +2 racial bonus on saving throws against disease.
56 1/day, you can spit a blob of acid that deals 1d4 points of acid damage and has a range increment of 5 feet. (Ex)
57 Any creature that grapples you takes 1d4 points of cold damage. (Ex)
58 You heal yourself double the normal amount when resting. (Ex)
59 You gain a +2 racial bonus to Initiative checks at night.
60 You gain a +2 racial bonus to your Charisma score.
61 You can manipulate any armor, gauntlets, or shield you wear to grow spikes. These spikes last only as long as you wear the gear. (Su)
62 3/day you can cast Deathwatch. (Sp)
63 You have an inhuman sensory organ, granting you a +2 racial bonus on saves versus gaze attacks. (Ex)
64 1/day, for 1 round, you can see through any substance except for lead, that is less than 5 feet thick, as if it were glass. (Su)
65 You gain DR 2/good.
66 Any damage you deal with a melee weapon is treated as evil for the purpose of overcoming damage reduction.
67 You gain the see in darkness ability. (Ex)
68 You gain a +2 racial bonus on confirming critical hits against good outsiders.
69 1/day, you can cast Fog Cloud. (Sp)
70 You gain a swim speed of 30 feet.
71 1/day, you can spend a full-round action to eat a corpse to regain 1d6+1 hit points. (Ex)
72 You can communicate telepathically with any evil creature within 50 feet. (Su)
73 The spell Animate Dead can return you to life as the spell Raise Dead 1d4 times in your lifetime. (Su)
74 You gain a +4 racial bonus to avoid environmental effects of the cold.
75 You gain sonic resistance 5.
76 You can hold your breath for 3 rounds longer than normal. (Ex)
77 You gain a +2 racial bonus on Knowledge (Planes) checks.
78 Your skin is spiky. Any creature that attempts to grapple you takes 1d4 points of piercing damage.
79 You gain a +2 racial bonus on Perception checks.
80 You gain a +1 racial bonus on Reflex saving throws.
81 You gain a +2 racial bonus on saving throws against mind-affecting effects.
82 1/day you can cast Rage. (Sp)
83 You feel energized and gain a +1 racial bonus on ability checks when a good outsider is within 30 feet. (Su)
84 You gain a +4 racial bonus to resist hot environmental effects.
85 You receive a +1 racial bonus on Fortitude saving throws.
86 You have a 15% chance to ignore a critical hit made on you. (Ex)
87 You can survive on one quarter the amount of food and water a human requires. (Ex)
88 1/day as a move action, you can grant your melee weapon you are holding the Unholy enchantment. The enchantment lasts 3 rounds or until you drop the weapon. (Su)
89 1/day, you can cast Inflict Light Wounds. (Sp)
90 You gain a +1 racial bonus on Will saving throws.
91 You can cast Curse Water 3/day. (Sp)
92 You can see creatures on the Ethereal Plane. (Su)
93 Once per day, you can summon a Dretch, as if using Summon Monster. (Sp)
94 You gain a +2 racial bonus on saving throws against effects that would cause you to become sickened or nauseated.
95 You gain a +2 racial bonus to your CMD.
96 You have a natural fly speed of 20 feet (poor maneuverability)
97 Once per day, as a standard action, you can suppress your tiefling qualities for a number of minutes equal to your Constitution modifier. (Ex)
98 You receive a bonus hit point per level.
99 1/week, you can contact a fiendish ancestor, as the spell Commune. (Sp)
00 Roll on this table twice, ignoring any rolls of 00.
% Physical Feature
01 Arms: Elbow Spurs
02 Arms: Oversized limb
03 Arms: Stoney forearms
04 Arms: Tentacle-like
05 Arms: Undersized limb.
06 Build: Emaciated
07 Build: Hunchback
08 Build: Obese
09 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: Insect mandibles
28 Face: Missing nose
29 Face: Underdeveloped features
30 Face: Other
31 Hands: Extra thumbs
32 Hands: Pincers
33 Hands: Suckered
34 Hands: Backward bending fingers
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: Goat-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: Rotting
54 Skin: Patterned
55 Skin: Slimy
56 Skin: Strangely colored
57 Skin: Translucent
58 Skin: Variable color
59 Skin: Scaled
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: Antenna
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 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, ignore any roll of 99 or higher.
00 Roll Three Time, ignore any roll of 99 or higher.

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