TEXT: By Jeff LaSala and Aeryn “Blackdirge” Rudel
  
  Hero’s Handbook: Tieflings
  By: Jeff LaSala & Aeryn “Blackdirge” Rudel
  Additional Writing: John LaSala
  Editing: Ken Hart
  Developer: Harley Stroh
  Art Director: Joseph Goodman
  Cover Art:
  Interior Art: 
  Graphic Design/Layout: Erik Nowak
  Table of Contents
  Introduction ..................................................................................................................................2
  Chapter 1: History & Culture .........................................................................................................5
  Chapter 2: Archdevils & Their Legacies .......................................................................................19
  Chapter 3: Feats & Malison .........................................................................................................73
  Chapter 4: Equipment & Magic Items ..........................................................................................88
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  2
  HERO’S HANDBOOK
  Who would not, ﬁnding way, break loose from hell . . . . 
  And boldly venture to whatever place
  Farthest from pain?
  - John Milton, Paradise Lost
  INTRODUCTION
  For as long as the mortal races have believed in the existence of devils, there have been some desperate or greedy 
  enough to treat with them. Arcanists who make pacts with these ancient immortals often become infernal warlocks, 
  harnessing powers made available by Hell itself. Those who consort with infernal tempters may beget cambions, 
  half-ﬁend offspring who either assist their parents or destroy them. Others experiment with devil’s blood, suffusing 
  themselves with the vitriolic ﬂuid in fell rituals to harness otherworldly resistances. Always striving for greater 
  power, these warlocks, cambions, and hell-bound sorcerers are willing to give up their souls for that which the 
  mortal world cannot offer.
  But tieﬂings are something else.
  Unlike the other peoples of the Known Realms, who came into their own when Áereth was still ruled by dragon, 
  cat, or serpent, tieﬂings are still a young race. The ﬁrst generation emerged only a few thousand years ago, long 
  after humans established themselves as the most proliﬁc and adaptable race among the tides of history. Since then, 
  they have lurked in the shadows of civilization, mistrusted, feared, persecuted – often with good reason.
  INFERNAL BENEFACTORS
  Every tieﬂing walks a lonely and perilous road. Artful 
  and charismatic, most ﬁnd a  way to use the gifts of their 
  questionable inheritance to survive. Those who do not do  
  so fall prey to the weapons of the ignorant, the righteous, 
  or even the machinations of their own masters.
  The other races of the Known Realms have an 
  identity of their own, and each possesses its own 
  creation myth. The dragonborn are descended from 
  the legendary Dragon-Kings, noble paragons unseen 
  in the modern age. Elves, dwarves, eladrin, halﬂings, 
  and gnomes are believed to be the work of loving, 
  deiﬁc hands. Even the monstrous orc and goblin 
  peoples were formed wholly, for good or ill, to have 
  their place in the world.
  Not so for tieﬂings. Real or imagined, the archdevils 
  who rule the infernal planes loom over this hybrid 
  race like puppeteers. Bred to inﬁltrate, undermine, 
  and conquer the human race, throughout their history 
  tieﬂings have never been their own masters. As akin to 
  devils as they are to humanity, they are a race conﬂicted. 
  Endowed with the wrath of Hell and a resistance to ﬁre, 
  the tieﬂing life is one of endless discord. They are born 
  to serve, and by the end of their lives, each of them 
  must decide whether to serve the humans who sired 
  them, the devils who inspired them, or themselves.
  HEIRS OF ANCIENT POWER
  Though they have never been especially numerous, 
  tieﬂings move among circles of mysterious power. Their 
  everyday societies may emulate the cities and towns 
  into which they are raised, but their cultural laws and 
  traditions are drawn from a history steeped in the 
  powers of Hell. In short, their diabolical visages bear 
  much more than a superﬁcial resemblance to the devils, 
  and with good reason.
  Superstition – and the physical manifestations of 
  their heritage – bears heavily upon tieﬂing lineage as 
  they deﬁne it. Familial bonds are often deferred in the 
  face of a more spiritual kind of genealogy, resulting 
  
  3
  TIEFLINGS
  in a society that divides itself according to the mighty 
  archdevils of myth. When these archdevils gave of 
  their blood to foster the race, they staked claims on 
  the resultant tieﬂings, expecting eternal service for 
  payment, just as a wealthy businessman might expect 
  a great return on a steep investment. Therefore, 
  every archdevil who participated in the forming of 
  the race still claims ownership of a percentage of the 
  tieﬂing populace. This ownership takes the form of an 
  assemblage ofﬁcially known as a legacy.
  Approximately ten great legacies – overseen by ten 
  ancient archdevils – account for more than half of the 
  tieﬂing population. These rulers of Hell, older than 
  any myth, ﬁnd representation in each of the legatees 
  over which they preside. With such evil overlords 
  hanging perpetually above them, it is little wonder 
  that tieﬂings cannot escape the suspicion and fear 
  their presence engenders. Though some legatees 
  may reject their infernal benefactors, the legacies 
  into which they are bound cannot be abolished. 
  They can be found throughout the Known Realms, 
  imperial or invisible, vying for resource and territory 
  as persistently as any powerful human organization.
  Unquestionably one of the most powerful of his kind 
  was the archdevil Asmodeus. He has always been 
  considered the foremost and perhaps original devil, 
  yet his presence has been unaccounted for nearly 
  a century. Rumors suggest he has found a way to 
  subvert the gods’ power and ascend into true divinity 
  himself. In his wake, the remaining archdevils contest 
  for rulership of the Nine Hells, and it is an open secret 
  that each searches for the path they believe Asmodeus 
  has found. Ownership of Hell’s ninth layer of Nessus is 
  commonly believed to be the ﬁnal step along that coveted 
  path. Meanwhile, the archdevils often use their mortal 
  legacies to scour the Known Realms in search of clues to  
  the King of the Nine’s path of divinity.
  A LUCIFERIAN LEXICON
  Hero’s Handbook: Tieﬂing introduces some familiar 
  and unfamiliar words and concepts that have special 
  application for tieﬂing culture. Few of these meanings 
  are common knowledge among non-tieﬂings, although 
  a Religion check may be rolled should other characters 
  be confronted with such a term. All tieﬂings raised 
  among other tieﬂings are familiar with these words 
  and deﬁnitions.
  Archdevil (DC 10) – The title bestowed upon devils 
  of the highest order; the rulers of the Nine Hells. 
  Archdevils are not all of equal power. Some rule entire 
  layers of the Nine, while others govern only baronies 
  and ﬁefdoms within a single layer. The term includes 
  dukes, archdukes, and barons.
  Benefactor (DC 15) – The archdevil who rules a 
  legacy and presumably “owns” the soul of his legatees, 
  sometimes referred to as Lord Benefactor to distinguish 
  from High Benefactor and Supreme Benefactor.
  Brand (DC 15) – Formally, an Unholy Brand, and 
  often used synonymously with stigma, it is the physical 
  sigil that usually appears on a tieﬂing’s body when he 
  or she becomes a legatee. A brand will usually become 
  visible only (and brieﬂy) when ﬁre is applied to it or in 
  the mere presence of some infernal powers.
  Burning Sacrament (DC 15) – The ceremony a 
  tieﬂing community will conduct when a tieﬂing comes 
  of age, designed to reveal the brand of the Benefactor 
  who claimed her. Considered a rite of passage from 
  childhood to adulthood, it also establishes her legacy.
  Codex Infernum (DC 20) – One of the most legendary 
  and infamous of all tomes; it is the most comprehensive 
  book of infernal law in existence, accounting for the 
  ancient history of the Nine Hells and all its ever-
  changing legislation. According to legend, the Codex 
  Infernum is ever-expanding. Although it is not known 
  who possesses the original book, lesser copies of the 
  Codex have fallen into some mortal hands.
  Devil (DC 10) – Unholy natives of the Nine Hells; 
  spirits who can assume physical form within the Hells 
  or in the mortal realm.
  Diablerie (DC 20) – Analogue to a temple or haven, 
  any building or established location where members of 
  a legacy may gather. It is also where a legacy’s Supreme 
  Benefactor usually resides.
  High Benefactor (DC 20) – One of the highest-ranking 
  members of a legacy. See also Supreme Benefactor.
  Legacy (DC 15) – Analogous to an organization, 
  syndicate, or church-congregation, legacies are spiritual 
  alliances of the soul. Except in rare, even apocryphal 
  
  4
  HERO’S HANDBOOK
  occasions, each tieﬂing becomes part of a legacy, such 
  as the Legacy of Amon or the Legacy of Belphegor. Some 
  organizations such as the Legacies of the Unknown 
  Benefactor or The Legacy of Free Souls are not necessarily 
  true legacies.
  Legatee (DC 15) - Analogous to a family member 
  or church member, a legatee is a member of a legacy. 
  Tieﬂings 
  becomes 
  legatees 
  during 
  the 
  Burning 
  Sacrament – or a less formalized experience – when her 
  brand, and thereby her Benefactor, is revealed.
  Stigmas (DC 15) - Sometimes called unholy stigmas, 
  they are the assortment of tieﬂing-speciﬁc physical 
  characteristics that take shape when a tieﬂing comes 
  of age and becomes a Benefactor’s legatee. This may 
  include a change in style of horns, tails, eyes, etc., but 
  central and necessary is the appearance of a brand.
  Supreme Benefactor (DC 20) – The highest-ranking 
  member of a legacy, this being is usually considered a 
  direct conduit to or even an avatar of the archdevil he 
  represents. Those just below the Supreme Benefactor 
  are called High Benefactors.
  
  5
  TIEFLINGS
  Chapter 1
  HISTORY & CULTURE
  Several theories exist among sages as to the true 
  origin of the tieﬂing race. But only one history do 
  tieﬂings themselves cite as true, for it is the origin that 
  deﬁnes the dichotomy of their individual and cultural 
  psyche. But to understand the beginnings of the race, 
  one must understand the diabolical intent behind it, 
  the alien and thoroughly evil minds that dwell in the 
  Nine Hells.
  DEVIL’S ADVOCATE
  Since the world’s creation, devils – and archdevils, 
  their most powerful kind – have worked to corrupt and 
  ensnare sentient mortals by the sins that each embodies 
  and purveys. In the earliest ages of Áereth, when 
  monstrous empires ruled the Known and Unknown 
  Realms, the archdevils enjoyed great successes, culling 
  thousands of souls at a time with charm, ruthlessness, 
  and diabolical grace. Only the dragons – bolstered by 
  the wisdom of the immortal Dragon Kings – resisted 
  them completely. 
  But when the mighty empires fell, Áereth was in 
  turbulence as kingdoms waged war with one another, 
  each trying to conquer or stave off his neighbor. 
  Dragons and the dragonborn clans faded into antiquity, 
  weaker than the empire they once served but still 
  cleaving to their virtues as no other. The collapse of 
  the sphinx and naga empires loosed their servitor 
  races across the lands. Elves and eladrin stole away 
  to their defensible forests, dwarves to their mountain 
  halls, gnomes and halﬂings to their fey-touched hills 
  and burrowed holes. Humans warred with both orcs 
  and goblins. Fledgling nations were destroyed or 
  subsumed by still more. The archdevils who lurked in 
  the infernal realms of Hell were organized schemers, 
  
  6
  HERO’S HANDBOOK
  but their plots to ensnare mortals in great numbers 
  were foiled time and again by the tides of war and 
  political circumstance.
  For example, a devil might forge an agreement with 
  an ambitious human noble. The devil gives him power 
  to seize the throne of his kingdom, knowing that his 
  plans will come to fruition through the nobleman’s 
  royal decrees after he is crowned. The noble becomes 
  king, only to be deposed days later by his own ruthless 
  brother, thus foiling the devil’s plans and forcing him 
  to begin anew.
  Eventually, devils gave up their attempt to organize 
  the enslavement of Áereth’s sentient souls. Incensed, 
  they were forced to scale down their efforts and pursue 
  only one soul or several at a time. By their very nature, 
  devils even compete with one another for choice souls, 
  weaving intricate contracts, forging spell-pacts, and 
  submitting to the conjurings of mortal wizards with 
  the ultimate goal of acquiring the souls they covet. And 
  above all, devils crave mortal souls; they are at once 
  sustenance and indulgence.
  THE ORIGIN OF AN INFERNAL SPECIES
  After the devastating War of Divine Right, when it 
  became clear that humans were the new paradigm 
  of the mortal world – even as the gods competed for 
  the faith and loyalty of humanity’s swelling numbers 
  – a terrifying summit of sinister design took shape: a 
  meeting of the great archdevils themselves. Such an 
  event had never occurred before and would not likely 
  happen again.
  Although the face of Áereth would never become truly 
  calm or perfectly complacent (a state ripe for devilish 
  designs) without a single race dominating the Known 
  Realms, the devils knew an opportunity was still upon 
  them. Humans may not be sufﬁciently organized, but 
  humans were more numerous and widespread than 
  any prior race. Seize control of them and seize control 
  of Áereth.
  So the archdevils forged a treaty among their own, 
  quieting their howling legions for mutual beneﬁt. 
  The archdevils met and argued, schemed and plotted 
  for many human generations – a mere eyeblink to 
  these immortals ﬁends. They watched and learned, 
  laid subtle groundwork within Áereth, and gathered 
  their most loyal mortal agents. Together they would 
  carry out a great incursion against humanity –  
  and in time, all other races – which came to be called  
  the Arbitrage.
  During this time of planning, the devils’ agents began 
  to “recruit” impressionable subjects from human stock 
  alone, choosing scattered communities from across 
  the Known Realms. They targeted choice subjects, 
  such as troubled runaways, devious criminals, and 
  impressionable students of the occult. Woven into 
  tightly knit and sequestered societies, these deviants 
  underwent a regimen of arcane rituals and infernal 
  pacts, and soon after begat the ﬁrst generation of a 
  horriﬁc breeding program. Raised in a fascist-like regime 
  that mirrored the Hells themselves, these forerunners 
  were made to be subservient to their infernal masters. 
  They were taught to exploit their natural strengths 
  – persuasion and charm, strategy and cunning – and 
  were trained as inﬁltrators, assassins, spellcasters, 
  warriors, and diplomats.
  Soon after, a cambion mystic named Lar’Tief (lar-
  tee-ef) became involved in the Arbitrage. It was 
  whispered that he had once served the Priest-Kings 
  of Nimoria and knew more than anyone how to bind 
  human and devil ﬂesh together. He was the ﬁrst to 
  introduce his blood into the breeding programs, and 
  with his own spells siphoning his energies away, 
  Lar’Tief turned to lichdom to prolong his work. The 
  results of these ritual pairings and infernal spells 
  were named the Incarnate and were regarded as an 
  elite branch of dark humanity. They retained the 
  free will required of mortals but were conditioned 
  by their masters to unswerving obedience. Several 
  more generations passed before their physical 
  characteristics began to manifest in full, but soon 
  the Incarnate appeared as they do in the current day: 
  humanlike, but with obvious diabolical features. 
  Although they were taught from childhood that they 
  were the explicit property of the Lords of the Nine, 
  many of the Incarnate considered the archdevils to 
  be absentee masters. They began to name themselves 
  after their cambion “father,” calling themselves 
  Lar’Tieﬂings, reducing in time to simply tieﬂing.
  
  7
  TIEFLINGS
  WHAT THE DEVIL?!
  The ﬁrst true tieﬂings sighted among the populous 
  races were dismissed as mere calibans or half-demons 
  abandoned by their sires – unwanted remnants of the 
  legendary Nimoria. The most conspicuous were hunted 
  down and slain, but sages remained unaware of the 
  vast shadow stealing over humanity. A network of 
  tieﬂing cells was carefully positioned across the map, 
  poised to carry out the great incursion the Lords of 
  Hell had planned for Áereth. The most intelligent and 
  dangerous were given power over the rest and were 
  to be granted small ﬁefdoms of their own in the world 
  to come. During this time, doubters and insurgents of 
  the Arbitrage were unmasked and brutally silenced; 
  deserters were hunted down, tortured, and sacriﬁced. 
  There was no tolerance for insubordination in Hell’s 
  mortal ranks.
  Final preparations were made, until at last the 
  tieﬂings collectively waited the world over for the signal. 
  Younger tieﬂings were still in training, preparing to join 
  the elite of the new world order; peoples of the Known 
  Realms would bow to the Incarnate race. This was their 
  birthright and their destiny, and the time had come.
  But it never did.
  On the eve of the great incursion, while all of Áereth 
  seemed to shudder with terriﬁc anticipation, the 
  diabolic coalition was sundered. The archdevils were 
  banished back to their respective layers in the depths 
  of Hell. The tieﬂing generals mysteriously vanished, 
  and their network of informants collapsed. Countless 
  theories still exist as to the agencies behind the 
  Arbitrage’s failure: A faction of tieﬂings turned against 
  their masters in an attempt to wrest control from them; 
  United dragonborn clans unmasked the devils’ scheme 
  and led a strike against the seat of their power; The 
  gods somehow found a way to bind the archdevils and 
  shatter their plans. Sages and historians seldom agree 
  on these historical accounts, but whatever the truth, the 
  incursion never occurred. Like a ﬂaming brand raised 
  to burn a village and then cast into snow, the threat of 
  Hell’s domination was utterly extinguished. 
  The tieﬂings themselves, organized into communities 
  in various places across the Known Realms, were left in 
  shock. The archdevils, their infernal benefactors and the 
  minds behind the Arbitrage, had retreated. The reactions 
  of individual communities were indicative of the tieﬂing 
  psyche. Some went mad with rage and attacked human 
  societies nearest to them, nearly destroying themselves 
  in the process. Others were opportunistic, seizing power 
  within their own governments amidst the confusion. 
  Still others fell to sadness and despair, believing that 
  their forebears had abandoned them. Some even swore 
  vengeance against their devilish parents, for having 
  sired and then stranded them on a world that would 
  never accept them.
  Tieﬂings as a people burned from within with a fervor 
  for triumph, a lust for blood, and a craving for power. 
  Bred to overthrow and reign as the Incarnate race of 
  Áereth, they were suddenly cast adrift, bereft of aid. 
  Tieﬂings saw themselves as wasted potential, power 
  burning away, unspent and unsung.
  IDLE HANDS:  
  BELIEFS & THE TIEFLING PSYCHE
  Bereft of the physical presence of their founding 
  fathers, tieﬂings were forced to dwell in the shadows 
  of the other races. Lacking the united regime in which 
  they were meant to lead, they have become a race of 
  rootless vagabonds, wayfarers, and criminals. Many 
  communities wander like gypsies across the Known 
  Realms, thieving from other societies like scavengers, 
  while others have fashioned a home for themselves and 
  guard it carefully from those who would destroy them. 
  At best, the average tieﬂing is an honest man trying to 
  ﬁnd his own destiny while defying the stereotypes set 
  upon his race since its inception. At worst, he embraces 
  the devil within and seeks to repay the world tenfold for 
  daring to resist its rightful masters: the Lords of Hell.
  According to indoctrinated truths, a tieﬂing believes 
  he is bound to a particular devil – indeed, it is said he 
  owes his talents and heritage to the blood of these dread 
  Benefactors, whose spiritual power ﬂows through his 
  veins. For most tieﬂings, a Benefactor is one of the great 
  archdevils, or possibly one of the lesser rulers of the 
  Nine: the archdukes, barons, or more ambiguous ofﬁces 
  of Hell. With this bond, tieﬂing doctrine maintains that 
  the devil in question owns his very soul. And while such 
  philosophical truths may be questionable, there can be 
  
  8
  HERO’S HANDBOOK
  no disputing the symptoms; the sigil that appears on a 
  tieﬂing’s body in his adolescence and the physical traits 
  it brings offers a sobering testament.
  Stories are told that some tieﬂings are bound to devils 
  other than one of the archdevils, such as a pit ﬁend or 
  gelugon, by means of infernal negotiation. The Lords 
  of the Nine may give possession of such souls to one 
  of their most loyal servitors as a reward for excellent 
  performance. In some stories, the tieﬂing in question 
  seeks the devil that holds his soul in the hope of 
  bargaining for it or of seizing it by force.
  While other races would cringe in horror at the notion 
  of such devilish “ownership,” for tieﬂings it is simply a 
  matter of fact. Having one of the Lords of Hell as one’s 
  patron and possessor is as much a point of pride as it 
  is of shame, and is as uncertain and complex a subject 
  as the nature of the afterlife for any mortal soul. Most 
  tieﬂings do believe that their soul truly belongs to their 
  Benefactor, and that nothing they do in life will change 
  that fact. They are destined to serve him (or her) in life 
  and after death, one way or another.
  Those jaded tieﬂings who accept this fate console 
  themselves by believing that eternal service to a devil 
  is better than eternal torment at one’s hands, for they 
  believe that their kind are exempt from consumption. 
  Devils love to consume the souls of mortals – but not 
  those of their heir-apparent tieﬂings, surely. They are 
  as servants who will be spared the rod, for they are 
  children to the Lords of Hell. Of course, many refute 
  the theory and renounce their Benefactors altogether, 
  but even these tieﬂings live their lives in the shadow of 
  possibility, forever wondering if there is a grain of truth 
  in it. Is it merely a waste of one’s time trying to run from 
  inevitability? Can one be born into immortal service?
  FIRE & FRUSTRATION
  In all other aspects of life, tieﬂings are a remarkably 
  intrepid race. They do not suffer from self-deprecation 
  or timidity and rarely second-guess themselves. Quite 
  the contrary, tieﬂings are naturally conﬁdent and 
  persuasive, many believing themselves far superior to 
  any human. Knowing they were bred to a devil’s idea of 
  superhuman perfection and aware they were intended 
  to lead Hell’s incursion against inferior humanity, it is 
  difﬁcult for them to accept the gutter into which the 
  populous races have cast them. They burn with the 
  potential for greatness – were they not bred for it? 
  – but often feel unable to reveal it in the world as is. 
  A nameless frustration is ever-present in the tieﬂing 
  psyche, in one form or another. Some become mortal 
  ﬁends, a true blight on humanity, while others become 
  heroes who rise to glory despite the shackles of society 
  and spirituality.
  Ultimately, a tieﬂing is no more inclined toward evil 
  than a human. Like any sentient mortal species, he 
  possesses free will, for such was one of the “regrettable” 
  requirements for their creation as mortal agents of 
  Hell. But where humans have the variety of choice and 
  the ambiguity of their origin, tieﬂings have a shadow 
  looming over them at all times: a heritage of ultimate 
  evil, a shroud of suspicion and fear. They may have 
  free will, but will their Benefactors, the other races, and 
  their own hearts allow them to use it? 
  Every tieﬂing burns with a desire to do something 
  with his life and an inescapable need to prove himself. 
  Just what he needs to prove – and for what reason – he 
  must discover for himself. As a race, they are born with 
  solid chips on their shoulders, daring any to speak ill of 
  them. Always spoiling for a ﬁght – whether it is verbal, 
  physical, or spiritual – it is this nameless frustration 
  which burns beneath the surface, ready to spill over at 
  any moment.
  THE DEVIL YOU KNOW:  
  BRANDS & LEGACIES
  The process by which tieﬂings were created is considered 
  an unparalleled amalgam of alchemy, biology, breeding, 
  and hellish magic. With such an unorthodox beginning, 
  it comes as little surprise that Benefactors stake their 
  claim on the race by means less predictable than mere 
  human genealogy. 
  According to tieﬂing doctrine, when their children are 
  conceived, the newborn soul is placed (metaphorically 
  or literally) on auction in the depths of Hell. By some 
  method to which no mortal is privy, the archdevils 
  are said to bid over and claim the nascent soul. The 
  child is born and matures, bearing a resemblance to 
  her parents as do most mortal creatures. Yet sometime 
  
  9
  TIEFLINGS
  during adolescence – usually during a coming-of-
  age ceremony known as the Burning Sacrament 
  – she manifests a symbol somewhere upon her body, 
  appearing as an impeccably drawn birthmark. This 
  mark, known as a brand, graphically stamps her as 
  the property of the Benefactor who claimed her soul, 
  not unlike a cattle brand. Shortly thereafter, she begins 
  develop the corresponding stigmas, a suite of physical 
  features associated with the archdevil in question. 
  Tieﬂings who embrace their heritage often mystically 
  employ this brand, establishing it as a magical conduit 
  to their ﬁendish masters. This is especially true of 
  warlocks who enter into an infernal pact. Tieﬂings less 
  willing to strengthen the bond between mortal and 
  devil have found other resourceful ways to utilize their 
  infernal roots (see Chapter 3 for examples of this).
  For many reasons, tieﬂings bearing the brand of one 
  Benefactor do not typically live with tieﬂings branded 
  by another. At best, such would entail a conﬂict of 
  interests. Therefore, if the brand that manifests upon 
  a young tieﬂing does not match the brand possessed 
  by the others in her community (even her parents), she 
  is likely to leave – or be cast out of – her community 
  in search of her true brethren: other tieﬂings who bear 
  the same brand as she. In traditional tieﬂing culture, 
  familial ties are almost trivial.
  Of course, every community observes this custom in 
  its own way. Most respect this millennia-old “devil’s 
  law” and send such a tieﬂing peaceably on her way with 
  sufﬁcient supplies, a weapon, and wistful farewells. 
  Others fearfully defy it, for they have raised her as one 
  of their own and love her too much to let her go – many 
  consider such spiritual insolence to be risky, at best. 
  Some communities with stronger loyalty to their Lord 
  Benefactor have the audacity to kill or enslave tieﬂings 
  who manifest the brand of rival archdevils.
  A group of like-branded tieﬂings is called a legacy, 
  referring to the fact that all the skills, talents, and 
  blessings of its members are “inherited” from the 
  archdevil who sponsors them. The members of a legacy 
  are therefore legatees, bound together by soul and 
  circumstance. A legacy is not merely another name for 
  an extended family; they are bound not by blood but by 
  “ownership”. Sharing the same master, they are more 
  like syndicates or criminal networks.
  It should be noted that not until a tieﬂing manifests 
  a brand is she considered a legatee of anything. 
  A traditional community will educate and treat an 
  unmarked youth with respect, even affection, but she 
  is considered a foster child, not a member of the legacy 
  itself. Meanwhile, her biological mother and father are 
  likely to have no special place in her life. One’s familial 
  bloodline is of little consequence in most communities; 
  the parents are simply one of the many elders of the 
  community helping to raise her.
  In very rare cases, if a tieﬂing reaches adulthood 
  without having manifested a brand, she is considered 
  to be in the Legacy of Lost Souls. While some wish to 
  believe that her soul is free, unclaimed by any devil, 
  most believe she was born without a soul at all. The 
  other races wouldn’t know the difference, of course, but 
  among tieﬂings such an unbranded tieﬂing is usually 
  the subject of great pity. Aberrations among their own 
  kind, they usually hide this shame or seek others like 
  themselves in search of answers. Most just bide their 
  time and hope that a brand will appear eventually, or 
  that they’ll gain one by association in living among 
  branded tieﬂings.
  THE DEVIL IN THE DETAILS:  
  CYCLES OF LIFE
  Tieﬂings live, divide, and unite as any mortals may. 
  The passion to hate – and to love – shines with equal 
  measure and is seldom lacking. In all things they do, 
  they do so deeply; apathy is an alien concept to most 
  tieﬂings, and they are drawn to their own kind for 
  mutual protection and genuine affection. Such ardor 
  inevitably leads to romantic pairing, although lust 
  and power often factor prominently into such unions. 
  Tieﬂings rarely marry, for doing so usually requires a 
  religious afﬁliation they are unwilling to accept. Even 
  so, fully half of tieﬂing relationships lead to long-term 
  commitments. Life partners are not uncommon.
  Yet the prospect of having children is a source of 
  anxiety for well-meaning tieﬂings, given their hybrid 
  heritage, and for this reason many are wary of 
  reproducing at all. To conceive a child – even with a 
  human – is to invite into the world another Hell-bound 
  
  10
  HERO’S HANDBOOK
  
  11
  TIEFLINGS
  soul, and this is not something a mother will do lightly. 
  Producing a child is generally viewed as condemning 
  him or her to a life – possibly an eternity – of scorn. 
  Still, they are more human than devil, and tieﬂings 
  harbor as much instinct and affection for their children 
  as any mortal man and woman. Yet tieﬂing tradition 
  is not conducive to great attachment, for their society 
  values one’s legacy and Benefactor over the bonds of 
  blood. If a child does not one day develop the brand of 
  her mother’s master, mother and child will inevitably be 
  parted. Many parents make sacriﬁcial offerings to their 
  Lord Benefactor – in gold, ritual components, residuum, 
  or even living ﬂesh – in the hope that he will claim their 
  child’s soul, thereby incorporating it into their own 
  legacy. Communities strongly devoted to their legacy, 
  meanwhile, desire more children in hopes of breeding 
  more legatees of their Lord Benefactor.
  Perhaps appropriately, every tieﬂing is born into the 
  world bawling, giving voice to an inner torment that 
  even in maturity he cannot explain. Those who have 
  never heard it before or do not know what to expect are 
  easily perturbed by the horrifying, almost bestial wail, 
  believing it the sound of true suffering, but tieﬂings 
  can remember it and know the moment is not one of 
  physical pain, per se.
  Tieﬂing infants resemble normal human infants 
  almost perfectly, lacking the horns, pointed teeth, and 
  tails that make the adults characteristically ﬁendish 
  in appearance. Because of this, foundlings are not 
  uncommon: parentless infants left at the doorsteps of 
  temples, philanthropists, or the merciful among non-
  tieﬂing communities. Some tieﬂing parents who do not 
  wish their child to be raised with the same infernal 
  doctrine they endured are willing to risk their newborn’s 
  safety in the hope that compassionate folk will care for 
  them. Within the ﬁrst year or so, a tieﬂing babe begins 
  to develop the traditional features of its kind. These 
  foundlings then become changelings, subject to the 
  adoptive parents’ disgust, rage, or pity.
  When a tieﬂing comes of age – usually around 
  his ﬁfteenth or sixteenth year – a ceremony known 
  as the Burning Sacrament is usually performed 
  within the community. As a rite of passage marking 
  adulthood, it is intended to reveal his Benefactor’s 
  brand, concluding with a literal baptism of ﬁre. In 
  that moment, and forever thereafter, whenever his 
  skin is exposed directly to ﬂame, the brand becomes 
  temporarily visible – a lurid, infernal sigil that marks 
  him as the possession of one of Hell’s ruling lords. 
  The Sacrament is a very trying ordeal for the young 
  tieﬂing, for it brings him face to face with his heritage 
  as never before. There are many whose personalities 
  experience an immediate shift, depending on the 
  tieﬂing’s personal convictions and the temperament 
  of his new Lord Benefactor.
  In the days prior to this unveiling, a youth will 
  sometimes exhibit physical symptoms or behavioral 
  changes suggestive of the Benefactor who is soon to claim 
  him. For example, a soon-to-be legatee of Beelzebub, the 
  archdevil of gluttony, may become unusually ravenous; 
  a prospective legatee of Amon, the archdevil of wrath, 
  may become restless, short-tempered, or even violent; 
  a supposed legatee of Bael, archdevil of covetousness, 
  may be prone to theft. However, such temperaments 
  are just as often misleading, as if at the last minute 
  another devil has claimed him by some infernal sleight 
  of hand. For example, an adolescent tieﬂing may exhibit 
  the lascivious behavior common to legatees of Lilith, 
  archdevil of lust, only to manifest the brand of Bei’thor, 
  archdevil of pride. 
  In the absence of the Burning Sacrament, a tieﬂing 
  will still develop his Lord Benefactor’s brand, though 
  it may not occur as early or as painlessly; usually the 
  brand reveals itself by his twentieth year. Most tieﬂing 
  communities perform the Sacrament if they’re able to, 
  for it is intended to reveal the brand – and thereby the 
  tieﬂing’s fate – as soon as possible.
  Communities especially loyal to their Lord Benefactor 
  may 
  perform 
  additional 
  or 
  altogether 
  different 
  ceremonies in the hopes of swaying fate, in hopes that 
  the brand revealed will be their archdevil’s. Whether 
  these rituals – like Mammon’s Ceremony of Possession 
  or Bael’s Ceremony of Taking – have any impact on Hell’s 
  unknowable methods remains unproven. Sometimes it 
  seems to work, sometimes it does not.
  Once a brand has appeared, the stigmas that 
  correspond to the tieﬂing’s Benefactor gradually take 
  shape. Stigmas are physical characteristics common to 
  
  12
  HERO’S HANDBOOK
  other tieﬂings of his legacy. For example, his horns may 
  curve inward, or spiral out like a ram’s, or his tail may 
  lengthen, split, or develop a barb. While exceptions may 
  exist – and some stigmas may be more pronounced than 
  others even within the same legacy – these features 
  often serve to identify a tieﬂing’s legacy to those who 
  know what to look for.
  THE DEVIL’S BACKBONE:  
  COMMUNITY & LEADERSHIP
  Tradition and racial instinct dictate that tieﬂings 
  congregate with those who share their fate – like 
  prisoners who grow closer together after years of shared 
  hardships under the whip of a cruel master. More often 
  than not, this means that tieﬂings will live among 
  others of their own legacy. As a social concept, the 
  legacy is difﬁcult to grasp for other races; it is not quite 
  an organization, nor a religious cult. They are similar 
  to clans, but lacking familial bonds, and are akin to 
  brother- or sisterhoods but without gender afﬁliation. 
  Its legatees each have their own dreams, aspirations, 
  and fears, but there is a common suite of talents and 
  philosophies that binds them together. Above all, the 
  Lord Benefactor serves as a shadowed ﬁgurehead, both 
  master and ever-imposing threat.
  As with brotherhoods or religious congregations, 
  legacies’ members may be scattered across the map, 
  or they might have a handful of concentrated knots 
  where its members have gathered. Some might have 
  factions, others a commonwealth of villages spread out 
  across several kingdoms but connected by courier or by 
  magical means.
  TIEFLING DEMOGRAPHICS
  Roughly a third of the world’s tieﬂings reside with 
  others of the same legacy. Children born within 
  such communities typically become legatees of that 
  community’s Benefactor, but exceptions are common. 
  Those bearing the stigma of another devil are usually 
  shown little mercy when born into legacy-based 
  communities. Legacy communities typically range from 
  50 to 1,000 tieﬂings, and their governments tend to be 
  severely fascist. The vilest of tieﬂings – as well as the 
  noblest – tend to come from such severe origins.
  Another third of the tieﬂing population live within 
  familial-based communities, their members coming 
  from a mix of legacies. These communities have rarely 
  more than a few hundred and tend to be relatively 
  remote and unconnected villages. These tieﬂings 
  generally show the most tolerance, not just toward 
  tieﬂings of different legacies, but toward different 
  races and religions. In fact, it’s not uncommon to ﬁnd 
  a few non-tieﬂing families amongst their numbers 
  and even a few mixed-race families. In this group, 
  tieﬂings do place more value on their own family and 
  bloodline than on legacies. Even so, the whispering 
  call of their Lord Benefactor does prompt some young 
  tieﬂings to leave these communities in search of their 
  fellow legatees.
  About a quarter of all tieﬂings live in nuclear or 
  extended families nestled into largely non-tieﬂing 
  populations, usually cities with racial and cultural 
  diversity. More often than not, these families end up in 
  slums and other low-proﬁle districts, ensuring a steady 
  supply of jaded, angry young tieﬂings.
  The remaining population of tieﬂings are adventurers 
  and other vagabonds, ﬁnding an assortment of ways to ﬁt 
  into the world. Some ﬁnd a niche; others carve their own. 
  GIVING THE DEVIL HIS DUE:  
  LAWS & DIABLERIES
  Legatees are expected to obey the laws of the archdevil 
  who rules their legacy. Indeed, even those who “go 
  astray” and forsake these traditions are still held 
  accountable by their legacy-abiding kin. To some, 
  abandonment of one’s legacy and its traditions is 
  considered treason, not mere desertion, and punishment 
  is meted out accordingly. 
  Every legacy governs itself differently, some 
  with a theocracy of ruling elders, others a merit-
  based council. Most legacies are overseen by a 
  Supreme Benefactor, a tiefling allegedly chosen by 
  the archdevil himself. It is believed that he or she 
  communes with the archdevil directly and therefore 
  serves as his chief agent in the mortal world. Supreme 
  Benefactors are always evil, without exception, a 
  true paragon of the Lord Benefactor’s choice sins. 
  The presence of such a figure within a community 
  
  13
  TIEFLINGS
  
  14
  HERO’S HANDBOOK
  inevitably deters tieflings less willing to embrace 
  their Benefactor’s laws.
  Beneath the Supreme Benefactor, a small group of 
  advisors and ministers known as High Benefactors 
  serve as the second tier in this mortal hierarchy. While 
  the Supreme Benefactor tends to remain in one location, 
  High Benefactors serve as ambassadors and emissaries 
  and often travel from community to community to carry 
  their master’s will to all. When a Supreme Benefactor is 
  unaccounted for, slain, or simply not yet revealed by the 
  archdevil, an oligarchy of High Benefactors inevitably 
  seizes rulership of the legacy.
  Every legacy also has one or more diableries, hidden 
  safe houses independent of any community where its 
  legatees – and only its legatees – are permitted to gather 
  for mutual protection and consultation. Akin to a temple 
  or haven, diableries have no uniform appearance but 
  are always well fortiﬁed. Some are subterranean vaults 
  carved from a mountain face, while others may be 
  marshland citadels, riverside keeps, or back-alley forts. 
  Diableries may be comparable to temples devoted to an 
  archdevil, a place to contemplate the doctrines of the Lord 
  Benefactor and replenish one’s resolve. They also serve 
  as a free barracks, provided a legatee is willing to work 
  for it. Tieﬂing criminals pursued by powerful authorities 
  often retreat to their legacy’s diablerie to lay low.
  For every legacy, there is also one diablerie that 
  serves as that legacy’s base of operations, a hidden 
  fortress where the Supreme Benefactor resides. Not 
  all legatees know its location; to become privy to that 
  information requires rank, prominence, or visible 
  power. When tieﬂings become paragons of their race 
  and make a name for themselves (whether through 
  heroic or infamous deeds), emissaries of the Supreme 
  Benefactor usually ﬁnd them to assess their loyalty to 
  their Lord Benefactor. If the tieﬂing in question proves 
  his loyalty – or feigns it well – they are invited to visit 
  this central diablerie of their legacy.
  The gatehouse of this central diablerie, or any large 
  enough to accommodate it, is designed to bathe would-
  be entrants in a spray of ﬁre quickly enough to reveal 
  their brands but not enough to harm their trappings. 
  Tieﬂings branded by the wrong devil are incarcerated 
  or slain outright.
  DEVIL MAY CARE:  
  DERELICTION & RELIGION
  Like it or not, all tieﬂings are connected in one way 
  or another to a denizen of the Nine Hells. This does 
  not, contrary to the prejudices of the populous races, 
  make them evil or even predisposed to evil. Indeed, 
  while many pay some measure of respect to their Lord 
  Benefactor, they do not always live their lives either in 
  strict observance to their legacy’s traditions or in pious 
  devotion to its master. Most give credence to their legacy 
  but don’t let their Lord Benefactor rule their lives. Not 
  all tieﬂings are bitter, vindictive rogues.
  The vast majority of tieﬂings are quintessentially 
  unaligned, though the sins purveyed by their Lord 
  Benefactor inescapably bleed into their culture, their 
  hearts, or their peripheral worldview. For example, a 
  legatee of Amzolol, archdevil of deception, may cast 
  aside the wicked mandates of his Lord Benefactor, but 
  even in doing good deeds he will probably still use 
  subtlety and misdirection more than he means to. It’s 
  part of his stigma; it’s in his soul.
  Some tieﬂings defy their Lord Benefactor outright, and 
  have even made themselves legendary in their efforts to 
  oppose him or her. Sadly, most of these legends conclude 
  with the death or disappearance of the recalcitrant 
  tieﬂing. Even those who do not aggressively renounce 
  their Lord Benefactor still adopt a “You’re not the boss 
  of me!” attitude toward all things infernal every bit as 
  much as they defy human scorn.
  Tieﬂings and traditional religion seldom mix. Since 
  most believe their souls are already claimed by a devil, 
  they see no purpose in serving any god. A rare few 
  hope that in faith, a god of their choosing will, in the 
  end, liberate the tieﬂing’s soul, wrenching it from the 
  grasp of the Lord Benefactor. It’s a hard choice, either 
  way. Even the most pious tieﬂing clerics second-guess 
  themselves, wondering, “Am I doing this for the right 
  reasons? Do I serve my god for what he stands for, or 
  for what he can do for me?” 
  SPEAK OF THE DEVIL:  
  LANGUAGE & LORE
  Tieﬂings do not have their own language. As a race 
  bred for social adaptation – and, in truth, the subjugation 
  
  15
  TIEFLINGS
  of the human race – every tieﬂing speaks the Common 
  tongue. Most learn a second language, usually one 
  spoken by their community’s greatest allies or enemies. 
  Tieﬂings who embrace their infernal culture usually learn 
  the Supernal language at some point in their career, 
  for it is the tongue of both gods and devils; those who 
  wish to bring glory to their Lord Benefactor have in an 
  interest in both.
  Tieﬂings are generally reticent about their legacies 
  and the traditions of their race – except among other 
  tieﬂings. Horns and a tail are enough to frighten the 
  common people of the Known Realms without open 
  talk of infernal laws or devil-claimed souls. Exotic 
  to look upon, as beautiful as they may be grotesque, 
  tieﬂings are outlandish in almost every society of the 
  world except their own.
  Among other races, tieﬂings are universally treated 
  with suspicion, cynicism, or outright fear. At best, they 
  are merely tolerated, and in cities that are racially diverse, 
  they are still treated as second-class citizens. Humans see 
  in tieﬂings a dark reﬂection of themselves: devils made 
  manifest in the likeness of their own kind. Tieﬂings, 
  however, often pride themselves for their devil’s façade. 
  There is a well-known adage among tieﬂings: “Better the 
  enemy without than the enemy within.”
  Most elves and eladrin treat tieﬂings with cool disdain, 
  though some are fascinated by the juxtapositions of 
  the tieﬂing condition. Most are just glad tieﬂings were 
  bred from humans, not their kind (and privately try to 
  assure themselves that such would never have been 
  possible anyway). Dwarves offer tieﬂings a purposeful 
  indifference, treating them with grudging respect. 
  Disliking the wiles and subterfuge of the tieﬂing 
  demeanor, most dwarves will say nothing about them 
  (since they likely have nothing nice to say). Gnomes, 
  halﬂings, and half-elves are often more sympathetic to 
  the tieﬂing life, for they know what it is to be mistrusted 
  or caught between two worlds.
  Dragonborn and tieﬂings are instinctively adversarial 
  for reasons they can scarcely understand. It is theorized 
  that wars were once waged between dragons and devils 
  in distant past, and that an echo of this immortal enmity 
  endures in the progeny of both. When tieﬂings ﬁrst 
  appeared in the world a few thousand years ago, the 
  dragonborn were the ﬁrst to strike against them in what 
  they perceived as a dire threat. Crimes were committed 
  by both races during those dark days that only the 
  dragonborn, and their recorded histories, remember.
  Tieﬂings typically judge all other races solely upon the 
  way they’re treated in turn. Those who insult, spurn, or 
  slander a tieﬂing makes themselves memorable. And 
  few hold grudges deeper than a tieﬂing.
  THE DEVIL’S PLAYGROUND: 
  CUSTOMIZING A TIEFLING
  Tieﬂings encompass a torrent of emotions, anxieties, 
  attitudes, and beliefs. And as varied as their volatile 
  psyches are their bodies. Tieﬂings are not a natural 
  race, but were burned, beaten, and hewn from a race 
  that is: humans. The physical features bestowed upon 
  tieﬂings – some would say afﬂicted – were inspired by 
  devils and their corrupted mortal agencies. Even a quick 
  glance at the average tieﬂing reveals that his body was 
  shaped, at least in part, within the ﬁres of Hell. There is 
  no escaping their bizarre, and yet somehow beautiful, 
  form.
  The Player’s Handbook describes the average tieﬂing: 
  human-sized, with prominent horns, a long tail, and 
  solid-hued eyes. Their skin color is as varied as humans’, 
  but also includes more reddish tones. This book offers a 
  tieﬂing heritage rife with the work of many devils, each 
  possessed of his own predilections and peculiarities. 
  Players are therefore encouraged to customize their 
  tieﬂing’s particulars: physical appearance, legacy, and 
  Lord Benefactor.
  The following tables present a variety of ideas from 
  which you can cherry pick the details of your tieﬂing’s 
  heritage. Alternatively, you can leave it to chance 
  and just roll from each table to assemble your own 
  randomized suite of infernal factors. If you do wish to 
  throw caution to the wind, begin by rolling 1d20 on 
  Table A to determine what legacy your tieﬂing entered 
  when the brand of his Lord Benefactor appeared on his 
  skin during the rite of the Burning Sacrament.
  Table A: Although a tieﬂing is born unbranded, by 
  the time she comes of age, she will become part of a 
  legacy and manifest the sigil of the Lord Benefactor who 
  claims her. A tieﬂing born and raised among members 
  
  16
  HERO’S HANDBOOK
  of one legacy may reveal the brand of another, though 
  it is commonly hoped that a community comprised of 
  only one legacy increases the chances that its children 
  will become members of the same legacy.
  Roll 
  (1d20)
  Result
  Lord  
  Benefactor
  1
  The Legacy of Wrath*
  Amon
  2
  The Legacy of Deception
  Amzolol
  3
  The Legacy of Covetousness*
  Bael
  4
  The Legacy of Blasphemy
  Belial
  5
  The Legacy of Indulgence*
  Beelzebub
  6
  The Legacy of Pride*
  Bei’thor
  7
  The Legacy of Indolence*
  Belphegor
  8
  The Legacy of Afﬂuence
  Dispater
  9
  The Legacy of Pain
  Jezuel
  10
  The Legacy of Lust*
  Lilith
  11
  The Legacy of Avarice*
  Mammon
  12
  The Legacy of Darkness
  Mephistopheles
  13
  The Legacy of Obsession
  Nethruel
  14
  The Legacy of Hatred
  Sahmnah
  15
  The Legacy of Envy
  Sestyruas
  16
  The Legacy of Hypocrisy
  Tanolex
  17
  The Legacy of Vengeance
  Zarsael
  18
  The Legacy of the  
  Unknown Benefactor*
  Unknown
  19
  The Legacy of Lost Souls
  n/a
  20
  Other
  *A legacy detailed in Chapter 2.
  Roll 
  (1d12)
  Result
  1
  Spiraled laterally, as with rams.
  2
  Short and crooked, curving straight up, as with bison.
  3
  Corkscrew, pointing up and back, as with some antelope.
  4
  Crooked, pointing forward or diagonally, as with bulls.
  5
  Large and pointing straight out, as with steer.
  6
  Helical, pointing up and back like a twisted ribbon, as 
  with some antelope.
  7
  Pronged, pointing upwards and/or forwards, as with 
  pronghorn antelope.
  8
  Deciduous, sometimes growing large and complex but 
  shed annually, as with deer.
  9
  Scimitar: long and slender, arching backward and sharply 
  tipped, as with oryxes.
  10
  Polycerate (multi-horned), usually a smaller pair curved in 
  a slightly different direction than the prominent horns.
  11
  Polycerate (multi-horned), with 3 to 6 pairs of short, 
  stubby horns running from forehead to crown.
  12
  Polled (hornless), with only small bony protrusions.
  Table B: Most tieﬂings have large, back-curving horns, 
  but many other variations exist. 
  TABLE B: HORNS
  TABLE A: LEGACY
  Roll 
  (1d12)
  Result
  1
  Ending in a small tuft of hair.
  2
  Shorter than normal, blunted.
  3
  Leathery and braided in appearance.
  4
  Barbed, arrow-shaped tip.
  5
  Forked, splitting into two smaller tails after the ﬁrst foot 
  of length.
  6
  Curly, short and twisted into a corkscrew shape when at 
  rest, as with pigs.
  7
  Spined, covered in short armored spikes, as with some 
  lizards.
  8
  Spiraled, rolled up tightly when at rest, often wont to 
  wrap around objects, as with chameleons.
  9
  Segmented, often terminating in a usually dull barb, as 
  with scorpions, although not naturally poisoned.
  10
  Feathers or feather-tipped, sometimes terminating in a 
  small radial fan.
  11
  Spiked, ending in two or more short spikes.
  12
  None at all, a rarity among tieﬂings.
  Table C: Long, nonprehensile tails are the tieﬂing 
  norm, but other, disparate shapes have been observed.
  TABLE C: TAIL
  
  17
  TIEFLINGS
  Roll 
  (1d8)
  Result
  5
  Deferred Destruction
  6
  Glutton’s Gamble
  7
  Sulphurous Scent
  8
  Wrathful Surge
  Roll 
  (1d12)
  Result
  1
  Humanlike but with squared pupil (as with goats).
  2
  Humanlike but with slitted pupils (as with cats or 
  venomous snakes).
  3
  Slightly luminous.
  4
  Solid green.
  5
  Solid black.
  6
  Solid red.
  7
  Solid white.
  8
  Solid silver.
  9
  Solid gold.
  10
  Solid gray.
  11
  Solid blue.
  12
  Mirrored, reﬂecting a distorted image of the tieﬂing’s vision.
  Table D: If eyes are the windows to the soul, what do 
  the otherworldly eyes of a tieﬂing convey about his? 
  That his soul is not his own? 
  TABLE D: EYES
  Roll 
  (1d20)
  Result
  1
  Serrated teeth.
  2
  Sharp, layered teeth, as with sharks.
  3
  Prominent canine teeth.
  4
  Protruding, tusk-like lower teeth, as with orcs.
  5
  Scaly skin.
  6
  Smelling subtly of brimstone.
  7
  Devil’s blush (skin reddens/darkens when emotions run high).
  8
  Heterothermic (while resting, body temperature drops, 
  being as cold as a corpse).
  9
  Translucent hair, appearing white from afar.
  10
  Widow’s peak.
  11
  Windswept hair (occasionally moving as if blown in a 
  breeze).
  12
  Alopecic (lack of facial, head, and bodily hair).
  13
  Keratinous spines in lieu of hair (like the quills of a porcupine).
  14
  One horn is stunted or broken, and has never regrown.
  15
  Hooved, lacking humanlike feet.
  16
  Right-handedness (left-handedness being the tieﬂing 
  norm).
  17
  Vestigial bat-like wings.
  18
  Deeply cleft chin.
  19
  Disturbingly long tongue.
  20
  Forked serpentine tongue.
  Table E: The physical stigmas of Hell need not limited to a 
  tieﬂing’s horns, eyes, and tail. Other otherworldly oddities 
  can mark a tieﬂing as the exotic creature she is.
  TABLE E: MISCELLANEOUS FEATURES
  Roll 
  (1d8)
  Result
  1
  Alluring Gaze
  2
  Burning Grievance
  3
  Covetous Curse
  4
  Curse of Lethargy
  Table F: Malisons are rare but potent curses placed upon 
  some tieﬂings from known or unknown beings of great 
  power. They are intended to induce suffering but also grant 
  the bearer a boon. See Chapter 3 for more about malisons, 
  and for descriptions of those listed in the chart below.
  TABLE F: MALISON
  
  18
  HERO’S HANDBOOK
  Roll (1d4)
  Result
  Lawful Good
  1
  Obsession: Horriﬁed by the implications of your heritage, you seek to learn the truth of your existence and the ownership of 
  your soul. You oppose your Lord Benefactor and all he represents, but are especially fearful that doing so endangers your soul.
  2
  Opposition: You actively crusade against your Lord Benefactor and the sins he represents. Finding and slaying the High and 
  Supreme Benefactors of your legacy remains one of your life goals.
  3
  Missionary: There are more important things to worry about than the goals of your Lord Benefactor and the nuances of your 
  legacy. There are causes out there more worth your time than opposition to one type of enemy.
  4
  Redemption: While you renounce the wicked traditions of your race, you believe that your kind possesses souls as free and 
  mortal as any human’s. All this talk of legacies and Benefactors is mere pretense, another illusion by which the Lords of Hell 
  wish to make pawns of mortals. Tieﬂings must learn to throw off the infernal chains that bind them. You desire nothing less 
  than the redemption of your race, starting with your own legacy.
  Good
  1
  Antipathy: You loathe the legacy into which you’ve been born and all others. The very concept that any Hellish lord has a claim over 
  you by virtue of your existence is revolting. Whatever the origin of your race may be, you refused to let it have a hold on you.  
  2
  Refusal: You want nothing to do with your legacy or Lord Benefactor, and will not knowingly treat with other tieﬂings who do.
  3
  Renunciation: You formally and spiritually denounce all things infernal, and make no secret of it.
  4
  Vigilante: Not only do you reject the sins of your Lord Benefactor, you also protect others against his machinations. Evil-minded 
  tieﬂings (of any legacy) are the special target of your ire, and in contesting them you bring vengeance against your Lord Benefactor.
  Unaligned
  1
  Apathy: You couldn’t care less about what legacy you’re supposed to be a member of, and even less about some self-serving “benefactor.”
  2
  Compliance: You accept the traditions and laws placed upon you by your legacy and occasionally indulge in its sins of choice. 
  However, you do not let it determine your entire life, nor do you pay obeisance to your Lord Benefactor.
  3
  Detachment: You remain aloof from the culture that spawned you. You do not like talking about legacies, devils, and 
  expectations of your race.
  4
  Resignation: You believe that resisting the expectations of your race and the laws of your legacy will only consume energy 
  worth spending elsewhere. You play along in the company of fellow legatees, but remain your own keeper.
  Evil
  1
  Aversion: You despise any tieﬂing or devil who would tell you how to live your life. They are, at best, obstacles to be overcome 
  or destroyed should they dare enforce their tyranny on you.
  2
  Relative Obedience: You accept the laws of your legacy and pay homage to your Lord Benefactor, but your actions are mere lip-
  service in order to appease your fellows. You maintain strong ties with your legacy and wish to take advantage of its resources.
  3
  Mixed Accordance: You spurn your own legacy, as you are loyal to another – perhaps your parents’ legacy, or a friend’s or lover’s.
  4
  Unswerving Obedience: You zealously embrace the laws of your legacy and revere your Lord Benefactor. You consider yourself 
  both legatee and disciple to your infernal master and extol his greatest sin to increase his power.
  Chaotic Evil
  1
  Ambivalence: You walk a dangerous line between loyalty and deﬁance. You wish to beneﬁt from your legacy’s connections and 
  your Lord Benefactor’s power, but do not wish for them to decide your fate. 
  2
  Execration: Your loyalties lie elsewhere (mostly with yourself), and the ownership that your Lord Benefactor allegedly has of 
  you has earned him your vengeance and wrath. You consider him and those who willingly serve him (such as other legatees) 
  your personal enemies. 
  3
  Opposition: You wage war against your Lord Benefactor and his interests. Supplanting the Supreme Benefactor and reshaping 
  the legacy to your vision is your ultimate goal.
  4
  Prevarication: You speak with a lying tongue and act with feigned obedience in order to win the trust of your fellow legatees. In 
  truth, you plan to exploit your legacy and either abandon it one day or destroy it altogether. Your motives are purely selﬁsh and 
  for the acquisition of power, and any common evils you commit that honor your Lord Benefactor are merely coincidental.
  Table G: Not all tieﬂings subscribe to the philosophies 
  common to their race, nor obey the mandates of the legacy 
  to which they belong. In fact, most tieﬂings wish to live 
  their lives on their own terms. Still, out of fear or a thirst  
  for power, some cleave to their Lord Benefactor’s vision 
  and embrace all that he wishes to inﬂict upon the mortal 
  world. The following chart offers your tieﬂing just a few of 
  the many attitudes a tieﬂing might adopt in relation to his 
  legacy. Depending on your choice of alignment, roll 1d4.
  TABLE G: ATTITUDE AND GOAL
  
  19
  TIEFLINGS
  We must picture Hell as a state where everyone is 
  perpetually concerned about his own dignity and 
  advancement, where everyone has a grievance, and 
  where everyone lives the deadly serious passions of 
  envy, self-importance, and resentment.
   
   
   
  – C.S. Lewis, preface to  
   
   
   
  The Screwtape Letters
  Devils do not ﬁt neatly into the scheme mortals and 
  gods. Ancient beings of evil power, it is believed by some 
  sages that they once served the gods in the early years 
  of creation but were cast down when they sought to 
  enslave the ﬁrst sentient mortals. Others believe devils 
  were wrought from the detritus of the failed worlds that 
  preceded the creation of Áereth. Others theorize that 
  they are the manifestations of mortals’ darkest thoughts, 
  coalescent spirits in nightmarish form who desire to 
  inspire these same mortals to turn thought into deed. 
  Whatever their origins, it is widely known that 
  devils prey upon mortal souls, ﬁnding sustenance in 
  their misery, despair, and every choice sin. They only 
  knowingly kill mortals if doing so will also win their 
  Chapter 2
  ARCHDEVILS & THEIR LEGACIES
  GODS IN DEVILS’ CLOTHING?
  It should be noted that archdevils are not synonymous with evil gods. Many divinities, of course, 
  commit crimes worthy of any archdevil and inspire in their followers acts equally as heinous. But what 
  a god is willing to do to see his tenets take root in the mortal world determines whether he is good, evil, 
  or neither. Evil is ultimately an evil god’s means, not his endgame.
  But archdevils are different; they are evil incarnate. It is their reason, their food, and their modus 
  operandi. Sin is what they wish to foster in mortals – for whom good or evil remains a choice – and sin 
  is what makes the mortal soul available for devils to claim. Archdevils are not the inventers of the sins 
  they inspire, but they are the most powerful beings who gorge themselves on those corrupted by it. 
  Acts of evil, and the vices they grow from, are merely the net that devils use to ensnare their victims. 
  While each archdevil claims dominion over one of the great sins, their methods repeatedly overlap: 
  A mortal woman’s pride can turn to wrath and scorn; a mortal man’s indulgence may lead him to 
  lust and the need to dominate others; another’s obsession over something he does possess can beget 
  envy, deception, or even gluttony; a mortal’s need to enslave or subjugate his fellows brings him back 
  to pride. To be clear, the archdevils vie not for the sin itself but for the soul who is consumed by it. 
  Thus do the denizens of Hell wage eternal territorial disputes.
  Archdevils are as ambitious as any god. They crave true divinity, for only gods hold dominion 
  throughout the planes and the endless astral sea. To attain divinity, archdevils are content to scheme 
  patiently for ages. Some mortal theologians fear that should any of the archdevils acquire enough 
  souls, he or she can make a bid for godhood.
  A possible case in point: the archdevil Asmodeus. The dreaded King of the Nine was once the 
  undisputed Lord of Hell and the personal ruler of its ninth layer, Nessus. His disappearance only a 
  century ago is still rumored to be the precursor for his emergence as a god of terrible power. The mystery 
  is enough to worry mortal clerics and inspire the archdevils left behind to follow in his footsteps.
  
  20
  HERO’S HANDBOOK
  souls. Unlike the demons born from abyssal chaos, 
  who wish only to murder and destroy, devils desire to 
  subjugate, enslave, and torment their victims. Oblivion 
  offers no suffering, only an end to existence – but devils 
  have eternity in mind. 
  Above the teaming hoards of Hell preside the 
  archdevils themselves, immortal architects of true 
  suffering. Each is a spirit of purest evil, governing the 
  sins that serve them as mantles, snares, and weapons.
  While there does exist a theoretical hierarchy within 
  the tyrannical realms of the Nine Hells, it is ever 
  changing. Kingdoms, principalities, baronies, and 
  infernal ﬁefdoms exist across all nine layers, and the 
  devils who rule them vie for station and rulership. The 
  deeper the layer, the greater the power, and his or her 
  position along that spectrum occupies every archdevil’s 
  eternally plotting mind.
  It is from this endless cycle of violence and posturing 
  that Hell’s mortal heirs – tieﬂings – become the world’s 
  natural players, performers, and portrayers. Once the 
  infernal sigil of her Lord Benefactor appears on her 
  ﬂesh, a tieﬂing becomes part of that archdevil’s legacy: 
  their lawful syndicate of mortal agents (whether they 
  like it or not). 
  The precise number of legacies present in the Known 
  Realms is debatable, but at least ﬁfteen have been 
  observed and documented in the current age. This 
  chapter presents eight of these in detail. Most of the 
  legacy entries below have been divided into subsections 
  for easy reference, as follows.
  Introduction: This section offers a sample depiction 
  of a tieﬂing from the legacy in question... whether they 
  embrace their spiritual heritage or resist it.
  The Devil Described: This section explains the 
  archdevil’s personality and the particulars of his 
  dominion. While archdevils are depicted in many 
  different ways by many different races and cultures, 
  a description (as his legatees portray him) is provided 
  here. Some devils even have an alternate “face,” a proxy 
  god by which they hope to inspire mortals to their sin 
  of choice.
  The Laws: Devils are organized ﬁends. To oppose 
  chaos, and the uncertain variables it presents, the Lord 
  Benefactors have each issued laws to their legatees and 
  mortal worshippers. The most common axioms and 
  adages are presented in this section, as are the attitude 
  each archdevil adopts toward those who reject them.
  The Mark: Each legacy has its own brand (the 
  archdevil’s infernal signet), stigmas (physical traits), 
  and imputations. This section describes these particulars 
  and how they are perceived in the world at large. In 
  addition, tieﬂings devoted to their Lord Benefactor 
  have developed speciﬁc ceremonies meant to increase 
  the chances that young tieﬂings will manifest the brand 
  of their Benefactor when they come of age. Some of 
  these traditions are described here.
  Adventurers: Not all tieﬂings live a life of travel and 
  exploration, but the tieﬂing condition does force many 
  to become rootless wayfarers. This section discusses the 
  traditions, choices, and cultural reasons that a tieﬂing 
  of each legacy would choose the adventuring life. 
  THE LEGACY OF AVARICE: 
  MAMMON
  Tarro emptied his coin purse into his hand, curling his 
  six long ﬁngers around the handful of platinum and 
  gold coins. Four hundred eighty-ﬁve gold pieces, he 
  counted the gold equivalent of the coins in his head. It 
  took me three months and fourteen days to accumulate 
  this money. The tall tieﬂing sighed and ran the ﬁngers of 
  his free hand through his spiky, black beard. He looked 
  across the wide central street that ran down the center 
  of Dhavosin, a small yet prosperous city that served as 
  a trading crossroads for merchants from all over the 
  Known Realms, and tried to will himself to put one foot 
  in front of the other.
  “Come on, lad,” Rodren said beside him. The stocky 
  dwarf warrior was more than two feet shorter than 
  Tarro, but nearly as wide, and three times as strong. His 
  ruddy, bearded face beamed up at the tieﬂing, his eyes 
  full of pride and hope for his devil-tainted companion. 
  “All you have to do is walk over there, put the money in 
  the collection tray, and you’re done. It’s that easy.”
  Tarro looked across the street again, to the squat 
  temple of Elyr, which also served as a poor house and an 
  orphanage. A tall, white-robed priest stood outside the 
  
  21
  TIEFLINGS
  plain brick walls of the temple with a wooden collection 
  tray, entreating passersby to donate something to the 
  church. The money Tarro held in his hand, earned from 
  months of adventuring alongside companions such as 
  Rodren, would feed and clothe the children and other 
  destitute souls within the temple walls for months. He 
  sighed again, and reached up to scratch a spot between 
  his horns, a spot that bore the invisible brand of 
  Mammon, the great devil whose blood and avaricious 
  nature were part of his very being. 
  “Okay, Rodren,” Tarro said and set off across the 
  street, his dwarven companion in tow. “Are you sure this 
  temple will use these funds appropriately?” he asked as 
  they dodged nimbly around a fruit merchant’s cart. 
  “Tarro, it’s a temple of Elyr, a goddess of charity,” 
  Rodren grumbled. “I don’t think the priests are likely to 
  spend it on ale and whores.” Tarro frowned in reply, but 
  could think of nothing that would contradict Rodren’s 
  frank appraisal of Elyr’s clergy. 
  The Elyran priest saw them coming across the street, 
  and his eyes widened in alarm. It wasn’t everyday that 
  a tieﬂing warlock and a fully armored dwarven ﬁghter 
  paid a visit to the poor house. “My good sirs,” the priest 
  said and bowed, his voice trembling a bit. “Blessings of 
  Elyr be upon you.”
  “Good day to you, your holiness,” Rodren said, using 
  a title normally meant for a high priest on what was 
  obviously a simple lay cleric. “My friend here has an 
  offering he’d like to make.”
  “Oh?” the priest said carefully, and cast a critical eye 
  on the horned, scaly tieﬂing grimacing, as if in pain, in 
  front of him. “Elyr is always glad to accept charity ... 
  from anyone.”
  Tarro grunted in reply and glanced at the collection 
  tray; there were a number of copper pennies and a handful 
  of worn silver stars upon its dented surface, not nearly 
  enough to feed the orphans and other poor folk who lived 
  in the temple. Tarro thrust his hand out, causing the priest 
  to jerk back, likely expecting some dire enchantment from 
  the black-robed tieﬂing. 
  “Here,” Tarro said through clenched teeth, and opened 
  his big ﬁst, letting the platinum and gold coins fall onto 
  the collection tray with a clatter. 
  The priest’s eyes lit up at the sight of the money. “Elyr 
  bless you, my son!” he exclaimed. “What would possess 
  you to part with so much?” 
  Tarro opened his mouth to reply, but Rodren answered 
  before he could say a word. “You know, your holiness, 
  we adventurers like to give a bit back now and then. It’s 
  good for the soul, it is. Isn’t that right, Tarro?” 
  “Absolutely,” Tarro said, staring at the pile of gold 
  and platinum he had placed on the collection tray. 
  Finally, he looked up at the priest of Elyr, and smiled. 
  “Can I get a receipt?” 
  THE DEVIL DESCRIBED: MAMMON
  Mammon, Lord of Avarice, is the patron devil of greed, 
  and the ruler of Minauros, Hell’s third layer. Although 
  most see avarice as an obsession with accumulation of 
  monetary wealth, Mammon also considers an obsession 
  with gaining power, especially political inﬂuence, to 
  fall under his domain. Mammon’s chief sin sometimes 
  overlaps with that of Dispator, as afﬂuence and material 
  greed often go hand in hand. However, the two great 
  devils have a tenuous alliance and tend to overlook each 
  other’s dabbling in their respective areas of control. In 
  addition, Bael, the Lord of Envy is currently a vassal of 
  Mammon’s, and the youngest of the great devils adds 
  his strength to Mammon’s own in return for protection 
  from rivals. 
  Mammon himself is an unctuous, slippery creature 
  that is nearly impossible to negotiate with from any 
  position of strength. It is said that mortals making 
  infernal pacts with Mammon are truly damned, as the 
  archdevil’s grasp of infernal law is so great that his 
  contracts are truly inescapable. This command of the 
  Codex Infernum, the compiled laws of the Nine Hells, 
  also allows Mammon to stymie his rivals with an 
  avalanche of legal chicanery that is often more effective 
  than simple violence. 
  Mammon maintains a colossal palace in the heart 
  of the black, stinking swamps of Minauros. There he 
  keeps eons of hoarded wealth; anything with value 
  can be found in the cavernous vaults below Mammon’s 
  stronghold, from simple gold and jewels to powerful 
  magical artifacts. Oddly enough, Mammon is a victim of 
  his own patron sin, and his existence revolves around 
  gathering yet more wealth and power. His ultimate goal 
  
  22
  HERO’S HANDBOOK
  is a lofty one: He desires nothing short of true godhood, 
  and he may yet succeed in the coming millennia.
  To further this cause, Mammon has set about 
  attracting faithful worshippers to his side. Unlike many 
  of his rival archdevils, Mammon has not adopted a 
  secondary persona to woo the civilized world into his 
  service. Instead, he has targeted intelligent creatures 
  with little compunctions about swearing fealty to an 
  infernal power. This includes dark elves, gray dwarves, 
  hobgoblins, and of course tieﬂings – beings that hail 
  the pursuit of wealth and power above all else. Temples 
  to Mammon, while not common among the races that 
  venerate him, do exist, and the fact that his true name 
  is invoked in the prayers of mortal only serves to hasten 
  his eventual divine metamorphosis. 
  In addition to his earthly disciples and worshippers, 
  Mammon established a legacy of tieﬂings long ago to 
  serve him. His legacy is smaller than some of his rivals 
  because he prefers to focus his attentions on his other 
  mortal worshippers; however, powerful tieﬂings of his 
  lineage do command much power and inﬂuence over 
  his worldly affairs. 
  Description: Mammon’s appearance is hardly a 
  mystery to his servants. Within his temples, his image 
  appears in the gaudiest and most garish fashion. 
  His largest temple, a sprawling complex located in 
  the progressive dark elf city of Leth’Vinak, contains 
  a massive golden statue of the archdevil, and it was 
  recently described in the journal of veteran dwarven 
  adventurer Provender Deepdweller. 
  The House of Avarice, a temple dedicated to the 
  worship of the archdevil Mammon, sits in the center of 
  Leth’Vinak’s Street of False Idols, a truly gargantuan 
  statue of the terrible devil crouching over the temple’s 
  grand entrance. I have no reason to believe that this 
  depiction is not an accurate one, as the faithful of 
  Mammon seem to have no reason to hide their devotion. 
  The statue depicts a scaly humanoid, with vast bat-
  like wings, and a handsome, bearded face dominated 
  by a long, hooked nose and two great snake-like eyes. 
  Mammon’s hands are large and have six digits, each 
  with an extra joint, making his ﬁngers look like nothing 
  so much as the legs of spider. He grips a great, golden 
  mace in his left hand, and in his right, an unfurled scroll 
  bearing his laws scribed in the infernal tongue. 
  I’ve dealt with no few evil gods in my years, but I could 
  not bring myself to pass beneath the glowering gaze of 
  Mammon and enter the House of Avarice. Gods, what 
  would possess a people, even one as depraved as the 
  dark elves, to allow the worship of an infernal power 
  openly in their midst?  
  THE LAWS OF MAMMON
  Mammon has many laws that he expects his worshippers 
  to follow, and these border on actual religious dogma; 
  however, he considers his tieﬂing legatees to be a 
  special case, and has a slightly different set of rules 
  for them to follow. Mammon brooks no deﬁance from 
  his legatees, and tieﬂings of his lineage who ﬂout his 
  laws can expect almost instant reprisal from their Lord 
  Benefactor. Typically rogue legatees suffer colossal 
  ﬁnancial reverses or loss of political power and station, 
  all carefully engineered by Mammon’s loyal followers.
  Mammon’s laws revolve around accumulating power 
  and wealth, and extolling the virtues of avarice to 
  others. Although legatees interpret the laws in various 
  ways, they all cling to a theme of miserly hoarding 
  designed to gain them the notice and favor of their 
  Lord Benefactor. 
  Wealth is a means to power: “Without enough 
  wealth, you cannot buy the loyalty of others. Humans 
  and other powerful races respect wealth; do your utmost 
  to accumulate gold, gems, and other valuables.”
  Spend wisely; frivolity leads to destitution: “Avoid 
  spending wealth on frivolous things. Gambling, whoring, 
  and any expenditure without a foreseeable return only 
  weaken you and your inﬂuence over others.”
  Maintain a position of strength in all negotiations: 
  “Weigh the risks of any venture carefully; always 
  maintain a position of strength in all negotiations. 
  Word all contracts so that the terms are to your utmost 
  beneﬁt. Persuade others to sign their lives away on 
  foolhardy ventures, placing them in need of your 
  ﬁnancial assistance in the future.”
  Present an image of wealth to others: “Only buy 
  the ﬁnest clothes, eat the ﬁnest foods, and live in the 
  absolute best fashion you can afford. This is not an 
  indulgence, but a presentation that draws the will of 
  
  23
  TIEFLINGS
  others into the grasp of Mammon. Instruct the envious 
  on how to attain such wealth... and to do so by any 
  means necessary.”
  THE MARK OF MAMMON
  Mammon brands his legatees in a subtler, but more 
  complex, fashion than many of his rivals. He does  
  not indulge in the torturous metamorphosis favored 
  by Beelzebub and Amon, but he does initiate the 
  process sooner.
  Shortly before a legatee’s ﬁfteenth birthday, he may 
  experience an intense and vivid vision of Mammon’s 
  design, which identiﬁes a “local” and established 
  legatee. After this vision, the young tieﬂing feels 
  compelled to seek out this elder in his vision to perform 
  the Ceremony of Possession, which is intended to 
  awaken Mammon’s brand and mark him as the legatee 
  Lord Benefactor’s property. 
  The Ceremony of Possession is a fairly complicated 
  one, and Mammon chooses a single elder legatee 
  to perform the rite on each new legatee. The tieﬂing 
  chosen receives a vision in turn, identifying the young 
  tieﬂing whom he must bring into Mammon’s service; 
  in addition, this elder writes up a complicated contract 
  intended to formally bind the new legatee’s soul to 
  Mammon forever. 
  Once the new and elder legatees come together, 
  guided by their visions, the Ceremony of Possession is 
  performed, which revolves around more than a hundred 
  separate mantras that must be repeated perfectly by the 
  new legatee. These mantras are actually excerpts from the 
  Codex Infernum, and their recitation further strengthens 
  the control that Mammon has over his new legatee. 
  At the end of the ceremony, the new legatee signs the 
  contract prepared for him in blood, and the elder legatee 
  sets alight a valuable object (100 gp or more) and holds 
  the ﬂame to the new legatee’s skin. The ﬁre awakens 
  Mammon’s sigil, which resembles three small circles 
  joined together in a larger circle; this brand typically 
  appears on the legatee’s hand or forehead.  
  Stigmas: Some of Mammon’s stigmas are bizarre, 
  even by the standard of the physical deviations apparent 
  on most tieﬂings. As his legatees grow in power, these 
  changes become more pronounced.
  Heroic Stigmas: Male legatees typically grow a 
  coarse, wiry beard and gain slit-pupiled, reptilian eyes. 
  In addition, a light dusting of scales at the throat and 
  mouth is not uncommon. At this stage a legatee becomes 
  extremely miserly, hoarding any and all wealth, and is 
  relentless in the collection of debts and favors.
  Paragon Stigmas: More powerful legatees in service 
  to Mammon exhibit greater physical changes, bringing 
  them closer in appearance to their master. These 
  changes include the growth of an extra ﬁnger on each 
  hand and the lengthening of cranial horns. In addition, 
  snake-like scales spread over the legatee’s body, giving 
  him a frightful reptilian appearance – this reptilian 
  appearance even grants some legatees the power of 
  poison. Legatees at this level lose their obsession with 
  hoarding money, as most will have established wealth 
  at this point; however, gaining inﬂuence and political 
  power over others becomes paramount to the legatee. 
  Epic Stigmas: Mammon’s most powerful legatees 
  often display some radical physical alterations. This 
  includes the growth of bat-like wings that may or may 
  not be functional, the development of an extra ﬁnger 
  joint, and thick, armor-like scales from head to toe. In 
  addition, some legatees grow a sharp, spiky beard coarse 
  enough to pierce ﬂesh.  Legatees that have attained this 
  level often exhibit extreme megalomania and dream 
  of world-spanning conquests and the attainment of 
  immortal power. 
  ORGANIZATION 
  Since Mammon’s legacy is not as large as some of his 
  rivals, there are few organized groups of his legatees. 
  However, when legatees do come together, it is usually 
  in the guise of business collaboration or some other 
  ﬁnancial venture. These groups of legatees are called 
  consortiums, and can include up to a dozen individuals. 
  Consortiums often feature a High Benefactor, who 
  controls the day-to-day operation of the consortium 
  and organizes business matters for all legatees in the 
  area. The leader of each consortium is also responsible 
  for enforcing Mammon’s laws. 
  Mammon’s current Supreme Benefactor, Nyrom Six 
  Fingers, rules over a consortium of thirty-ﬁve legatees 
  in the dark elf city of Leth’Vinak. Nyrom has no public 
  
  24
  HERO’S HANDBOOK
  connection to Mammon’s temple in the 
  same city, although the high priest 
  there, a gray dwarf named Verger 
  Brittleblade, 
  is 
  nothing 
  more 
  than a puppet, dispensing the 
  will of the Supreme Benefactor 
  (and Mammon himself) to the 
  congregants. 
  DIABLERIE
  Mammon’s legatees have few established 
  diableries since their numbers are relatively few. 
  Individual legatees typically build a treasure vault or 
  a room to house their valuables; this acts as both 
  a private diablerie and a shrine, where the legatee 
  can make petitions to Mammon. 
  When a consortium comes together, the 
  legatees involved will establish a formal 
  diablerie. This will usually be a place 
  constructed for the sole purpose of giving 
  Mammon’s legatees a place to meet, discuss 
  business, and plot against enemies. Such 
  diableries are often attached to a public establishment 
  that serves an additional purpose for outsiders; usually, 
  this will be some form of ﬁnancial or legal services, as 
  no few of Mammon’s tieﬂings are moneylenders or 
  skilled lawyers. 
  ADVENTURERS 
  Mammon’s legatees are fairly sedentary, preferring to stay 
  in one area and set up businesses and schemes designed 
  to work their master’s evil. However, the astounding 
  amount of wealth that can be earned by adventurers is 
  not lost on Mammon’s legatees, and some of them do 
  dabble in the adventurer’s trade. Typically, a powerful 
  legatee will act as the patron of an adventuring band, 
  offering magic, advice, and other aid for a “commission” 
  on everything the adventurers ﬁnd. 
  Tieﬂings of Mammon’s lineage who actually become 
  adventurers themselves operate in a wide array of classes 
  and roles. However, most adventurer legatees tend to 
  favor arcane and divine classes over martial ones, and 
  warlocks and clerics devoted to the service of Mammon 
  are fairly common among them. In addition, Mammon’s 
  
  25
  TIEFLINGS
  legatees focus on developing social skills, and many are 
  trained in Bluff, Diplomacy, and Intimidate. This allows 
  conﬂicts to be resolved without combat, which might 
  damage valuable equipment; and new alliances to be 
  formed, which may bring others into Mammon’s fold. 
  However, the strangest of Mammon’s adventurous 
  followers are the venomsoul crusaders, a bizarre group 
  of tieﬂing clerics and paladins that have taken it upon 
  themselves to spread Mammon’s worship throughout 
  the world. These zealous souls are most often found in 
  areas where the veneration of devils is tolerated, but 
  may be found working clandestinely around the known 
  world, working to sway others to the worship of their 
  Lord Benefactor. 
  Mammon’s tieﬂings work their Lord Benefactor’s 
  evil knowingly and, perhaps more than any other 
  legacy, willingly as well. This precludes most of them 
  from adhering to any morality other than Evil, and the 
  majority of legatees have this alignment. 
  Breaking the Chains of Greed: Rogue legatees 
  of Mammon’s legacy are very rare; in fact, they are 
  virtually nonexistent. Mammon and his loyal legatees 
  inﬂict almost instant retribution against tieﬂings that 
  attempt to break away from the fold. These reprisals 
  usually involve ﬁnancial ruin for the rogue legatee, but 
  can be more dire, and even lethal in some cases.
  In addition, such a legatee must deal with his own 
  avaricious nature, something that can be very hard to 
  overcome, especially when working with others in an 
  adventuring group. He must always keep himself from 
  claiming the lion’s share of treasure and magic, but 
  much worse than that, he must learn to give without 
  expecting anything in return. It is a hard road to walk, 
  and the few tieﬂings that have broken away from 
  Mammon do so only with near-constant support from 
  their friends and allies. 
  LEGACY OF AVARICE  
  PARAGON PATH
  VENOMSOUL CRUSADER 
  “That wound looks grievous, friend. Perhaps I could aid 
  you... for a reasonable price, of course.”
  Prerequisites: Tieﬂing, Legacy of Avarice, any divine 
  class, must worship Mammon, evil or unaligned
  You have embraced the teachings of your Lord 
  Benefactor and have set out to spread his wisdom and 
  inﬂuence across the world. You represent the poisonous 
  power of Mammon, and those who will not be swayed 
  by the eloquence of your tongue will be blackened by 
  the venom in your heart. Your allies have come to rely 
  on your power, but they have learned that nothing you 
  give comes without a price, and you are ruthless when 
  it comes to claiming what is yours. 
  VENOMSOUL CRUSADER PATH FEATURES
  Accruing Action (11th level): When you spend an 
  action point to take another action, you can the delay 
  the extra action until your next turn. If you do, the extra 
  action taken on your next turn gains a bonus or beneﬁt 
  based on the type of action, as shown below:
  • Melee Attack: You gain a +4 bonus to damage rolls.
  • Ranged Attack: You gain a +4 bonus to attack rolls.
  • Move Action: The ﬁrst and last square of your move is  
   
  considered a shift.
  • Shift: You gain combat advantage against any target  
   
  you shift adjacent to. 
  Venomous Soul (11th level): As a free action, you 
  can convert any radiant damage dealt by one of your 
  attack powers to poison damage. If you convert a power 
  in this manner, the power loses the radiant keyword 
  and gains the poison keyword. 
  Mammon’s Penance (16th level): When you use any 
  channel divinity power, you can also mark an enemy 
  within 5 squares of you until the end of your next turn. 
  While marked, the enemy takes poison damage equal 
  to 5 + your Charisma modiﬁer if it hits you in melee. 
  
  26
  HERO’S HANDBOOK
  VENOMSOUL CRUSADER PRAYERS
  Venombane Smite  
  Venomsoul Crusader Attack 11
  You smite your enemy, poisoning his soul and making 
  him especially vulnerable to other venomous attacks. 
  Encounter • Divine, Poison, Weapon
  Standard Action 
  Melee weapon
  Target: Once creature
  Attack: Charisma vs. AC
  Hit: 2[W] + Charisma modiﬁer poison damage, and 
  the target gains vulnerability 10 poisonuntil the end 
  of your next turn. 
  Mammon’s Take 
  Venomsoul Crusader Utility 12
  Mammon teaches you to give nothing without getting 
  something in return.  
  Daily • Divine, Healing
  Minor Action 
  Personal
  Effect: For the rest of the encounter, when you 
  provide healing to an ally through a power with the 
  healing keyword, you may reduce the number of hit 
  points the ally gains up to an amount equal to your 
  Charisma modiﬁer; you then regain hit points equal 
  to double your Charisma modiﬁer.
  Siphoning Smite 
  Venomsoul Crusader Attack 20
  You smite your enemy, and then reduce his combat 
  effectiveness by siphoning away a portion of his 
  strength and mettle for your own use.
  Daily • Divine, Weapon
  Standard Action 
  Melee Weapon
  Target: One creature
  Attack: Charisma vs. AC
  Hit: 3[W] + Charisma modiﬁer damage, and the target 
  is marked (save ends).
  Effect: For as long as the mark remains in effect, each 
  time the target deals damage to you or an ally, the 
  damage is reduced by an amount equal to 5 + your 
  Charisma modiﬁer (damage cannot be reduced below 
  1 hit point), and you or the ally regains hit points 
  equal to the amount the damage was reduced.
  LEGACY OF AVARICE FEATS
  HEROIC TIER
  SCALY SKIN   [TIEFLING]
  Prerequisites: Tieﬂing, Legacy of Avarice
  Beneﬁt: You gain a coat of supple, snake-like scales 
  that grow thicker as you age. You gain a permanent +1 
  bonus to AC.
  At 11th level, the bonus increases to +2. At 21st level, 
  the bonus increases to +3.
  PARAGON TIER
  EXTRA DIGIT   [TIEFLING]
  Prerequisites: 11th level, Dex 13, tieﬂing, Legacy  
  of Avarice
  Beneﬁt: You grow a sixth ﬁnger on each hand. You 
  gain a +2 feat bonus on Thievery checks, and a +1 feat 
  bonus to attack rolls with light blades and weapons 
  with the off-hand property. 
  EPIC TIER
  MAMMON’S BEARD   [TIEFLING]
  Prerequisites: 21st level, Con 17, tieﬂing, Legacy of 
  Avarice
  Beneﬁt: You can use the Mammon’s beard encounter power.
  Mammon’s Beard 
  Feat Power
  You have a vile, spiky beard that can pierce and poison 
  the ﬂesh of your enemies. 
  Encounter • Poison 
  Minor Action 
   
  Melee
  Trigger: You strike an opponent with a melee attack 
  with combat advantage 
  Target: One creature
  Attack: Strength vs. AC
  Hit: 1d8 + Strength modiﬁer damage. Make a secondary 
  attack against the same target.
  Secondary Attack: Constitution vs. Fortitude
  Hit: 1d8 + Constitution modiﬁer poison damage. 
  
  27
  TIEFLINGS
  THE LEGACY OF  
  COVETOUSNESS: BAEL 
  Those are nice boots, Yurji thought to himself, his orange, 
  cat-like eyes ﬁxed on the footwear of the human walking 
  in front of him. Tall and supple, with a silver heel and 
  toe, the man’s leather boots were not only stylish; they 
  seemed to actually repel the thick mud sloshing up 
  against and around the crazed jumble of buildings that 
  ﬁlled the Souk, Punjar’s great, ever-bustling bazaar. 
  Yurji looked down at his own boots and frowned. They 
  were old and worn; still serviceable perhaps, but now 
  they were so covered in mud and ﬁlth it was hard to 
  tell where the tieﬂing’s feet ended and the muck of the 
  Souk began. Yurji’s frown deepened, and his right hand 
  crept down to the hilt of the dirk thrust through his wide 
  leather belt. I need new boots, he decided, and turned his 
  attention back to the pale-skinned human whose own 
  boots he so admired. 
  Yurji had followed the man for roughly half an hour 
  after catching sight of those marvelous boots, and 
  he had been watching the tall, robust man stop and 
  speak with some of the more well-to-do merchants in 
  the Souk. The man was very obviously from the north; 
  his pale skin, ice-blue eyes, blond beard, and the 
  short-hafted axe that hung from his belt all spoke of 
  a place far colder than Punjar. In addition, at nearly 
  six-and-a-half feet tall, the northerner stuck out like 
  an icicle in the desert among the short, swarthy folk 
  of the Southern Province. So far, Yurji had remained 
  undetected, as the northerner was obviously intent on 
  his business; however, he would have to get a lot closer 
  if he were going to get what he wanted. 
  And oh how he wanted those boots. He had felt this 
  way many times before, the enﬂaming passion to own 
  something that was not his; something he perceived as 
  better than what he currently had. Such desires had driven 
  him through the chaotic jumble of his life in Punjar; they 
  had owned him and made him the thief and cutthroat he 
  was today. He supposed this pleased Bael, the great devil 
  whose essence mingled with his own, and whose edicts 
  controlled the ebb and ﬂow of Yurji’s existence. There 
  were not many tieﬂings in Punjar, but those that did live 
  in the city belonged to Yurji’s own clan, called a holding, 
  and they all claimed the blood of Bael.
  Yurji had crept a bit closer to the northern man, who 
  still hadn’t noticed him. He was skilled at tailing a 
  mark; it was one of the ﬁrst things Ungolar had taught 
  him after the old tieﬂing had plucked him out of that 
  orphanage nearly a decade ago. It was nearly dusk, and 
  soon Yurji would have a great advantage in the smoky 
  gloom of another balmy Punjar night. 
  Ahead, an alley loomed like a great, shadowy maw, 
  and Yurji saw his chance. He rushed forward and 
  slammed a shoulder in to the big northerner’s back, 
  knocking the wind out of him and momentarily stunning 
  him. Luckily, there was no one in this part of the Soul at 
  the moment beyond a few crusty old beggars, and Yurji 
  felt fairly conﬁdent he could do what he needed without 
  undue trouble. 
  The northerner began to turn around and fumble for 
  his axe, but Yurji didn’t give him a chance to get it free 
  from his belt. The tieﬂing already had his dirk out and 
  it punched into the northerner’s gut as he turned. Yurji 
  pushed his body close to the human’s and shoved him 
  bodily into the alley, his dagger ﬂickering in and out of 
  the northerner’s guts with each step. 
  Once they entered the alley, it was pretty much over, 
  Yurji’s saw-toothed dirk had made quite a mess of the 
  northerner’s insides, and he didn’t have much ﬁght left in 
  him. Yurji simply held him face down in the mud until he 
  bled out, which didn’t take long. Once the northerner was 
  dead, Yurji took his coin purse, his axe, his cloak, and of 
  course, those marvelous boots. 
  Yurji emerged from the alley a few moments later, 
  smiling broadly, the northerner’s broad cloak covering 
  his bloodstained shirt and pants. The northerner’s boots 
  were laced together and dangled over one shoulder – they 
  were almost four sizes too big. 
  THE DEVIL DESCRIBED: BAEL
  Bael, also known as the Lord of Envy, is one of the 
  youngest of the great archdevils, and as such, his 
  inﬂuence over the mortal realms is lesser than that of his 
  fellow lords of sin. In addition, the sin of envy overlaps 
  a great deal with the sins of greed, which is Mammon’s 
  domain, and pride, the purveyance of Bei’thor. Ever the 
  
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  HERO’S HANDBOOK
  slippery negotiator, Mammon has actually convinced 
  Bael to swear fealty and serve him as a vassal. 
  Bael and his hated brother, Sestyruas, came into 
  their power as the Lords of Envy only a few scant 
  centuries ago, after Bael displaced the former archdevil, 
  Leviathan, with the aid of Mammon. The brothers 
  together inherited Leviathan’s legacy of tieﬂings, but 
  quickly exterminated the former Benefactor’s legatees 
  in a few short decades. Now both archdevils have 
  legacies of tieﬂings whose physical characteristics 
  resemble their own rather than Leviathan’s, and are 
  quite eager to expand their legacies. Sestyruas, calling 
  himself the Lord of Ardor, refused loyalty to Mammon, 
  and consequently has faded into greater obscurity. He 
  harbors a legacy even smaller than his brother’s.
  Like most of the great archdevils, Bael is the 
  personiﬁcation of the sin over which he holds dominion. 
  He is a creature ﬁlled with desire for things he does not 
  or cannot have, and his pursuit for more power has an 
  undertone of urgency that occasionally forces him to make 
  rash decisions, causing him to be even more reliant on 
  Mammon for support. Serving Mammon, or any creature 
  more powerful than himself, is infuriating to Bael, but 
  he currently has little choice in the matter. If he were to 
  break away from Mammon, other archdevils, primarily 
  Amon and Beelzebub, or even his own jealous brother, 
  would likely overwhelm and destroy him, setting up one 
  of their own minions as Lord of Envy in his stead. 
  Bael currently dwells in a small but opulent tower 
  just outside the infernal city of Dis. The tower is ﬁlled 
  with things Bael has at one time or another coveted 
  and taken from their original owners. This includes 
  vast amounts of treasure, hoards of magical items, and 
  a small army of slaves and concubines. However, Bael’s 
  envy is not assuaged with the possession of the things 
  he covets; and he quickly loses interest in them once 
  he has attained them. What he truly longs for is power 
  and inﬂuence, and he hates that his rival archdevils 
  command more of both. 
  Bael is a particularly martial devil, perhaps not as 
  skilled as the mighty Amon, but still one of the most 
  capable ﬁghters in the hierarchy of the Nine Hells. He 
  relies on this skill to get what he wants, and is far more 
  thuggish in his approach to acquiring power than many 
  other devils. He has often been referred to as a great 
  infernal brigand, as he has been known to personally 
  accost lesser devils in possession of something he 
  wants, often slaying them in the process. 
  Bael currently has little inﬂuence on the mortal 
  realm beyond his few tieﬂing legatees and a scattered 
  handful of diabolical cults. He has not yet established 
  an alternate, divine persona as many other archdevils 
  have, and is chieﬂy concerned more with winning more 
  power in the Hells than developing worship among 
  mortals. However, should he win free of Mammon and 
  become truly independent, it is not unlikely that he will 
  focus his attention on encouraging more mortals to 
  embrace the sin of envy.
  Description: Bael rose from the ranks of lesser dukes 
  to claim the position of Lord of Envy from Leviathan, 
  winning the position through direct combat. However, 
  because his usurpation occurred only a few centuries 
  ago, and he was unknown to sages before that time, 
  there are virtually no descriptions of his actual physical 
  appearance. In fact, there is only one mention of Bael in 
  the Codex Infernum, the great, ever-expanding tome of 
  law and history of the Nine Hells. The Codex describes 
  Bael’s battle with Leviathan in some detail, and in one 
  passage, the tieﬂing historian Juxurthian describes the 
  great devil thusly:
  The usurper was called Bael, and he strode out to meet 
  the great wyrm Leviathan alone and unaided. His face 
  was that of a great beast, with curling horns, and large, 
  round eyes that protruded from their sockets in a most 
  menacing fashion. He wore the armor of the ﬁrst spear of 
  Hell’s legions; a great suit of bronze plates chased in red 
  with the sigil of Asmodeus. In his right hand he carried a 
  great iron mace with a spiked head, and in his left a shield 
  of solid obsidian, blacker than the void of Tartarus. 
  Aside from this short passage, no description of Bael 
  exists, and it is quite possible that his ascension to the 
  rank of archdevil has changed his physical appearance 
  since then. 
  THE LAWS OF BAEL
  Bael’s laws are fairly straightforward, but he demands 
  that the few tieﬂings of his legacy follow them 
  explicitly. Bael is quite unforgiving of legatees that 
  
  29
  TIEFLINGS
  do not follow his laws, and deals with them quickly 
  and harshly. Only Amon could be considered a more 
  brutal master than Bael, although the Lord of Envy 
  occasionally makes a particularly gory example of a 
  rogue legatee that is easily as vicious as anything the 
  Lord of Wrath could conceive. 
  Bael’s laws revolve around taking what you want 
  when you want it, and by any means necessary. His 
  rather unsubtle views on the sin of envy have turned 
  his legacy of tieﬂings into a group of thugs, brigands, 
  and thieves that constantly seek to deprive others of 
  gold, magic, or even life itself. 
  Let no lesser being hold power of you: “Those that 
  have more than you have power over you; reduce them, 
  take what is theirs, and make it your own. In this way, 
  you reverse the balance and gain power over those that 
  once held power over you.”
  Take what you desire: “Do not buy, bargain, or 
  negotiate; you are a child of Bael, and no being deserves 
  your acquiescence. Demand what you want from those 
  that have it; if they do not comply, take what you want 
  by any means necessary.”
  Only servants of Bael may command your fealty: 
  “Heed the words and commands of the High and 
  Supreme Benefactors. They have pleased your Lord 
  Benefactor and have been rewarded accordingly. 
  However, if you want such power, you must take it, or 
  die in the attempt.”
  Always seek to improve your lot and station: 
  “Never stop wanting that which is not yours; never 
  stop needing that which you cannot obtain. Satisfaction 
  with your current lot and station is a mark of weakness; 
  Bael has no use for those who do not constantly strive 
  toward constant gain.”
  THE MARK OF BAEL
  Bael has a very small legacy, and as such, he 
  commands his legatees to quickly seek out those that 
  bear his mark. Bael seems to be the only Lord Benefactor 
  that has a gender preference among his legatees, and 
  his brand manifests more often in male tieﬂings than it 
  does in females. Typically, Bael’s brand appears around 
  a young tieﬂing’s sixteenth birthday, and is often 
  heralded by ﬁts of jealousy and covetousness so great 
  that a young legatee is frequently compelled to commit 
  various crimes of larceny. 
  In fact, young tieﬂings in the throes of Bael’s marking 
  are so likely to commit a crime that established legatees 
  of Bael frequently inquire with town constables or the 
  city watch for any young tieﬂings recently apprehended 
  for thievery. When a senior legatee ﬁnds a young tieﬂing 
  he suspects will bear Bael’s brand, he does his absolute 
  best to gain access to the ﬂedgling legatee, paying ﬁnes 
  or even breaking him or her out of prison if necessary. 
  Once a group of Bael’s tieﬂings has possession of a 
  possible legatee, they spirit the youth off to the nearest 
  diablerie, if possible, and there perform the Ceremony 
  of Taking. The Ceremony involves draping the young 
  legatee with all manner of ﬁne clothing, jewelry, and 
  other adornments, and then forcing him or her to stand 
  in the center of a carefully inscribed pentagram. The 
  ceremony begins with each tieﬂing taking a piece of 
  clothing or jewelry away from the ﬂedgling legatee; 
  this continues until the young tieﬂing stands naked in 
  the center of the pentagram, every possession stripped 
  away in an orgy of theft. This is meant to instill an 
  intense need in the young legatee, and remind him or 
  her that one must always take what one needs from 
  others. When the ceremony is complete, the highest-
  ranking legatee applies ﬂame to the young tieﬂing’s 
  skin, hoping to awaken the brand of Bael, and causing 
  it to appear on the new legatee’s ﬂesh. If it does not, or 
  the tieﬂing reveals the brand of another Benefactor, he 
  or she is cast out in disgust, naked and bereft of his or 
  her possessions.  
  Bael’s sigil resembles an open hand inside a 
  pentagram, symbolizing the archdevil’s constant, 
  grasping need to obtain that which he does not have. 
  The symbol usually appears on a legatee’s palm, and 
  glows orange when exposed to ﬂame. 
  Stigmas: The stigmas exhibited by Bael’s tieﬂings are 
  fairly dramatic, and grow more obvious and extreme 
  as a legatee grows in power. Like tieﬂings of other 
  diabolical legacies, it is assumed that Bael’s tieﬂings 
  grow to physically resemble their Lord Benefactor. 
  Heroic Stigmas: Young tieﬂings of Bael’s line are 
  often quite large, gaining 2 to 4 inches in height and 15 
  to 20 pounds in weight shortly after the brand appears. 
  
  30
  HERO’S HANDBOOK
  The extra weight is muscle, not fat, and many young 
  legatees are quite strong. In addition, a new legatee 
  typically has orange, cat-like eyes that protrude slightly 
  from their sockets, and large, robust horns that curl up 
  like those of a bull.
  Paragon Stigmas: Bael’s more experienced legatees 
  continue to grow in size, gaining another few inches 
  in height and even more dense muscle mass. The most 
  striking stigma of legatees at this stage is incredibly 
  large hands with long, tapering ﬁngers. These massive 
  hands allow some legatees to wield large weapons in 
  one hand, or simply to scoop up huge amounts of goods 
  and gold from their victims. Also, tieﬂings at this stage 
  have huge goggling eyes, and fairly bovine features.
  Epic Stigmas: The mightiest of Bael’s tieﬂings are 
  massive, hulking individuals that sometimes top seven 
  feet in height. At this point, the legatee’s horns grow 
  huge and menacing, curling away from his or her head 
  like two vicious, goring spears. However, the most 
  disturbing feature of Bael’s most powerful legatees is not 
  physical; rather it is the manifestation of covetousness 
  so great, that the tieﬂing can hardly abide the presence 
  of creatures that are even close to their equal. 
  ORGANIZATION 
  Bael has the smallest legacy of all archdevils. This is 
  due in part to the short tenure he has held the position 
  of Lord of Envy, and the fact that he focuses much of 
  his attention to gaining power in the Nine Hells rather 
  than swelling the ranks of his earthly servants.
  However, what Bael’s legacy lacks in size it makes 
  up for in organization, and his tieﬂings are some of the 
  most organized of all the legacies. This cohesiveness 
  is owed in large part to a direct command from Bael 
  himself, who knows that his tieﬂings must band 
  together to stave off the inﬂuence of his rival archdevils. 
  In addition, Bael’s legatees can gain more of what they 
  want by working together... and there is little they do 
  not want. 
  A group of Bael’s tieﬂing is referred to as a holding, 
  and usually contains only ﬁve to seven members. The 
  oldest or most powerful legatee rules each holding with 
  an iron ﬁst and in the name of Bael himself. He takes 
  whatever he wants from the other legates until one 
  of them stops him – permanently – and assumes his 
  position. Most holdings operate as groups of bandits 
  in rural areas, or small circles of thieves and thugs in 
  more civilized areas. 
  The current Supreme Benefactor of Bael’s legacy 
  is one Gorsk Hammerhorn, who operates one of the 
  most successful and utterly brutal groups of brigands 
  operating anywhere in the whole of Áereth. The group 
  operates around the great city of Punjar, preying on 
  merchants traveling to and from the huge metropolis. 
  Adventuring parties and even military squads of 
  Dragonnes have been sent to stop him — yet Gorsk has 
  so far managed to elude or slay them all. 
  DIABLERIE
  Bael’s legatees like to use sturdy, easily defendable 
  buildings for their diableries. This is usually more 
  a matter of necessity than taste, as most holdings 
  operate as brigands, thieves, and murderers for hire. 
  Sometimes these buildings have another use, such 
  as an inn or tavern, but often as not they are simply 
  hidden redoubts where legatees can bring stolen goods 
  or hide from law enforcement.
  In areas where there is no established diablerie, 
  Bael’s legatees usually adopt a nearby brothel, tavern, 
  or ﬂophouse as an impromptu diablerie. This can 
  sometimes bring them into conﬂict with tieﬂings of 
  other legacies, as such buildings are often used as 
  diableries for those of Amon’s, Lilith’s, or Beelzebub’s 
  beneﬁciaries. Such conﬂicts are usually bloody, as Bael 
  gladly condones murderous action against tieﬂings of 
  his rivals’ legacies. 
  ADVENTURERS 
  Bael’s legatees are some of the most likely to take 
  up adventuring of any of the great devils’ legacies. 
  Adventurers often ﬁnd themselves in the position to 
  take valuable things from others, and that is a situation 
  that suits most tieﬂings of Bael’s legacy just ﬁne.
  Bael’s tieﬂings tend to gravitate toward classes 
  that allow them to take what they want in the most 
  expedient way possible. This unsubtle philosophy 
  typically translates into the ﬁghter, rogue, and warlord 
  classes, and most adventuring legatees can be found 
  
  31
  TIEFLINGS
  in the ranks of these two professions. Most tieﬂings of 
  Bael’s legacy lack the patience for magic, either divine 
  or arcane, although, as with most tieﬂings, warlocks 
  with the infernal pact are fairly common. 
  Powerful tieﬂings in Bael’s service often become 
  scourges of Bael, a ﬁerce martial discipline that highlights 
  the rapacity and overriding envy that exempliﬁes the 
  archdevil and his legacy. Scourges of Bael often lead 
  groups of bandits, taking what they want from any 
  and all that cross their path with brute strength and 
  intimidation. 
  There is nothing remotely ambiguous about forcefully 
  taking what you want from others. Therefore, as would 
  be expected, Bael’s tieﬂings tend to be Evil or – in 
  some cases – Chaotic Evil. The few unaligned tieﬂings 
  are usually the young and uninitiated, who quickly 
  turn to wickedness after a just a short exposure to 
  the evil of their peers.
  Breaking the Chains of Covetousness: Rogue 
  legatees of Bael’s lineage are quite rare. This is 
  due in large part to the fact that there are so few 
  legatees in the ﬁrst place. However, those scant 
  few that do wish to break away from Bael face 
  an undertaking that is perilous to both body and 
  mind. First of all, Bael does not look kindly on 
  tieﬂings leaving his service, and often sends 
  loyal minions to “reinforce” his teachings in a 
  rogue legatee. Secondly, Bael’s legatees are so 
  consumed with want and selﬁshness that 
  overcoming these personal deﬁciencies can 
  quickly lead to insanity as the legatee wars 
  with his intrinsic nature. 
  In the end, a rogue legatee must learn the 
  value of being satisﬁed with what he or she 
  has at the moment, and that the insatiable 
  need for power and material things only 
  leads down to eternal slavery to Bael. 
  Usually, a legatee with any chance of 
  successfully overcoming his nature 
  ﬁnds a patient and stalwart companion 
  that supports and guides him through 
  the rigors of complete philosophical 
  change. Still, even those tieﬂings 
  that do manage to break the chains 
  of covetousness must war with the 
  inner demon of envy for the rest of 
  their days. 
  
  32
  HERO’S HANDBOOK
  LEGACY OF COVETOUSNESS 
  PARAGON PATH
  SCOURGE OF BAEL
  “All that is yours shall soon be mine.”
  Prerequisites: Tieﬂing, Legacy of Covetousness, 
  ﬁghter or warlord, chaotic evil, evil, or unaligned
  You have always hungered after that which did not 
  belong to you. From precious gold and jewels to the 
  skills and powers of your betters, you have always 
  aimed to own that which you desire... by any means 
  necessary. Your enemies are simply those that have 
  something you want or need, and your allies are 
  simply tools to help you get it. Bael has gifted you 
  with power and strength sufﬁcient to gain all that you 
  desire. All you need do is step forward and take what 
  should be yours. 
  SCOURGE OF BAEL PATH FEATURES
  Invidious Action (11th level): Whenever you 
  spend an action point to take another action, one 
  enemy of your choice that you can see cannot take 
  the same type of action (standard, move, or minor) 
  on its next turn.
  Star of Bael (11th level): You may wield a morning-
  star in one hand with no penalty and treat it as a 
  versatile weapon. 
  Covetous Resurgence (16th level): Whenever a 
  creature within 5 squares of you spends a healing surge 
  or uses its second wind, you regain hit points equal to 
  your Constitution modiﬁer (minimum 1).
  SCOURGE OF BAEL EXPLOITS
  Snatching Strike 
  Scourge of Bael Attack 11
  Your strike puts you into position to snatch a weapon 
  or item from your target. 
  Encounter • Martial, Weapon
  Standard Action 
  Melee weapon
  Requirement: You must have one hand free.
  Target: One creature
  Attack: Strength vs. AC
  Hit: 2[W] + Strength modiﬁer damage, and make a 
  secondary attack.
  Secondary Attack: Strength vs. Reﬂex
  Hit: You steal one item no larger than a one-handed 
  weapon from the target. 
  Miss: Half damage, no secondary attack.
  Bael’s Bargain 
  Scourge of Bael Utility 12
  You steal some of the force from your enemy’s blow, 
  and then return it to him... on the spiked head of 
  your morningstar.  
  Daily • Martial
  Immediate Interrupt 
  Personal
  Trigger: You are hit with a melee attack
  Effect: You take half damage from that attack, and 
  you may deal the same amount of damage that you 
  avoided as additional damage on your next melee 
  attack against the enemy that triggered this power. 
  Diverting Smite 
  Scourge of Bael Attack 20
  You hammer your foe with a powerful strike, and 
  then call on the power of Bael to steal and redirect 
  his counterattack. 
  Daily • Martial
  Standard Action 
  Close burst 3
  Target: One creature
  Attack: Strength vs. AC
  Hit: 3[W] + Strength modiﬁer damage, and the target 
  is marked (save ends). While the target is marked, 
  if it attempts to use a power or ability to attack you 
  or an ally, you can make a secondary attack as an 
  immediate interrupt. 
  Secondary Attack: Strength vs. Will
  Hit: You choose the target or targets of the marked 
  enemy’s triggering power, which can be or include the 
  marked enemy itself. The enemy makes the attack 
  and damage rolls for the triggering power as normal.
  Effect: After you make the secondary attack, the 
  target is no longer marked by you, regardless of 
  whether you hit or miss.  
  
  33
  TIEFLINGS
  THE LEGACY OF INDOLENCE:  
  BELPHEGOR 
  Zarma wiped the ale from his drooping jowls and 
  scanned the Thirsty Theocrat’s ﬁlthy common room. 
  It was just before dusk, and the tavern was full of 
  dockworkers eating a hasty meal before beginning the 
  night shift on the pier, where they would spend the next 
  ten hours unloading cargo from the many merchant 
  ships that visited Dorning’s busy harbor. Most were 
  solid, stocky southerners, lean and muscular from years 
  of backbreaking labor. Zarma ﬂapped his lips in disgust 
  at these industrious fools. Ten or ﬁfteen years of hard 
  labor had earned them the “privilege” of dining on the 
  thin, watery stew at the Theocrat and choking down its 
  truly abominable ale.  
  These were not the men that Zarma was hoping to ﬁnd 
  here, but the Lord Benefactor’s path was not an easy 
  one to follow, and those who wished to gain Belphegor’s 
  favor made the best of their situation. Zarma stood, 
  stretched, and yawned, drawing a few curious stares 
  from the other patrons in the tavern. As a tieﬂing, his 
  kind was somewhat rare in Dorning, although not rare 
  enough to draw that outright bigotry that often plagued 
  the city’s few dragonborn residents. 
  Zarma snatched his tankard from his table and walked 
  slowly over to the bar, where a line of dockworkers 
  struggled to ﬁnish their meals in time to make their 
  shifts on the pier. He took an empty stool between two 
  burly humans, set his tankard on an ancient, scarred 
  bar that had perhaps been a color besides moldy brown 
  in a far distant past. The two men beside Zarma turned 
  their heads to look at him simultaneously, and he smiled, 
  displaying his blunt yellow teeth, one of the marks of his 
  Lord Benefactor.
  “Good evening, gentlemen,” Zarma said cordially. “Such 
  a warm night for toiling at the harbor, wouldn’t you 
  agree?” The man to his left said nothing and turned back 
  to his bowl of gray stew, but the other, a bit ﬂeshier than 
  most of the men in the room, returned Zarma’s smile.
  “Gods yes,” the man said, and took a swallow from 
  his tankard. “It’s hotter than Asmodeus’ breath tonight, 
  that’s for sure.” 
  LEGACY OF  
  COVETOUSNESS FEATS
  HEROIC TIER
  INFERNAL STRENGTH   [TIEFLING]
  Prerequisites: Str 15, tieﬂing, Legacy of Covetousness
  Beneﬁt: You gain a +2 bonus to Strength-based 
  skill checks and a +1 bonus on damage rolls with two-
  handed weapons and one-handed weapons with the 
  versatile property. 
  PARAGON TIER
  MIGHTY GRIP   [TIEFLING]
  Prerequisites: 11th level, Str 17, tieﬂing, Legacy of 
  Covetousness
  Beneﬁt: You gain the +1 bonus on damage rolls 
  with weapons with versatile property even when you 
  wield them in one hand. When you wield a two-handed 
  weapon or a weapon with the versatile property in two 
  hands, you gain a +2 bonus to damage rolls.  
  EPIC TIER
  HORNS OF BAEL   [TIEFLING]
  Prerequisites: 21st level, Str 19, tieﬂing, Legacy of 
  Covetousness
  Beneﬁt: You can use the horns of Bael at-will power.
  Horns of Bael 
  Feat Power
  You have mighty, goring horns like your infernal patron. 
  At-Will 
  Standard Action 
  Melee
  Target: One creature
  Attack: Bluff vs. AC
  Hit: 2d6 + Strength modiﬁer damage.
  Special: You can use this power in conjunction with 
  a charge. If you do, you gain a bonus to the damage 
  roll equal to your Strength modiﬁer.
  
  34
  HERO’S HANDBOOK
  Zarma smiled inwardly, the mention of an archdevil 
  was surely a sign from the Lord Benefactor. Here was 
  a ﬁne, fat ﬁsh eager for the hook. “And you planning to 
  sweat yourself to death on the pier tonight,” Zarma said, 
  shaking his horned head. “Surely your foreman will have 
  some pity on you poor men.” 
  “Hah!” the ﬂeshy man snorted. “Pity? Horam? 
  That stinking pile of dung and venom hasn’t a bit of 
  compassion for the likes of the common man.”
  “Shut your hole, Norbun,” the man on Zarma’s left 
  suddenly growled. “If you weren’t shirking your share of 
  the work most of the night, Horam would have no issue 
  with you.”
  “Horam picks on me, Tovar,” Norbun protested. “I work 
  as hard as any man.”
  Zarma said nothing while he watched the exchange. 
  Belphegor had truly provided his servant with a 
  wonderful opportunity. 
  Tovar tossed his wooden spoon into the empty bowl 
  in front of him and slid off his stool. He was a large, 
  muscular man with a shock of black hair, and a pinched, 
  weathered face. This was not the kind of man that would 
  ﬁnd succor in idleness; this was a man to whom life meant 
  work. “Our shift starts in ten minutes, Norbun,” he said 
  and cinched the wide leather belt around his homespun 
  tunic tighter. “If you’re late again, Horam will have your 
  arse in a sling.” 
  “I was just about to have another ale,” Zarma said 
  quickly. “Would either of you two men care to join me? 
  My coin.” 
  Tovar turned and stared at Zarma. The man’s eyes 
  were ice blue, hinting at a touch of northern blood, and 
  they sized up Zarma and his intent in an instant. “Thank 
  you, sir, but no. I’ve got children and a wife to feed, and 
  all the free ale in the land won’t ﬁll their bellies.” There 
  wasn’t a hint of gratitude in Tovar’s voice. “Norbun, are 
  you coming?”
  Norbun, who was still sitting on his stool, licked his 
  ﬂeshy lips, and turned to look at Zarma. The tieﬂing 
  gave the chubby southerner his best smile, raised his 
  eyebrows, and sloshed his half empty tankard. That was 
  all the encouragement Norbun needed. 
  “No, you go ahead, Tovar,” he said, and settled himself 
  more ﬁrmly on his stool. “I have time for one more.” 
  Tovar scowled at his companion, but said nothing. He 
  tossed a few iron pennies on the bar to pay for his meal, 
  turned, and walked out the front door of the Theocrat 
  into the balmy southern night. 
  “Excellent!” Zarma exclaimed, a few second after 
  Tovar’s exit. “Barkeep! Another round for myself and my 
  new friend here.”
  When the ales arrived, Zarma clinked his tankard 
  against Norbun’s and said, “Here’s to work better done 
  tomorrow ... or the next day, even.” The tieﬂing smiled 
  again, his yellow eyes suddenly predatory.
  “I like that sound of that,” Norbun said, and took a 
  long pull from his tankard.
  THE DEVIL DESCRIBED: BELPHEGOR
  Belphegor, Lord of Indolence, exhibits none of the traits 
  that one would normally attribute to an archdevil. He 
  seemingly lacks ambition, and spends the majority of his 
  time lazing in his great infernal palace on Malebolgia, 
  wiling away eternity on the contemplation of idleness. 
  To the uninformed, it would seem impossible that 
  Belphegor could have risen so high in the infernal 
  hierarchy by doing so little; but the truth, as it always 
  is with devils, is not immediately apparent. 
  Belphegor is the patron of laggards, slugabeds, and 
  those that shirk honest work for the lure of idleness. 
  Since the mortal world has no shortage of lazy fools, 
  Belphegor receives a constant stream of unwitting 
  worship, sustaining his rank and power with the Nine 
  Hells. However, Belphegor’s own laziness is merely for 
  show, and like any other archdevil, the Lord of Laggards 
  is engaged in dozens upon dozens of diabolical schemes 
  designed to bring him yet more power. 
  Ironically, one of Belphegor’s most successful 
  schemes is his patronage of inventors, both magical 
  and mundane. He especially favors those inventors 
  that create new magics or technology that eliminate 
  work, which creates more free time and more 
  opportunity for laziness. In his role as patron of 
  inventors, Belphegor calls himself Belophan, and in 
  some areas, he is even worshipped as a minor neutral 
  deity of craftsmen. Those worshipping Belophan, 
  who is commonly believed to be an aspect of the 
  earth god Daenthar, have no idea that their prayers 
  
  35
  TIEFLINGS
  and benedictions only serve to grow the power base 
  of an archdevil. 
  Belphegor’s servants – those that serve him knowingly 
  – are drawn primarily from the tieﬂings that bear his 
  brand. However, Belphegor is not particularly choosy 
  when it comes to worship and servitude, and he accepts 
  any creature that follows his tenets. Belphegor frequently 
  communicates with his devoted followers, and is most 
  likely to send them messages when they are engaged 
  in some form of lazy behavior – napping is one of the 
  archdevil’s favorites.  
  Description: When depicted by his legatees, 
  Belphegor appears as a tall devil with a long bearded 
  face, curling horns on his brow, and a long, hooked 
  nose. His eyes are deep set and heavily lidded, and 
  his body appears ﬂabby and underdeveloped. In all, 
  Belphegor has a very drooping, shabby appearance 
  that does little to enhance the reputation of a mighty 
  archdevil. However, it is likely that this common image 
  is not Belphegor’s true form, just one he adopts to lull 
  others into thinking him weak or incapable. There is 
  little doubt that he commands as much physical and 
  magical power as any devil of his station. 
  In his guise as Belophan, the archdevil appears as 
  stoutly muscled human wearing a leather apron and 
  wielding a smith’s hammer in one hand and a wizard’s 
  wand in the other. This is the image that adorns the few 
  temples devoted to Belophan, and the one that the devil 
  uses when seeking to lure inventors and craftsmen to 
  his service. 
  THE LAWS OF BELPHEGOR 
  Although tieﬂings belonging to the Legacy of Indolence 
  hold to Belphegor’s laws to varying degrees, those that 
  wish to gain the archdevil’s favor follow them closely. 
  Obviously, those wishing to achieve the rank of High 
  or Supreme Benefactor must do their best to live in a 
  manner that is pleasing to Belphegor. 
  Belphegor’s laws are fairly simple at ﬁrst look (how 
  hard is it to be lazy?), but closer inspection reveals a 
  greater purpose, one of infectious indolence that is no 
  easy path to walk. 
  Idle hands are Belphegor’s tools: “You must 
  encourage those around you to idleness. Spurn the 
  industrious, unless their industry eliminates work 
  for others. Embrace the laggard, the shirker, and 
  the slugabed, and hold them up as examples of a 
  satisfying existence.”
  Embrace the industry of sloth: “Seek ways in which 
  you can eliminate work for others. Magic and inventions 
  that reduce or eliminate mundane tasks are to be 
  cultivated and put into everyday practice. Support and 
  encourage those whose magic or invention increases 
  idleness; introduce them to our Lord Benefactor through 
  the worship of Belophan.”
  Represent idleness in your every action: “Do not 
  appear to be industrious or hard working; cultivate 
  an image of splendorous laziness that others will ﬁnd 
  appealing. Complain loudly when there is work to do, 
  and offer reasonable diversion that may tempt others to 
  forsake their own work.”
  Heed the commands of the Benefactor: “The High 
  Benefactor is the will of Belphegor made ﬂesh; heed 
  his words. However, if the Benefactor does not follow 
  the laws of our lord, strike him down. Belphegor shall 
  choose a worthy successor.”
  THE MARK OF BELPHEGOR
  Belphegor brands his legatees quite early, typically a 
  few days before the legatee’s ﬁfteenth birthday. Older 
  legatees of Belphegor’s lineage usually have very little 
  problem detecting when a brand is about to manifest 
  in a young tieﬂing. Unlike the violent outbursts that 
  herald Amon’s marking, or the lustful urges that herald 
  Lilith’s, Belphegor’s branding is perhaps the easiest for 
  a new legatee to endure. 
  A few days before the mark of Belphegor is likely 
  to appear, the legatee falls into a languorous state of 
  near-paralysis. If properly identiﬁed, he or she is then 
  conﬁned to a specially prepared chamber that holds 
  nothing but a comfortable sleeping pallet or simple 
  cushions and pillows spread out upon the ﬂoor. For the 
  next three days, the legatee is given no food or drink, 
  and is expected to sleep for the majority of this time. 
  During this sleep, Belphegor send visions and dreams 
  of his desires and expectations for the new legatee. 
  This may be little more than a recitation of Belphegor’s 
  laws; however, tieﬂings that display some extraordinary 
  
  36
  HERO’S HANDBOOK
  talent or skill may receive more personalized and speciﬁc 
  messages from the Lord Benefactor.
  At the end of the three-day seclusion, the legatee, 
  weakened from lack of food, is carried to a diablerie, if 
  one is near enough. There, the highest-ranking legatee 
  in the diablerie administers ﬂame to the young tieﬂing’s 
  skin, usually with an iron rod, heated cherry-red. 
  The application of ﬂame causes the brand to appear, 
  stamping the new legatee as property of Belphegor. 
  The brand of Belphegor usually appears high on the 
  forehead, and glows a dull yellow when exposed to 
  ﬁre. His sigil, often called the “heavy eye,” is a circle 
  bisected by a thin line with a half circle beneath. 
  Stigmas: Tieﬂings of Belphegor’s lineage display a 
  number of unique physical qualities as they age. Typically, 
  they begin to resemble the common image of their Lord 
  Benefactor more and more, until the oldest and most 
  devoted resemble miniature versions of their master. 
  Heroic Stigmas: The stigmas commonly manifested 
  by Belphegor’s ﬂedgling legatees are drooping eyelids, 
  down-turned horns with blunt points, and a thin, listless 
  tail ending in a small, bony knob. Yellow eyes and teeth 
  are also commonplace. Some legatees have a minor 
  soporiﬁc inﬂuence on those around them, and can even 
  inﬂict drowsiness or lethargy upon their enemies. 
  Paragon Stigmas: Belphegor’s experienced legatees 
  display more telltale signs of their infernal heritage. 
  Typically, legatees at this level grow very tall and thin, 
  although they still retain a fairly ﬂeshy appearance, 
  with thick, sagging skin, a round potbelly, and drooping 
  jowls. Additionally, a legatee’s horns grow longer and 
  begin to curl down the sides of the tieﬂing’s face, 
  framing his or her visage between them. At this stage, 
  some legatees can control the sleep patterns of others, 
  induce deeper sleep in targets that are already sleeping, 
  or make others more susceptible to sleep-based magic. 
  Epic Stigmas: At epic levels, Belphegor’s legatees 
  go through few physical changes. The only noticeable 
  changes are a slightly unpleasant odor, not unlike sour 
  milk or moldy cheese, and a slightly jaundiced color 
  to the skin, darkening to a bruise-like yellow around 
  the eyes. However, powerful servants of Belphegor gain 
  other, less visible aspects of their Lord Benefactor. The 
  most common of these aspects is the ability to reduce 
  
  37
  TIEFLINGS
  In larger communities or where a doldrum has been 
  established, Belphegor’s tieﬂings are likely to establish a 
  more formal diablerie. Often, it is attached to a building 
  or structure that is likely to be pleasing to Belphegor. 
  This includes recreational areas that draw men and 
  women away from proper work, such as gambling halls 
  and brothels, as well as those places that promote drug-
  induced lethargy, such as opium dens and taverns. In 
  addition, hidden chambers within the few temples of 
  Belophan may also be used as diableries, although this 
  secondary function is always kept secret from the rest 
  of the community. 
  ADVENTURERS 
  Few tieﬂings of Belphegor’s legacy take up the life of 
  an adventurer; it is simply too much work. Those that 
  do become adventurers only do so if it somehow helps 
  spread the inﬂuence and sin of their Lord Benefactor. 
  However, laziness is ingrained in the tieﬂings of this 
  legacy, and they are likely to choose classes that allow 
  them to indulge their indolent natures. Wizards and 
  warlocks are common choices, as the use of magic has 
  long been a way to reduce workloads and forge an 
  easier path to the completion of nearly any task.
  Frontline ﬁghters are rare among Belphegor’s legatees, 
  as the work of carrying heavy armor and weapons 
  is distasteful in the extreme – not to mention all the 
  vigorous movement required in melee combat! The few 
  clerics among the legacy are usually devoted to gods 
  without strict moral guidelines, or those that require 
  little evangelizing from the clergy.
  Legatees who are warlocks and wizards sometimes 
  follow the path of the somnolent adept, having 
  learned to control sleep patterns with their spells and 
  Belphegor’s inﬂuence. These “sleep mages” are rightly 
  feared for their ability to place enemies in a deep, coma-
  like slumber. 
  Tieﬂings of Belphegor’s legacy who become adventurers 
  tend to be Unaligned simply because their laziness is not 
  purely physical. Many legatees also indulge in dogmatic 
  laziness, taking the philosophical and moral stance that 
  requires the least amount of input.  
  Breaking the Chains of Sloth: Tieﬂings of Belphegor’s 
  legacy who wish to overcome their Lord Benefactor’s 
  the effectiveness of lingering damage and effects; in a 
  sense slowing the effect so that the legatee can stave it 
  off much easier. 
  ORGANIZATION 
  Like most legacies, tieﬂings of Belphegor’s lineage 
  do not consider themselves part of a uniﬁed clan or 
  nation. Instead, individual legatees tend to congregate 
  in the same area, with varying degrees of association 
  and cooperation. Belphegor’s legatees prefer warmer 
  climes and are more often found in the balmy southern 
  lands, where the occasionally oppressive heat is prone to 
  making men lazy.  
  However, not all of Belphegor’s legatees spurn 
  organization, and small cells of devoted tieﬂings called 
  doldrums operate in various large cities throughout the 
  south. The highest-ranking legatee in the area, which 
  sometimes includes a High Benefactor, typically leads 
  each doldrum. Doldrums operate in secrecy, and choose 
  gathering places that are strongly associated with 
  Belphegor’s chosen sin.
  Currently, the largest doldrum exists in the great city 
  of Punjar, where its members disguise themselves as 
  the devoted clergy of Belophan, Belphegor’s industrious 
  alter ego. Gernissa Grimeye, the Supreme Benefactor, 
  leads this doldrum, and she and ten other legatees work 
  to spread the worship of Belophan to all craftsmen in 
  the city. So far, this has been a successful venture, and 
  many smiths, artiﬁcers, and alchemists have begun 
  to worship at the small temple of Belophan. There, 
  Gernissa preaches the word of Belophan, which are 
  simply the cleverly disguised laws of Belphegor, and 
  pushes her faithful to seek rest from their weary lives 
  wherever it can be found. 
  DIABLERIE
  Belphegor’s tieﬂings tend to establish diableries in 
  areas that are considered important to their Lord 
  Benefactor. In regions where there are few tieﬂings or 
  no true organization among legatees, a diablerie can be 
  as simple as a hidden lounge with pallets and cushions. 
  Typically, such rooms are equipped with hookahs, so 
  that legatees can engage in the consumption of lethargy-
  inducing drugs. 
  
  38
  HERO’S HANDBOOK
  inﬂuence and lead a more productive life have an uphill 
  battle ahead of them, to say the least. Ambition and 
  hard work are incredibly distasteful to Belphegor’s 
  tieﬂings, but those that wish to sever themselves from 
  the sin must learn the value of both physical and mental 
  labor. Although Belphegor is not particularly vengeful 
  against rogue legatees, his inﬂuence is strong enough, 
  and his sin so easy to commit, that many rogue legatees 
  fall back into his fold by default, unable to resist the 
  temptations of indolence. 
  LEGACY OF INDOLENCE 
  PARAGON PATH
  SOMNOLENT ADEPT
  “You’re so weary; just close your eyes and it will all 
  be over.”
  Prerequisites: Tieﬂing, Legacy of Indolence, warlock 
  (infernal pact) or wizard 
  The spiritual inertia of the great archdevil Belphegor 
  runs through your veins, and you have embraced the 
  sin he represents in a unique fashion. Indolence and 
  sloth please Belphegor, and you have learned to force 
  the ultimate state of idleness on your enemies – you 
  simply put them to sleep. 
  SOMNOLENT ADEPT PATH FEATURES
  Somnolent Adept Action (11th level): When you 
  spend an action point to take another action, all adjacent 
  enemies are slowed until the end of your next turn. 
  Languorous Blast (11th level): Once per encounter, 
  you may add the sleep keyword to any attack spell that 
  does not already have it. If the attack spell deals damage 
  to a target, the target is dazed until the end of your next 
  turn and suffers a –2 penalty to saving throws to resist 
  ongoing effects with the sleep keyword until the end of 
  the encounter. 
  Belphegor’s Boon (16th level): You are immune 
  to attacks and effects with the sleep keyword. In 
  addition, you gain a +2 bonus to saving throws to 
  resist the following effects: dazed, slowed, stunned, 
  and unconscious. 
  SOMNOLENT ADEPT SPELLS
  Nightmare Blast 
  Somnolent Adept Attack 11
  You smite your enemy’s mind with terrible visions, 
  which can be made far worse by the lingering effects 
  of your sleep-inducing magics.
  Encounter • Arcane, Implement, Psychic, Sleep
  Standard Action 
  Close blast 5
  Target: Each creature in blast
  Attack: Intelligence vs. Will
  Hit: 2d8 + Intelligence modiﬁer psychic damage, and 
  the target is dazed until the end of your next turn.
  Miss: Half damage, and the target is not dazed. 
  Special: A target that is suffering an ongoing effect 
  from another power with the sleep keyword suffers 
  4d8 + Intelligence modiﬁer psychic damage instead.
  Somnolent Resistance 
  Somnolent Adept Utility 12
  You shrug off effects that fall within the purview of 
  your master, Belphegor.
  Encounter • Arcane
  Immediate Interrupt 
  Personal
  Trigger: You become dazed, slowed, stunned, or 
  unconscious.
  Effect: You end any of the above conditions that 
  currently affect you.
  Soporiﬁc Drone 
  Somnolent Adept Attack 20
  You create a zone of pleasant sonic waves that 
  overwhelm your enemies with weariness. 
  Daily • Arcane, Implement, Sleep, Zone
  Standard Action 
  Area burst 5 within 20
  Target: Each creature in burst
  Attack: Intelligence vs. Will
  Hit: This burst creates a zone of sleep-inducing sonic 
  waves that persist until the end of your next turn. 
  Creatures that enter or begin their turns in the zone 
  are slowed (save ends). If a target fails its ﬁrst saving 
  throw against this power, it becomes unconscious 
  (save ends). As a move action, you can move the 
  zone 3 squares. 
  Sustain Minor: The zone persists.  
  
  39
  TIEFLINGS
  THE LEGACY OF INDULGENCE: 
  BEELZEBUB
  Archbridge was fully in the grip of another icy winter, and 
  its streets were choked with white snow that would soon 
  be churned into muddy, freezing sludge by the tramp of 
  thousands of feet and hooves. The narrow walkway that 
  lined the Way of the Tankard offered some refuge from 
  the cold, muddy street, but it offered nothing against the 
  biting wind that whistled like a steam kettle through the 
  rickety eaves of the many taverns and inns that crowded 
  the narrow thoroughfare. 
  Timmen pulled his threadbare cloak tightly around 
  his tiny shoulders in a vain effort to keep out the chill, 
  and pushed his small, wooden bowl out toward the few 
  citizens that passed his way. He rattled the two copper 
  pennies in the bowl with a pathetic clinking when anyone 
  drew near, but so far no one had added to the “starting 
  funds” the Beggar Master had given him. It was nearly 
  sundown, and if he didn’t bring back at least a silver’s 
  worth to old Tharmog, he’d get nothing to eat and a 
  beating besides. Even his overactive nine-year-old mind 
  couldn’t put a positive spin on that. 
  Timmen stared down the narrow strip of cement that 
  lined his side of the road, and somehow missed the rotund 
  ﬁgure that approached him from the other direction. It 
  was the smell that Timmen noticed ﬁrst, like when his 
  belly ached and he had the winds. He wrinkled his small 
  nose and turned around to stare right into the cavernous 
  belly button of the fattest tieﬂing he had ever seen. 
  “Why, I’ll bet we’ve got a hungry one here,” the fat 
  tieﬂing said, smiling down at Timmen through his 
  drooping jowls. His eyes were green – like snot, Timmen 
  thought to himself – and he had two horns curling 
  from his brow. To say that the tieﬂing was fat was the 
  grossest of understatements; he was immense. His body 
  was so round that his arms and legs stuck out like plump 
  sausages, and he had so many chins that they seemed to 
  fold in on themselves, making their number impossible 
  to gauge. For all this, the tieﬂing was dressed in a ﬁne 
  coat and leggings, with a muslin shirt beneath that left 
  a good six inches of his ponderous belly exposed. His feet 
  ended in hooves, so he wore no shoes. 
  LEGACY OF INDOLENCE 
  FEATS
  HEROIC TIER
  SOMNOMANCER   [TIEFLING]
  Prerequisites: Tieﬂing, Legacy of Indolence
  Beneﬁt: You gain a +1 feat bonus to attack rolls when 
  you use a power with the sleep keyword. 
  At 11th level, this bonus increases to +2. At 21st 
  level, it increases to +3.
  PARAGON TIER
  IDLE HANDS   [TIEFLING]
  Prerequisites: 11th level, tieﬂing, Legacy of Indolence
  Beneﬁt: Once per encounter, if you are not dazed, 
  immobilized, restrained, or stunned and you take no 
  actions other than a single minor action on your turn, 
  you regain the use of one spent encounter power at the 
  beginning of your next turn. 
  EPIC TIER
  LETHARGIC SUFFERING   [TIEFLING]
  Prerequisites: 21st level, Con 17, tieﬂing, Legacy  
  of Indolence
  Beneﬁt: You only suffer the effects of ongoing 
  damage or conditions every third round after the ﬁrst. 
  However, you can still make saving throws each round 
  to end the effect.
  
  40
  HERO’S HANDBOOK
  “Please, sir,” Timmen summoned up his most piteous 
  voice. “Can you spare a few coins for me and my ma? 
  She’s so sick.” 
  “A sick mother? Hah!” The fat tieﬂing guffawed. “Has 
  that ever earned you a coin, boy?”
  Timmen smiled sheepishly. This was not a person he could 
  easily dupe. “Once or twice, sir,” he said. “But not usually.”
  The tieﬂing tipped up Timmen’s bowl with one fat 
  ﬁnger and frowned at the contents. “And what happens 
  if this is all you can beg today?” 
  Timmen returned the frown, and his mind raced with 
  a thousand lies, but for some reason he chose the truth 
  instead. “The Beggar Master will beat me, and I won’t 
  get anything to eat.”
  The corpulent tieﬂing’s frown deepened, and he 
  scratched his many chins with one long, yellow nail. 
  Behind him, a noblewoman and her manservant were 
  forced to venture out onto the sludge-ﬁlled streets, as his 
  ungainly body blocked the sidewalk entirely. “Now that 
  I believe, boy,” he said at last, and dug one meaty hand 
  into his jacket. The tieﬂing produced a single platinum 
  star, more money than Timmen had seen all in one place 
  in his entire life. He held it up so that Timmen could get 
  a good look.
  “Now, if I place this coin in your bowl, I want something 
  in return,” the tieﬂing said.
  The momentary elation that Timmen had felt at seeing 
  the platinum coin suddenly vanished, as he thought of 
  what terrible things this wealthy tieﬂing would want 
  him to do for it. 
  As if reading his mind, the tieﬂing smiled and shook 
  his head. “No, no, boy,” he said, chuckling. “I don’t want 
  to hurt you. I want to feed you.”
  “What!?” Timmen said stupidly, numbed by the 
  relief that he might get that platinum coin after all.  
  “I don’t understand.”
  “See that door behind you?” The tieﬂing said, and 
  Timmen turned to see a bright red door that led into a 
  tavern. “That door leads to the best mutton stew you 
  have ever tasted, my boy. And I will not be satisﬁed until 
  I see you eat three bowls, with three mugs of hot cider to 
  go along with it.”
  Timmen smiled hugely; he was ravenous, and he thanked 
  whatever god had decided to brighten his life on this 
  miserable winter day. “Truly?” he said. “Three bowls?” 
  “And not a smidgen less,” the tieﬂing said, and put 
  one large, warm hand on the boy’s shoulder. “Now come 
  with me – we need to fatten you up.” 
  THE DEVIL DESCRIBED: BEELZEBUB
  Beelzebub, Lord of Indulgence, is the patron devil of 
  gluttony. He is also the ruler of Hell’s seventh layer of 
  Maladomini. However, the archdevil’s view of gluttony 
  extends beyond the simple overindulgence of food and 
  drink; any pleasurable thing done to excess may fall 
  under the Beelzebub’s purview. This broad deﬁnition 
  of his patron sin brings Beelzebub into conﬂict with 
  other powerful archdevils, especially Lilith and 
  Belphegor, whose own sins overlap Beelzebub’s more 
  than a little.
  In temperament, Beelzebub is a ﬂattering, diplomatic 
  creature that holds off rivals with honeyed words and 
  empty promises. However, his hunger for power and 
  inﬂuence over the affairs of mortals drives him as 
  relentlessly as any great devil, and he is a devastating 
  opponent when sufﬁciently riled. 
  Beelzebub dwells in a sumptuous palace that lies in 
  the heart of Maladomini’s slime-choked tunnels and 
  caverns, an infernal jewel sparkling in an endless 
  terrain of muck and ﬁlth. Here he holds grand feasts 
  and parties, entertaining favored mortal servants 
  and devilish allies with truly revolting displays of 
  gluttony and vice. These banquets serve a dual 
  purpose: Mortal guests are drawn further down the 
  path to damnation, and infernal allies are exposed to 
  Beelzebub’s obsequious ﬂattery – both resulting in the 
  strengthening of the archdevil’s power base. 
  Beelzebub, along with many of his rivals and allies, 
  has found that direct worship of an archdevil is almost 
  universally disdained by mortals. To circumvent this 
  problem, Beelzebub has adopted a secondary persona, 
  one that is more pleasing and acceptable to the droves of 
  mortals he wishes to corrupt. The worship of the demigod 
  Zeernosh, a jovial and welcoming deity of feasting and 
  merriment, has spread among a number of dwarven 
  communities in the north, and his worship appears to 
  be growing. Zeernosh is, of course, merely Beelzebub 
  in disguise, and the archdevil has found dwarves, who 
  
  41
  TIEFLINGS
  tend to overindulge in food and drink, to be ripe and 
  ready for his particular brand of corruption. 
  Beelzebub is the Lord Benefactor of a large legacy of 
  tieﬂing progeny, and he frequently communicates with 
  his Supreme Benefactor, advising him on nearly every 
  facet of his operation in the mortal realm. In addition, 
  Beelzebub has an uncommonly large following among 
  dwarves in his guise of Zeernosh, who offer reverence 
  to the archdevil each time they raise a tankard to their 
  lips or indulge in one more helping of spiced mutton 
  stew. 
  Description: Beelzebub is commonly referred to 
  as the Lord of Indulgence, but he has another name, 
  one rarely used by any but his most devoted servants. 
  This second name is rumored to hint at Beelzebub’s 
  true form; tieﬂings hearing the title “Lord of the Flies” 
  surely need not guess about the appearance of their 
  Lord Benefactor. 
  Although few actual descriptions of Beelzebub 
  exist, the depraved scribblings of High King Barum 
  Oathbreaker, an ancient lord of the dwarven nation of 
  Ul Balhar who fell to the worship of the great devil, 
  are considered to be the most accurate account of 
  Beelzebub’s appearance. The last words of the High 
  King are recorded in his own blood and feces on a scrap 
  of parchment found in his royal apartments. 
  “He came to me last night... revealed himself in all 
  his terrible majesty. How can I describe such loathsome 
  horror? How can any mortal? I remember only a great 
  bulbous head, eyes like a thousand tiny jewels, and the 
  stench of the sewers thick enough to gag me. His voice 
  rasped like the buzzing of a million angry ﬂies, and the 
  wind from his furious wings burned my skin to blisters. 
  I still hear that ﬁendish buzzing... it won’t stop. I hear 
  it in my dreams. I hear it when I wake. I hear it in my 
  head. Please, my Lord, take me soon...”
  After penning these few crazed sentences, Barum 
  hung himself with a loop of his intestines clawed from 
  his prodigious belly with nothing but his own ragged 
  ﬁngernails.
  THE LAWS OF BEELZEBUB
  Beelzebub’s laws are easy enough to follow. They 
  depend on the common mortal tendency to self-
  indulgence. However, these simple edicts are designed 
  to lead to swift and irreversible corruption; the trans-
  formation of both body and mind into something more 
  pleasing to Beelzebub. 
  Like all the archdevils, Beelzebub expects some 
  adherence to his laws by the tieﬂings that bear his 
  unholy brand. However, when some legatees deny their 
  heritage, he does not typically respond with immediate 
  retribution; instead, Beelzebub simply makes whatever 
  vice is most attractive to a rogue legatee ubiquitously 
  available, and allows temptation to take its course.
  Indulgence is pleasing to our Lord Benefactor: “Satisfy 
  your desires utterly, whatever they may be. Eat until 
  bursting, drink until you are insensate with spirits, and 
  satisfy carnal pleasures with any who are willing.”
  Temperance stiﬂes the soul: “Never be the ﬁrst one to 
  leave the banquet hall; never be the fool who counsels 
  temperance in the tavern; never be the one who puts an 
  end to the indulgence of others.”
  Extol the pleasures of gluttony: “Rail publicly against 
  those that seek to conﬁne the desires of others. Speak 
  openly about the beneﬁts and satisfaction that comes 
  from indulgence, and be a living example of our Lord 
  Benefactor’s laws.”
  THE MARK OF BEELZEBUB
  The brand of Beelzebub usually manifests before a 
  legatee’s seventeenth birthday. The signs that Beelzebub 
  has claimed the legatee are fairly obvious, and manifest 
  two to three days before the sigil itself appears. A legatee 
  experiences a terrible hunger that grows in intensity until 
  the brand is brought to the surface. This hunger cannot 
  be satisﬁed with any amount of food or drink, and the 
  legatee’s ability to ingest gigantic quantities borders on 
  the supernatural. 
  Established legatees pay close attention to youngsters 
  approaching their seventeenth birthdays. As the signs 
  of Beelzebub’s claim are generally easy to spot, his 
  servants can identify an emerging legatee early and 
  keep a close eye on the process. Near the end of the third 
  day of gluttonous eating, when the prospective legatee 
  is experiencing the agony that only severe overeating 
  can inﬂict, he is brought to the nearest diablerie for the 
  Burning Sacrament.
  
  42
  HERO’S HANDBOOK
  The ceremony is more straightforward than most: A 
  candle made from tallow or another animal fat is held 
  to the legatee’s lips. If Beelzebub’s brand appears, it 
  does so over the mouth, glowing a virulent green before 
  fading from sight. The pain of overindulging passes, 
  and the new legatee is welcomed into the service of 
  Beelzebub. If another archdevil’s brand appears instead, 
  the young tieﬂing is force-fed a vile brew that induces 
  painful vomiting. His fate is then decided by the present 
  legatees of Beelzebub.
  Beelzebub’s brand resembles a wheel of inward-
  pointing spikes or teeth, like a great round maw. 
  Stigmas: The stigmas associated with Beelzebub can 
  be quite dramatic, but it is often mistaken simply for 
  the result of the legatee’s various indulgences. Since 
  burliness among tieﬂings often suggests an afﬁliation 
  with Beelzebub’s legacy, tieﬂings from other legacies 
  generally do their utmost to remain as ﬁt as reasonably 
  possible (tieﬂings from the Legacy of Indolence 
  excepted, of course, although those rarely become truly 
  corpulent anyway).
  Heroic Stigmas: Fledgling legatees exhibit very few 
  external physical changes; inside, however, their bodies 
  undergo a tremendous transformation. The stomach, 
  liver, and bladder of a new legatee enlarge dramatically, 
  allowing the young tieﬂing to eat and drink tremendous 
  amounts. In addition, some legatees become resistant 
  to the effects of alcohol and other common drugs. While 
  all of these radical changes are taking place inside the 
  legatee’s body, outside the changes are much less 
  noticeable. The most common physical changes include 
  a slight tendency to ﬂeshiness and eyes that glow a 
  sickly green when the tieﬂing is angered or excited. 
  Paragon Stigmas: As Beelzebub’s legatees grow 
  in power and station, the changes wrought upon 
  their bodies become more pronounced. This most 
  often includes a signiﬁcant gain in weight, anywhere 
  from 50 to 100 pounds; however, this excess weight 
  does not hinder the tieﬂing in any way, and some 
  individuals actually develop thick enough blubber to 
  keep the swords and arrows of enemies from reaching 
  vital organs. In addition to the weight gain, many 
  tieﬂings at this stage develop an offensive odor, not 
  unlike the stench that wafts from uncovered latrines. 
  For this reason, many powerful legatees nearly drown 
  themselves in expensive perfumes and scented oils. 
  Epic Stigmas: The most powerful of Beelzebub’s 
  servants are not difﬁcult to tell apart from their lesser 
  brethren. They are swaddled in layer upon layer of 
  drooping fat so thick it all but obliterates any chance 
  of discerning the tieﬂing’s gender. Again, this extra 
  ﬂesh does not slow or hinder the legatee, and he is no 
  less nimble than tieﬂings one-quarter his own weight. 
  Although this dramatic weight gain is certainly startling, 
  it does not hold a candle to the modiﬁcations made to the 
  legatee’s stomach and digestive tract. Now possessing a 
  gut that can contain gallons of food and drink, the legatee 
  develops incredibly powerful digestive acids that allow 
  him to eat anything, including inorganic material such 
  as stone or metal. Some tieﬂings even gain the ability to 
  vomit up this acidic bile and spew it at enemies, a highly 
  effective, albeit disgusting, surprise attack. 
  ORGANIZATION 
  Beelzebub’s tieﬂings are a gregarious lot, and tend to 
  gather together often to drink, eat, and pursue other 
  gluttonous vices. They heartily encourage others to 
  join them in their revelries, always to the detriment 
  of the reveler’s mind, soul, and body. Where there are 
  large groups of legatees, a glut may be established, an 
  organized group of tieﬂings devoted to the cause of 
  Beelzebub. The most charismatic legatee in the area, 
  who may or may not be a High Benefactor, often leads 
  each glut. A persuasive leader that can lead others into 
  vice is seen as much more desirable than one skilled at 
  warfare or commanding arcane power.
  Beelzebub’s legatees are widespread, and can be 
  found in many major metropolitan areas throughout 
  Áereth. Anywhere there is copious food, drink, and 
  vice is likely to develop a glut of tieﬂings devoted to 
  the sins of Beelzebub. Sometimes this appears in the 
  form of a temple or shrine to Zeernosh (especially in 
  dwarven communities), but more often a glut appears 
  to outsiders as simply a large group of wealthy friends 
  and relations that enjoy a night on the town a bit more 
  than one should.
  Currently, Beelzebub’s legatees have been focusing 
  their attentions on the Dwarven Empire of Ul Balhar, 
  
  43
  TIEFLINGS
  which unbeknownst to many dwarves has an ancient 
  afﬁliation with the archdevil. The High King Barum 
  Oathbreaker, one of the few High Kings that is not 
  recalled with any honor or reverence by the dwarves, 
  was in fact a cultist of Beelzebub, and took his own 
  life after the great devil reneged on the terms of 
  their diabolical pact. The Supreme Benefactor 
  himself, one Ordoth Ironbelly, also known 
  as Ordoth the Fat, currently acts as 
  “high priest” at the temple Zeernosh 
  in the capital of Ul Balhar, and he 
  has made great strides in winning 
  many dwarves to the worship of 
  Beelzebub’s alter ego. 
  DIABLERIE
  Beelzebub’s legatees tend to gather in 
  places where their chosen vices are easily 
  accessible. This includes all manner of taverns, inns, 
  and restaurants, but may also include brothels, 
  opium dens, and anywhere carnal pleasure may 
  be had. Individual legatees usually reserve a 
  special room in their homes for feasting and 
  entertaining that serves as a diablerie if there are 
  no established ones nearby. 
  Temples dedicated to Zeernosh always serve 
  a second role as diableries for legatees 
  of Beelzebub’s lineage. In fact local 
  legatees are expected to pose as faithful 
  congregants of the temple, and incite 
  others to join them in the joyous worship 
  of their “god.”
  ADVENTURERS 
  Adventurous legatees of Beelzebub are not 
  common, as the toil and grind of adventuring 
  life does not allow for the gluttonous indulgence 
  that rules their lives. However, tieﬂings bearing 
  the brand of Beelzebub do take up the role of 
  adventurer on occasion, and can be quite 
  capable when called upon.
  Despite their tendency to be large and strong, 
  Beelzebub’s tieﬂings rarely choose classes that 
  require much melee combat, and seem to disdain such 
  violence in the extreme. Instead, they tend toward the 
  cleric and warlock classes. In fact, Beelzebub, through 
  crook or by hook, has developed enough power to actually 
  grant spells to a select group of clerics. These clerics 
  always claim to worship Zeernosh, and never reveal their 
  true master to anyone but other legatees. Obviously, 
  Beelzebub welcomes warlocks with the infernal 
  pact, as they are among the few creatures 
  that can overtly claim their allegiance to 
  him without fear of constant reprisal. 
  
  44
  HERO’S HANDBOOK
  The most ardent of Beelzebub’s tieﬂings sometimes 
  follow the path of the corpulent master, embracing 
  gluttony in such a way that it molds their ﬂesh into a 
  form more pleasing to their Lord Benefactor. Corpulent 
  masters are mountains of mobile ﬂesh that can eat 
  literally anything, and command terrible powers of 
  consumption and gluttony. 
  Although Evil is the most common alignment 
  among the archdevil’s legatees, there are no small 
  amount of devoted Unaligned legatees in Beelzebub’s 
  service. Indulgence, in of itself or in small doses, is not 
  wholly evil, and this allows for some moral ﬂexibility 
  among legatees. However, constant exposure to the 
  manipulative schemes of an archdevil is sure to lead 
  even the stoutest soul to evil and then damnation. 
  Breaking the Chains of Indulgence: Rogue legatees 
  of Beelzebub’s lineage are rare, as the archdevil does 
  allow for some leeway in the interpretation of his 
  laws. However, some legatees choose to deny the 
  terrible cravings and desires that constantly eat away 
  at their self-control. These individuals face an uphill 
  battle, made all the more difﬁcult by a steady stream 
  of delectable temptations sent their way, courtesy of 
  Beelzebub himself. In addition, most rogue legatees 
  still carry the stigmas of Beelzebub despite all efforts to 
  lead a life of temperance and restraint. 
  Like many rogue legatees, tieﬂings that turn away 
  from Beelzebub often seek out gods espousing a dogma 
  that is the direct antitheses of their Lord Benefactor’s. 
  These tieﬂings often become clerics or even paladins in 
  the service of their new masters. 
   
  LEGACY OF INDULGENCE  
  PARAGON PATH
  CORPULENT MASTER  
  “Our Lord Benefactor has granted me the ability to drink 
  deep of all that life has to offer. Praise him with food, 
  drink, and everlasting indulgence.”
  Prerequisites: Tieﬂing, Legacy of Indulgence
  You are gluttony personiﬁed, indulging in everything 
  the word has to offer with eager excess. Your actions 
  bring you closer to your Lord Benefactor, Beelzebub, 
  creating a devotion that has marred your ﬂesh as well 
  as your soul. Your body has become large and corpulent, 
  marking you as one of the favored of Beelzebub and 
  earning you great prestige among other legatees. The 
  blessings of your Lord Benefactor allow you to smite 
  your enemies with terrible hunger, shrug off poison, and 
  greedily take advantage of aid offered by your allies. 
  CORPULENT MASTER PATH FEATURES
  Gluttonous Action (11th level): Whenever you 
  spend an action point to take another action, you may 
  take an extra move and an extra standard action instead 
  of only one of either. However, on your turn following 
  the turn in which you spent an action point, you may 
  take no actions except a single minor action.
  Iron Gut (11th level): You gain resist 5 poison.  
  At 21st level, this increases to resist 10 poison.
  Beelzebub’s Blessing (16th level): You gain a thick 
  layer of fat that hangs from your body in drooping 
  folds. Your weight increases by ﬁfty percent, but you 
  suffer no penalty to movement, nor do you lose any 
  agility. The extra fat makes you harder to damage with 
  weapon attacks, granting you resist 5 against attacks 
  that target AC. In addition, when an enemy scores a 
  critical hit against you with a power or attack with the 
  weapon keyword, you can make a saving throw as an 
  immediate interrupt, and if successful, you negate the 
  critical hit (you still suffer normal damage, however). 
  CORPULENT MASTER POWERS
  Hunger Strike  
  Corpulent Master Attack 11
  You strike your foe, and then call on the power of 
  Beelzebub to curse him with wracking hunger pains. 
  Encounter • Weapon
  Standard Action 
  Melee weapon
  Target: One creature
  Attack: Strength vs. AC
  Hit: 2[W] + Strength modiﬁer damage, and then make 
  a secondary attack.
  Secondary Attack: Constitution vs. Fortitude
  Hit: The target is dazed and weakened until the end of 
  your next turn. 
  Miss: Half damage, no secondary attack. 
  
  45
  TIEFLINGS
  Greedy Succor 
  Corpulent Master Utility 12
  You drink deep of the healing energy supplied by 
  your ally.  
  Encounter • Healing
  Free Action 
  Personal
  Trigger: You spend a healing surge in response to an 
  ally’s action or power, such as inspiring word or lay 
  on hands.
  Effect: You regain a number of additional hit points 
  equal to 1d6 + your Constitution modiﬁer. 
  Vile Bile 
  Corpulent Master Attack 20
  You vomit forth a steaming gout of bile, burning your 
  enemies with the caustic efﬂuvium and weakening 
  them with a foul, lingering stench.   
  Daily • Acid, Zone
  Standard Action 
  Close blast 3
  Target: All creatures in blast
  Attack: Constitution +2 vs. Reﬂex
  Hit: 3d8 + Constitution modiﬁer acid damage, and 
  ongoing 5 acid damage (save ends). In addition, the 
  area of the blast becomes a zone of nauseating vapors 
  that lasts until the end of your next turn. Creatures 
  inside the zone are weakened.
  LEGACY OF INDULGENCE 
  FEATS
  HEROIC TIER
  GORGING ENDURANCE   [TIEFLING]
  Prerequisites: Con 13, tieﬂing, Legacy of Indulgence
  Beneﬁt: You gain a +2 feat bonus to Endurance 
  skill checks. In addition, you can go up to four weeks 
  without food and four days without water before 
  needing to make Endurance checks to avoid losing a 
  healing surge.   
  PARAGON TIER
  CUMBERSOME GIRTH   [TIEFLING]
  Prerequisites: Con 15, tieﬂing, Legacy of Indulgence
  Beneﬁt: You are considered size Large whenever 
  it would be advantageous to you, such as how 
  monsters’ and NPCs’ attacks or powers affect you. 
  However, you cannot wield weapons or wear armor 
  sized for a Large creature.  
  EPIC TIER
  YOU ARE WHAT YOU EAT   [TIEFLING]
  Prerequisites: 21st level, Con 19, tieﬂing, Legacy of 
  Indulgence
  Beneﬁt: Once per day, as a minor action, you can 
  consume a normally inedible item that is no larger than 
  your ﬁst and gain a special beneﬁt based on the material 
  of which the item is primarily constructed (see below). 
  The special beneﬁt lasts until the end of the encounter. 
  If the item you consume is composed of more than one 
  of the materials listed below in equal parts, you may 
  choose which one of the associated beneﬁts you gain. 
  • Glass: You gain truesight 10 and a +2 bonus to your  
   
  Will defense. However, you gain vulnerable 5 thunder 
   
  and 5 against attacks with the weapon keyword. 
  • Metal: You gain a +2 bonus to AC and resist 5 to  
   
  attacks that target AC. However, you suffer a –1  
   
  penalty to speed.
  • Stone: You gain the earth walk modiﬁcation to your  
   
  speed (see 4E D&D Monster Manual) and resist 5  
   
  to cold, lightning, and thunder. However, you suffer  
   
  a –2 penalty to your Reﬂex defense. 
  • Wood: You gain the forest walk modiﬁcation to your  
   
  speed (see 4E D&D Monster Manual) and  a +1  
   
  bonus to all defenses. However, you lose your ﬁre 
   
  resistance and gain vulnerable ﬁre 5.
  
  46
  HERO’S HANDBOOK
  THE LEGACY OF LUST:  
  LILITH
  Sovinus tried to stand still, but he was so nervous, it 
  took every ounce of self-control to keep from shaking like 
  a leaf in a hurricane. The gold pieces in his clenched 
  ﬁst were wet with perspiration, and he hoped his hard-
  earned gold would be enough. He glanced around the 
  foyer of Madame Aryassana’s House of Carnal Delights, 
  the vibrant red and gold paint splashed alluringly on the 
  walls making him slightly sick. The foyer was small, and 
  contained only a plush couch for waiting “guests” and a 
  single door hung with a deep red curtain that presumably 
  led into the inner depths of the brothel. 
  At nineteen, Sovinus was tall and gawky, with long 
  gangly limbs and a shock of bright red hair that did 
  nothing to help his wide freckled face. His simple tunic 
  and hose were ill-ﬁtting, as his slight frame contained 
  virtually no muscle, causing his clothing to hang in odd 
  places. Girls his own age found him either piteously 
  amusing or simply didn’t notice him at all, and years of 
  rejection and hearing his more handsome friends talk 
  about their own conquests had ﬁnally forced him into 
  drastic action. 
  Sovinus worked as an accountant for a small tavern, 
  using the only gods-given gift he had, his keen intellect 
  and skill with numbers, to make a decent living. He had 
  scraped together a total of three gold pieces over the last six 
  months, and after agonizing over the decision for weeks, 
  had ﬁnally taken his money to Madame Aryassana’s 
  House of Carnal Delights. The brothel was world 
  renowned, and its madam, Aryassana Feathertongue, 
  was said to employ exotically beautiful tieﬂing girls. The 
  rumors alone about the House of Carnal Delights were 
  enough to get Sovinus’ blood racing; and now, standing 
  in the foyer of the infamous establishment, he was ready 
  to faint with excitement and fear. 
  A tiny bell had rung when he had entered from the 
  street, but no one had emerged from behind the red 
  curtain to assist him. He had been standing in the foyer 
  for almost ﬁfteen minutes, and the more sensible part of 
  his brain was beginning to reassert itself. Another ﬁve 
  minutes passed, and Sovinus had had enough. “I’m such 
  an idiot!” he whispered ﬁercely, and turned to leave. 
  “Leaving so soon, my lovely boy?” A husky, feminine 
  voice suddenly purred from behind him. The voice 
  reached inside his head, smashed aside his feeble 
  excuses, and spun him around to face the speaker. She 
  was breathtaking. 
  Madame Aryassana was nearly six feet tall, slender 
  at the waist and well rounded at hip and bosom. Her 
  skin was ivory perfection, and her face was enough to 
  make an angel weep with envy, with black hair that 
  shone like an onyx night, full red lips, and kohl-lined 
  eyes that seemed to drink in the world around her. The 
  only hints of her infernal blood were two small feathered 
  wings on her back, and two tiny horns – nubs really 
  – that projected from beneath her velvet locks. She wore 
  a gauzy robe with bands of thicker material in a few 
  discreet locations; the garment left virtually nothing to 
  the imagination. 
  “Welcome to the House of Carnal Delights,” Aryassana 
  said, and smiled, showing off perfect white teeth. “It 
  would be my utmost pleasure to assist you.”
  “I... I... don’t think I have enough money,” Sovinus 
  stammered, his brain at near overload at the sight of the 
  seductive tieﬂing. 
  “Nonsense,” Madame Aryassana said with a tiny ﬂip 
  of her head. “This is your ﬁrst time, correct?”
  “Well ... not my very ﬁrst ... I’ve, you know...” Sovinus 
  trailed off, letting the lie die on his tongue. “Yes, Ma’am, 
  it is.” he said, after a few shame-ﬁlled seconds. 
  “Well, then, my pretty pet,” Aryassana said with a smile 
  that came nowhere near her deep green eyes. “You are in 
  luck. The ﬁrst one is always free.” 
  THE DEVIL DESCRIBED: LILITH
  The archdevil Lilith is an anomaly among the lords 
  of the Nine Hells; where most archdevils are hideous, 
  power-mad monstrosities, Lilith enjoys the advantage of 
  only being a power-mad monstrosity. As the patron devil 
  of lust, Lilith is a vision of seductive beauty, her sleek, 
  sultry form is enough to even tempt her rival archdevils 
  into dalliances that can and do cost them dearly. 
  Lilith’s sin of carnal lust overlaps with Beelzebub’s 
  sin of gluttony somewhat, and the two devils despise 
  each other for dabbling in each other’s respective areas 
  
  47
  TIEFLINGS
  of control. However, Beelzebub has so far taken no 
  action against Lilith, as the great succubus is a favored 
  consort of Mephistopheles – and, at one time, the 
  dreaded Asmodeus himself. These powerful alliances 
  have allowed Lilith to further extend her inﬂuence over 
  Beelzebub’s mortal followers, and she has even made 
  some attempts at turning his tieﬂing legatees to her 
  service. This is a monumental breach of infernal law, 
  and Beelzebub has formed an alliance with Mammon, 
  whose knowledge of the Codex Infernum is unequaled 
  by any devil. Beelzebub plans to bring suit against 
  Lilith, letting the inexorable power of Hell’s laws trump 
  any powerful allies she may woo to her side. 
  Lilith maintains her infernal residence on the frozen 
  layer of Caina, and her bronze and steel palace rises 
  from the icy surface of the layer in dizzying array of 
  alluring spires and suggestive columns. Lilith is served 
  almost exclusively by female devils, mostly succubi, 
  but the archdevil does maintain a bodyguard of battle-
  hardened erinyes. Males found in Lilith’s palace are 
  simply pets or playthings, to be used, consumed, and 
  then tossed aside when their mistress tires of them. 
  Lilith, like all archdevils, is consumed with attaining 
  more power, which she accomplishes by using her 
  feminine charms to lure other powerful devils to 
  her side. Her list of consorts is long and sordid, and 
  contains the names of many deposed devils from whom 
  she divested all power and inﬂuence. In addition to her 
  many dalliances with other devils, Lilith does expend 
  a large amount of time and energy growing her mortal 
  cult. This is largely done through what is perhaps her 
  greatest conquest: an affair with the unpredictable god 
  of lies, Rathul. Lilith long ago seduced Rathul and has 
  worked her way into the dogma of his clergy as his 
  concubine and mistress, Lamash. In this role, Lilith 
  has co-opted a portion of Rathul’s portfolio, speciﬁcally 
  those who lie to cover up illicit or perverse affairs, and 
  has gained much power as a result.
  As the patron of lust, Lilith is the nominal queen of 
  succubi, and a large number of the seductive devils 
  serve her. In addition, she is the Benefactor of a tieﬂing 
  legacy, and her beautiful and charming legatees spread 
  her patron sin throughout the Known Realms by 
  maintaining brothels, working as pimps and madams, 
  or offering up their own bodies to tempt others into 
  carnal sins. 
  Description: Images of Lilith are common, and her 
  legatees often create images of their Lady Benefactor 
  to arouse the passions of others. It is unknown if this 
  is an accurate representation of the archdevil, but most 
  of these lewd images seem to fall in line with what one 
  would expect of the Queen of Lust. Typically, the better-
  executed statuettes and paintings depict a nude female 
  with alabaster skin, feathery, bird-like wings, and near-
  perfect proportions. Lilith’s face is typically depicted in 
  a sultry pout, her full red lips turned down toward her 
  angular chin. Her eyes are large and upturned, and her 
  long, black hair is loose and wild. Besides her wings, the 
  only thing that marks Lilith’s as a creature of the Nine 
  Hells are the two short horns that project from her brow. 
  Although the representations created by her legatees 
  can vary wildly, Lilith’s depiction in her role as Lamash, 
  the mistress of Rathul, is quite consistent. When she 
  is depicted in the god’s temples and holy books, she is 
  shown as a swarthy beauty, with delicate features, and 
  kohl-lined eyes. Lamash is always shown wearing a 
  dark robe that hides all but her beautiful face, yet clings 
  suggestively to her body, symbolizing her role as the 
  patroness of those would cover their carnal sins. 
  THE LAWS OF LILITH
  Lilith’s laws are designed to lead her legatees further 
  into sin, while at the same time attracting others mortals 
  into her corrupting embrace. Hedonism is the order 
  of the day for Lilith’s legatees, and they are expected 
  to whore themselves out – quite literally – to seduce 
  others. Although one would think that such activity 
  would have a devastating effect on a legatee’s psyche 
  and self-worth, Lilith’s overriding philosophy is that 
  the seducer has all the power, while any willing to be 
  seduced have none. The exchange of self-respect for 
  power is an acceptable one to her devoted disciples.
  In truth, Lilith’s attentions are often drawn elsewhere, 
  as the archdevil is constantly seducing and manipulating 
  other powerful creatures. In fact, she pays little attention 
  to the individual actions of her legatees, which means that 
  there are more rogue legatees of Lilith’s lineage than any 
  other archdevil. 
  
  48
  HERO’S HANDBOOK
  Your body is a tool; nothing more: “Your ﬂesh is a 
  tool; use it to drive others to lust and carnal sin. Use 
  our body to reward those who please you, and withhold 
  it from those who do not. The Lady Benefactor rewards 
  those who willingly devote themselves to harnessing 
  the passions of others.”
  Emotional attachments are for the weak: “Let not 
  your heart become involved in the activities of your 
  body. Control is maintained over others with a distant 
  passion; always promise more, but never let yourself be 
  fooled by ridiculous notions of love.”
  Let your every action be a seduction: “Your 
  appearance and actions must portray a seductive 
  willingness. Your dress, your manner of speaking, all 
  must ultimately lure and entrap those around you.”
  Cast down the traditions of chastity: “Speak 
  loudly and often against traditional couplings. Deride 
  marriage as inflexible and outmoded, mock the 
  monogamous, and extol the virtues and pleasures of 
  open and constant carnality.”
  THE MARK OF LILITH
  Lilith brands her legatees later than most archdevils, 
  allowing a tieﬂing to come to full sexual maturity 
  before staking her claim. Typically, this occurs around 
  the legatee’s seventeenth or eighteenth birthday and is 
  heralded by heightened sexual awareness and desire. 
  An older, established legatee is usually chosen to guide 
  the prospective legatee through this difﬁcult time, lest 
  the young tieﬂing lose control and expose other legatees 
  in the area for what they are. The young legatee will 
  remain under the tutelage of the elder for up to a 
  year, learning how to control and use the physical and 
  emotional changes that occur soon after the brand of 
  Lilith is made manifest. 
  Lilith’s sigil is revealed in the same way as many other 
  archdevils; the application of ﬁre to the new legatee’s 
  skin causes the brand to manifest for the ﬁrst time. 
  There is little ceremony in this, although some elder 
  legatees couple the application of ﬁre with some carnal 
  act, designed to further bind the new legatee to his or 
  her tutor. Lilith’s brand is two small circles connected by 
  a single vertical line centered in a long oval that typically 
  appears on the legatee’s neck or abdomen. 
  Stigmas: Tieﬂings belonging to Lilith’s legacy are the 
  most human-like in appearance, and as they develop 
  further stigma, they becomes less and less diabolical. 
  This serves to make them more attractive to most 
  mortal races.
  Heroic Stigmas: Lilith’s younger legatees tend to 
  differ only slightly from other tieﬂings, although there is 
  a deﬁnite reﬁning of facial features. Typically, a legatee 
  exhibits pale (or extremely dark) skin, smaller horns, 
  and a thinning and shortening of the tail. In addition, 
  some tieﬂings (especially males) exude a heady musk 
  that in some individuals is mildly intoxicating to 
  members of the opposite sex. 
  Paragon Stigmas: Established legatees of Lilith’s 
  legacy lose more of their infernal physical traits, while 
  gaining some that are speciﬁc to their Lady Benefactor. 
  Legatees at this level have human-like eyes with green 
  or purple corneas, very small horns that can be easily 
  hidden by certain hairstyles, an almost nonexistent tail, 
  and sharp, attractive features. In addition, the voice of 
  the legatee changes dramatically, becoming low and 
  baritone for males and deep and husky for females. 
  Some paragon tieﬂings can use their voices to make 
  their charm effects even harder to resist. 
  Epic Stigmas: Lilith’s most powerful tieﬂings start to 
  resemble miniature versions of their mistress. The faces 
  of tieﬂings at this stage are heart-achingly beautiful, in 
  both males and females, and their bodies take on a near-
  ideal shape. Most legatees lose their tails completely, 
  and their horns are reduced to small nubs. However, 
  some legatees develop small feathered wings, which 
  are generally considered to be a mark of Lilith’s favor. 
  These wings are far too small to use for ﬂight, but they 
  do greatly enhance the legatee’s appearance. 
  ORGANIZATION 
  Although small, Lilith’s legacy tends to be more organized 
  than most. This is due to the mentoring that most 
  established legatees must undertake for new legatees. 
  Sometimes, more than one elder legatee will oversee a 
  young tieﬂing’s tutelage, creating bonds of fellowship 
  between legatees in the area. Groups of Lilith’s legatees 
  with any organization are called coteries, and are always 
  led by the most powerful female legatee in the area. 
  
  49
  TIEFLINGS
  In fact, Lilith tends to favor her female servants over 
  the male ones, and male legatees only rarely hold any 
  positions of true power among her followers. 
  The largest coterie in Áereth operates out of one of 
  the world’s most infamous brothels in the harbor city 
  of Blihai. There the Supreme Benefactor, Aryassana 
  Feathertongue, and her coterie cater to the many 
  seamen and merchants that come to port on a regular 
  basis. Aryassana’s prices are reasonable, her girls 
  lovely, and her doors are never closed. To keep other 
  brothels from operating in town, the Supreme 
  Benefactor has seduced the town mayor, who 
  will do nearly anything to keep her happy. In 
  addition to the brothel, the Blihai coterie also 
  runs a small shrine dedicated to Lamash, the 
  alter ego of their Lady Benefactor and the 
  mistress of the god Rathul.
  DIABLERIE
  Lilith’s legatees are drawn to places that weaken 
  the inhibitions or cater outright to the pursuit of 
  carnal pleasure. Seedy taverns and brothels are 
  common stomping grounds for legatees, as are 
  more upscale gentlemen’s clubs and houses of 
  ill repute. Most legatees also construct a personal 
  diablerie in their homes – hidden cellars or secret 
  rooms where they can take tieﬂings lovers. This 
  usually amounts to a well-appointed bedchamber. 
  Some of Lilith’s legatees also consider temples of 
  Rathul to be appropriate facades for their diableries, 
  and they often do their best to push the worship of 
  Lamash upon any congregants. Apparently, Rathul 
  is so smitten with Lilith that he has done virtually 
  nothing to stop his mistress’ followers from siphoning 
  away his prayers and devotees. In fact, there are a few 
  temples and shrines in Áereth that feature Lamash 
  more prominently than Rathul, usually in areas where 
  there is a large and active coterie.
  ADVENTURERS 
  Lilith’s legatees rarely become adventurers; there is 
  little room for seduction when all that one encounters 
  are orcs and goblins in ﬁlthy caves and dungeons. 
  However, some do see the adventuring life as a way to 
  spread their Lady Benefactor’s particular evil, and these 
  
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  HERO’S HANDBOOK
  individuals are just as dangerous to their companions 
  as they are to their enemies. 
  Adventuring legatees tend to gravitate toward the 
  cleric, rogue, and warlock class. Cleric legatees are 
  often worshippers of Rathul or Lamash, although their 
  power is still drawn from Lilith. Legatees that take up 
  the rogue class tend to focus on social interaction over 
  stealth and thievery, and use their seductive charms to 
  further enhance their diplomatic skills. Warlock legatees 
  usually take the infernal pact, but there are now few 
  that entice a power of the Feywild to aid them, gaining 
  yet more powers of seduction and charm. 
  It is said that some of Lilith’s legatees have learned 
  to exert power over others by controlling the scents 
  produced by their own bodies, much the same way that 
  some animals release pheromones to entice mates or 
  drive away enemies.
  Most of Lilith legatees are Evil or Unaligned, although 
  Chaotic Evil legatees are not unheard of. Obviously 
  the seduction of others into wanton carnal sin is not 
  conducive to any of the good alignments, and loyal 
  legatees have no use for the honesty and forthrightness 
  that goes along with them. 
  Breaking the Chains of Lust: Rogue legatees 
  of Lilith’s lineage are quite common, as their Lady 
  Benefactor’s attentions are so divided that she invests 
  little time in dealing with tieﬂings that wander off the 
  beaten path. Such individuals usually have an easier 
  time walking the straight and narrow, as their beauty 
  tends to ensure that they have plenty of friends and 
  supporters to help them along. 
  However, turning away from the sin of lust is still 
  no easy task, and Lilith’s rogue legatees struggle to 
  create intimacy with others that is not purely physical. 
  Accustomed to using their bodies to get whatever they 
  want, most have a very difﬁcult time not returning to 
  their old ways in difﬁcult situations. Some of Lilith’s 
  rogue legatees adopt a strict code of chastity, hoping 
  that the direct antitheses of their former lives will lead 
  them down a brighter path. 
  LEGACY OF LUST  
  PARAGON PATH
  PHEROMANCER
  “Tell me, how do you like my perfume?”
  Prerequisites: Tieﬂing, Legacy of Lust, training in 
  Bluff, Diplomacy, or Intimidate, Animal Attraction feat
  The Lady of Lust has imbued you with a potent gift: 
  You can create and control intoxicating scents that can 
  damage the minds of your enemies and make them more 
  tractable to your will. The pheromones you release are 
  subtle and nearly undetectable, but they can weaken a 
  foe’s mental resolve, make him more agreeable to your 
  suggestions and demands, and even grant you control 
  of his body. Your allies likely have no idea that you 
  can command the minds of others with your unique 
  gift, even though they have almost certainly felt its 
  inﬂuence often enough. 
  PHEROMANCER PATH FEATURES
  Alluring Action (11th level): When you spend 
  an action point to take another action, you can force 
  one enemy within 5 squares to take the same action. 
  Treat the target enemy as dominated for the purpose of 
  determining what kinds of actions it can take and who 
  or what the actions affect. 
  Intoxicating Aura (11th level): Enemies adjacent to 
  you take a –2 penalty to Will defense. 
  Tractable Wrath (16th level): When you use your 
  infernal wrath power and hit with an attack, the target 
  suffers a –2 penalty to saving throws against attacks 
  and effects with the charm or psychic keywords until 
  the end of the encounter. 
  
  51
  TIEFLINGS
  PHEROMANCER POWERS
  Bewildering Burst  
  Pheromancer Attack 11
  You release a burst of mind-scrambling pheromones.
  Encounter • Charm, Poison
  Standard Action 
  Close burst 3
  Target: All enemies in burst
  Attack: Charisma vs. Fortitude
  Hit: 2d8 + Charisma modiﬁer poison damage, and 
  make a secondary attack.
  Secondary Attack: Charisma vs. Will
  Hit: The target is dazed until the end of your next turn.
  Miss: Half damage, no secondary attack.
  Zone of Inﬂuence 
  Pheromancer Utility 12
  You create a cloud of intoxicating pheromones that 
  cloud your enemies’ judgment. 
  Daily • Charm, Zone
  Minor Action 
  Close burst 5
  Effect: You create a zone of pheromones that make 
  your enemies more tractable. You receive a +2 power 
  bonus to Bluff, Diplomacy, and Intimidate checks 
  made against all creatures within the zone.
  Sustain Minor: The zone persists.
  Insidious Burst 
  Pheromancer Attack 20
  You release a burst of pheromones that override your 
  enemies’ ability to control their own actions. 
  Daily • Charm, Poison
  Standard Action 
  Close burst 3
  Target: All enemies in burst
  Attack: Charisma vs. Fortitude
  Hit: 3d6 + Charisma modiﬁer poison damage, and 
  make a secondary attack.
  Secondary Attack: Charisma vs. Will
  Hit: The target is dominated (save ends).
  Miss: Half damage, no secondary attack.  
  LEGACY OF LUST FEATS
  HEROIC TIER
  ANIMAL ATTRACTION   [TIEFLING]
  Prerequisites: Cha 13, tieﬂing, Legacy of Lust
  Beneﬁt: You exude an intoxicating musk that grants 
  you a +1 feat bonus to Bluff, Diplomacy, and Intimidate 
  checks. This bonus increases to +2 against members of 
  the opposite sex. 
  PARAGON TIER
  VOICE OF LILITH   [TIEFLING]
  Prerequisites: 11th level, Cha 17, tieﬂing, Legacy 
  of Lust
  Beneﬁt: Once per encounter, you can issue a verbal 
  suggestion with any opposed Bluff, Diplomacy, or 
  Intimidate check made against a target. If the opposed 
  check succeeds, you gain a +2 bonus to attack rolls 
  with all powers and effects with the charm or psychic 
  keyword against the target until the end of the encounter, 
  in addition to any beneﬁts gained from succeeding at 
  the opposed check. 
  EPIC TIER
  LINGERING INFLUENCE   [TIEFLING]
  Prerequisites: 21st level, Cha 19, tieﬂing, Legacy 
  of Lust
  Beneﬁt: When an enemy makes a successful saving 
  throw to end an ongoing effect caused by one of your 
  powers with the charm or psychic keyword, it still 
  suffers the effects of the power on the turn immediately 
  following a successful save. 
  
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  HERO’S HANDBOOK
  THE LEGACY OF PRIDE: 
  BEI’THOR
  Arzen winced as he climbed the ﬁnal steps of the altar, 
  the ﬁre of the sphinx’s claws still worrying at his nerves. 
  His vermilion robes hung in tatters. Even his tail had 
  not escaped the ﬁght unscathed, having nearly melted 
  away. The cavernous chamber in which they’d entered 
  only moments ago was nebulous and dark. The sound of 
  their breathing was all he could hear.
  “Dellen,” he said, looking up at his colleague of ten 
  years, who had taken the steps ﬁrst and now stood 
  before the bier and the treasure it offered. “Don’t do this, 
  old friend. It’s not worth the risk.”
  The other wizard turned, irritation plain on his 
  handsome human face. “I’m tired of your protests, Arzen. 
  We made it this far, didn’t we? Sacriﬁced so much. And 
  you would give it up now? This is not a time for doubt. 
  What we claim today we do so for the church.”
  Or for you? Arzen wondered.
  Both tieﬂing and human looked upon the artifact: a staff 
  of ancient darkwood, banded with adamantine and capped 
  with a miniature ram skull carved of gleaming mithral. The 
  device was held in the skeletal grasp of a long-dead mage, 
  whose sarcophagus lay open. Their preliminary spells had 
  revealed that there were no guardians, no traps, and no 
  sign of the undead. One had but to take the artifact, the 
  legendary Staff of Khaldun.
  But one never knew. No spell was perfect.
  Arzen pressed his argument. “We ended the sphinx, 
  reclaimed the Tablets, and have acquired treasures we 
  never expected.  It is enough, Dellen. The Staff should 
  remain unclaimed. It’s too dangerous, even to destroy. 
  Remember your studies! This is not something any 
  human should possess. Look what it—”
  “Oh, and a tieﬂing can?” Dellen snarled, knuckles 
  whitening in the grip of his own staff.
  Arzen shook his head, keenly aware of the ram-like 
  curve of his own horns as he did. “That’s not what I 
  meant. Listen, we won. We have everything we need from 
  this place.” He gestured at the vast chamber around them, 
  and thereby the entire subterranean pyramid into which 
  they’d ventured three days ago. “We have the means to 
  defend our city, our friends – even your church. We don’t 
  need to tamper with the likes of this.”
  Dellen rubbed his jaw as he looked back to the 
  artifact. “But we can do more than that, Arzen. You 
  of all people should know what magic like this can do. 
  With the Staff of Khaldun, we can do more than merely 
  defend. We can take the ﬁght to our enemies, destroy 
  them. End their threat.”
  “Then what would you do?” Arzen returned. “Bring 
  the Staff back here when we’re ﬁnished?”
  Dellen narrowed his eyes. “Of course not. It would 
  remain in the care of Justicia’s faithful. To be used—”
  “By you alone,” Arzen said softly. “Believe me, old 
  friend. That is how it works. It is not enough to have 
  power. We – your people, my people, all of us – wish to 
  have more than anyone else. Ever will we strive for more. 
  It never stops.”
  “Precisely – you want it for yourself!” the human 
  accused, taking a step closer to the sarcophagus. “This 
  Staff was made for the hands of a wizard, wasn’t it? It 
  would give you great power, too, in your hands, wouldn’t 
  it? Oh, your master would be so proud of you, Arzen!”
  Arzen felt his blood quicken. “Do not call him that 
  again, fool. He is not my master, nor my Benefactor, any 
  longer. I am here to help you and your church. All I ask 
  is that you listen to me.”
  Dellen held out a warning hand. “To the silvered words 
  of a Bei’thoran, in a moment like this one?  I will take 
  my counsel with the priests, old friend, not someone 
  predisposed to seize such treasures for himself.”
  What was wrong with his friend? Arzen lamented. 
  Dellen was not himself. But Arzen knew well – only 
  too well – how temptation could change a man. Dellen 
  was drunk on possibilities, on the potential for more. 
  If he couldn’t ﬁnd a way to reason with his friend from 
  this course, Arzen might have to ﬁnd another way. He 
  turned his head around, hoping to ﬁnd some means to 
  distract Dellen.
  Then a scream of terror drew his attention back.
  His friend had laid his hands upon the Staff of Khaldun, 
  and fought now to pull away from it. The skeletal corpse 
  in the sarcophagus had dissolved into black mist, which 
  writhed like a living web and wrapped innumerable 
  tendrils around Dellen’s body. Where they touched, 
  
  53
  TIEFLINGS
  robes and skin burned away. The human panicked and 
  struggled even as he screamed, lacking the concentration 
  to attempt a spell of escape.
  Arzen countered with a spell of his own, sending ghostly 
  hands reaching out to pull his friend away. By the time 
  the disembodied appendages wrenched Dellen free, the 
  mist had done its work and vanished – along with the 
  skeletal remains – and his friend lay unconscious on the 
  ground, his body horribly burned, his breathing shallow.
  When Arzen caught his breath again, he looked up. 
  The Staff of Khaldun lay unattended and unguarded. It 
  was his to claim freely, after all, if he wanted it for his 
  own. Dellen had failed to claim it.
  Sitting on the steps, Arzen faced a hard decision.
  THE DEVIL DESCRIBED: BEI’THOR
  Bei’thor (bay-ih-tour), Lord of Malignity, is well known 
  in iniquitous circles as one of the most arrogant and 
  powerful of archdevils. He is ambition and wickedness 
  personiﬁed, for he believes himself to be the bastard 
  son of the dread Asmodeus himself — a fact neither 
  devil has proven nor denied. His disciples claim that 
  he was born and raised on the banks of the River Styx 
  to a mortal prophetess who had been abandoned by 
  Asmodeus. While still a child, Bei’thor maimed and 
  blinded his mother, then set her adrift on the black 
  waters of the infernal river, maddened and tortured by 
  his betrayal.
  With his ﬁrst sins rife with such cruelty, Bei’thor spent 
  the successive centuries carrying out unspeakable deeds 
  on both the mortal world and the nine layers of Hell, 
  climbing through the infernal ranks, and ﬁnally seizing 
  the power and title of archdevil. Despite his place among 
  the Lords of Hell, Bei’thor refers to himself as a prince 
  among devils, reminding all that his father was once 
  the King of the Nine. Despite his reputation, Bei’thor is 
  most famous for his devastating defeat at the hands of 
  a celestial being named Tevron a thousand years in the 
  past. All disciples of the Lord of Malignity accordingly 
  revile Tevron and his offspring: powerful hounds of 
  snow and ice.
  Styling himself the Centurion of Evil and Hell’s 
  foremost champion, Bei’thor is a creature of unspeakable 
  pride and self-importance. As the ultimate purveyor of 
  what many consider the gravest of all sins – pride, for 
  it can lead to every other vice – the Lord of Malignity 
  admits that only his father is more powerful (for now). 
  Accordingly, those who revere him exhibit the selfsame 
  superiority and take pleasure in debasing others. 
  Believing oneself to be superior to the next man, striving 
  for power at the expense of a rival, and responding with 
  cruelty to every slight are all typical characteristics of 
  both Bei’thor’s knowing disciples and his unknowing 
  victims. When triumphant armies conquer enemy lands, 
  it is his inﬂuence which leads to the needless slaughter, 
  wickedness, and privation that often follows. He is  
  the patron devil of sadistic nobles, cruel slavers, and 
  ruthless tyrants.
  While not especially numerous, Bei’thor’s servants 
  are outspoken and therefore more obvious in the 
  mortal world than other devil-worshippers. Even those 
  not given over to excessive cruelty are excessively 
  vain and autocratic. Tieﬂings branded by Bei’thor are 
  expected to serve his interests loyally and exclusive, 
  for he wishes to be perceived as the lord of everything. 
  He suffers no dual-worship, so those legatees who 
  are caught paying respect to any god are punished 
  severely, if not slain overtly. 
  Of all the sins extolled by the archdevils of Hell, 
  Bei’thor’s is indisputably the hardest to escape. 
  Legatees who renounce him still struggle daily to shrug 
  off the exorbitant pride that shrouds them throughout 
  their lives. Even mortals who know nothing of devils 
  are easily corrupted by the vices from which the Lord of 
  Malignity feeds. By its very nature, each mortal’s pride 
  is in competition with the pride of his fellows. When 
  its veneer is cleared away, pride is enmity itself. It is 
  not enough for a man to be merely wealthy, clever, or 
  powerful, but wealthier, cleverer, or more powerful than 
  the next, and this drives him to immoral acts. These are 
  the sins that bring mortals under Bei’thor’s sway by the 
  tens of thousands.
  Currently, Bei’thor broods in a citadel of obsidian 
  between Cainia and Nessus (the eighth and ninth 
  layers of Hell), itself looming above a frozen cataract 
  of the River Styx where it ﬂows from one layer to the 
  other. Here the Lord of Malignity often contemplates 
  Asmodeus’ fortress, which now lies vacant (supposedly) 
  
  54
  HERO’S HANDBOOK
  across the desolate wastes of Nessus. Whether or 
  not Bei’thor knows the truth behind Asmodeus’s 
  disappearance remains to be seen, but he has not 
  yet attempted to claim the Throne of the Nine. The 
  other archdevils speculate endlessly about Bei’thor’s 
  actions and inactions, but most believe that the Lord of 
  Malignity is just as mystiﬁed as they by the absence of 
  the King of the Nine.
  Bei’thor’s relative youth as an archdevil, his mysterious 
  degrees of power, and the expansive sin he purveys 
  places him in common opposition to nearly all other 
  archdevils. They are wary of him, and he of them. 
  Description: Believed to resemble his alleged father, 
  Bei’thor is portrayed as handsome and exceedingly tall, 
  appearing as a strong but not over-muscled humanoid 
  and displaying the most comely of devilish features. 
  His hair is thick, his mighty horns black and spiraled 
  laterally, his eyes as black as the Void. As a devil who 
  seeks to be ﬁrst in all things, Bei’thor is appropriately 
  described as eternally imperious, carrying himself with 
  icy self-assuredness and a domineering wit. However, 
  an account buried in the pages of the legendary Codex 
  Infernum portrays an interesting, alternate aspect 
  Bei’thor is said to assume when his veneer of composure 
  is stripped away:
  When truly enraged, when the Lord’s omnipotence is 
  challenged or shown to be imperfect, his body transforms 
  into a monstrous millipede of unaccountable size that 
  ﬂails in a furious tantrum. Despite this beastly form, he 
  retains a bloated, eyeless, but humanlike head and a 
  mouth resembling one of the scabrous ﬁssures of Nessus.
  For as long as Bei’thor has reigned as an archdevil, 
  he has been mythically associated with the Styx, whose 
  tenebrous waters are infamous for their myriad and 
  often balefully divers effects. Appropriately, many 
  depictions of Bei’thor reference the shores, maelstroms, 
  or waves of that netherworld river.
  So vain is Bei’thor that he refuses to disguise 
  himself as any other devil or divinity. He does not 
  masquerade under any other names, not even if doing 
  so might cull additional souls from the mortal world. 
  Likewise, Bei’thor’s legatees have a natural dislike for 
  magic and clothing that hides their heritage. They are 
  usually haughty, proud to be tieﬂings and wish to be 
  seen and feared for what they are. Even legatees who 
  snub Bei’thor and his laws rarely make any attempt to 
  conceal their diabolical features, even when discovery 
  of their race places them in danger.
  THE LAWS OF BEI’THOR 
  Tieﬂings who acknowledge the Legacy of Pride to 
  which they are bound adhere to Bei’thor laws with a 
  boastful manner. They instinctively contend with one 
  another for status and resource, but against all others 
  will loyally unite. Like a great pack of infernal wolves, 
  the Lord of Malignity’s legatees observe a strict 
  hierarchy of dominance and submission; together 
  they are a force to be reckoned with. Those who aspire 
  to the rank of High or Supreme Benefactor – rare are 
  the legatees who do not – understand that there are 
  only two types of people in life: the triumphant and 
  the vanquished.
  Pride goes before all: “Be proud of what you are and 
  that you wear the chains of Hell’s greatest tyrant. Teach 
  others to strive for more than they have. Be not content 
  with what you possess, for there is always more to have 
  and more to achieve.”
  Cruelty is a tool: “Cruelty must be answered in kind. 
  When you have suffered, make others suffer, even those 
  who have not offended you. There are none in life who 
  are undeserving, none who are truly innocent. Neither 
  nature nor beast will show you mercy; therefore, offer 
  no mercy in turn. Only those who wield the lash may 
  be spared its bite. Look to the storm, the volcano, the 
  hurricane as your example – pleading with such forces 
  will not prevent their fury.”
  The law of malignity: “Love bears no gainful fruit, 
  for it creates only variables that can be used against 
  you, whether they be partners or children. Malice and 
  willing aggression are the only banners still standing 
  when the din of battle fades.”
  THE MARK OF BEI’THOR
  In order to beseech Bei’thor to claim one of their 
  unbranded youths as his legatee, devoted communities 
  may perform a rite known as the Ceremony of Supremacy 
  upon the youth’s tenth year. In this audacious custom, 
  a tieﬂing of the same age is kidnapped from another 
  
  55
  TIEFLINGS
  tieﬂing community and brought, bound and gagged, 
  before the prospective legatee. Depending on the 
  traditions of the community, the child is expected to 
  demonstrate her cruelty and superiority over the other 
  by means of verbal or physical abuse and scariﬁcation 
  – and in viler cultures, even death. The more willing 
  the prospective child is at such a young age to exert her 
  dominance over the other, the greater the likelihood 
  that Bei’thor himself will take notice and claim 
  the young tieﬂing. The effectiveness of this harsh 
  ceremony on the child’s fate, as with all pre-branding 
  rituals, remains mere theory. The rite of the Burning 
  Sacrament is then performed, as normal, several years 
  into her adolescence.
  If indeed Bei’thor’s brand appears on a tieﬂing’s skin 
  during the Burning Sacrament, she is immediately 
  suffused with an overwhelming sense of conceit and 
  self-satisfaction. Many have likened this sensation 
  to that of divine promotion, as if by mere association 
  with the Lord of Malignity she is lifted high above her 
  peers. An air of superiority seizes her for many days 
  thereafter, even if she is surrounded by those she cares 
  for. If her community consists of legatees belonging to 
  another Lord Benefactor, she feels pity for them even 
  if she does not yet understand why. Tieﬂings of a 
  meaner temperament generally feel only revulsion for 
  members of another legacy. However, in a community 
  comprised only of Bei’thor’s legatees, tieﬂings branded 
  by another devil during the Burning Sacrament are 
  usually shunned and cast out swiftly, humiliated and 
  demeaned in the process.
  The hubris with which legatees of the Lord of 
  Malignity carry themselves often infuriates tieﬂings of 
  other legacies, for they snub and insult all who they 
  consider inferior to themselves. Legatees of Amon, the 
  archdevil of wrath, are especially provoked by the words 
  of legatees of Bei’thor, and so bloodshed is common 
  between them. Even among non-tieﬂings, legatees of 
  Bei’thor are typically outspoken, holding their tongues 
  only if speaking too freely would invite trouble they’re 
  unequipped to handle. 
  The brand of Bei’thor resembles an insular lower-
  case d with a line crossing through the top, and usually 
  appears in a prominent location such as the chest or 
  forehead. When revealed by ﬁre, the sigil appears 
  black, outlined by vivid purple light. Legatees who 
  respect Bei’thor are fond of etching this mark into the 
  hafts of weapons or armor. In their early years, urban-
  dwelling rogues often vandalize city walls with the sigil 
  of Bei’thor. No devil’s mark is as widely observed, even 
  among non-tieﬂings, as Bei’thor’s.
  Stigmas: Tieﬂings of Bei’thor’s legacy almost ex-
  clusively have solid black eyes, and in some cases 
  possess white pupils. Males usually have neat facial hair 
  that is easily cared for, while females exhibit lustrous 
  black hair with a lock of metallic gold. Both sexes enjoy 
  traditionally aristocratic features, with high cheekbones, 
  aquiline noses, and impeccable teeth. Legatees of Bei’thor 
  carry themselves with a boastful swagger – it’s important 
  to them that they feel in charge.
  Heroic Stigmas: Young legatees develop prominent 
  canine teeth, though they are never large or distended. 
  Their tails are capped with arrow-shaped tips, and 
  their horns begin to spiral laterally, like a ram’s. At 
  this stage, legatees are possessed of profound self-
  assuredness, and strive to leadership in whatever 
  company they ﬁnd themselves.
  Paragon Stigmas: Legatees with greater power begin 
  to feel their bodies reﬂect it. Their canines elongate, as 
  evident any vampire’s, and their ﬁngernails grow fast 
  and sharp. As their hubris grows, they are prone to 
  competitiveness even with others of their own legacy.
  Epic Stigmas: Numbering among the most powerful 
  of Bei’thor’s legatees, tieﬂings as this stage inevitably 
  believe they are his greatest weapon – or his greatest 
  enemy – in the mortal world. If the legatee has not 
  yet challenged the current Supreme Benefactor for his 
  power, she will consider doing so now. Her eyes glow 
  whenever she wishes, and her voice is as inviting as 
  velvet or as frightening as thunder.
  ORGANIZATION 
  Legatees of Bei’thor see an unspoken, rigid hierarchy in 
  every group, institution, or agency. Where they do not 
  ﬁnd such a chain of command in which to climb, they 
  seek to construct one. They reason that to dominate 
  others and rule effectively, laws must ﬁrst be established. 
  Anarchy does not become Bei’thor’s vision of the 
  
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  HERO’S HANDBOOK
  mortal world – unless it is used to topple an undesirable 
  authority ﬁrst – and most legatees strive to oppose chaos 
  wherever they ﬁnd it. Appropriately, communities tied 
  to the legacy of Bei’thor are among the most militaristic 
  and organized to be found among tieﬂings.
  Beyond individual communities, there are several 
  organizations comprised solely of Bei’thor’s legatees. Of 
  these, the most feared is the order of militant warriors 
  who call themselves the Knights of Darkness. With a 
  name as vainglorious as their Lord Benefactor’s many 
  epithets, the Knights represent his sword-arm in the 
  mortal world and are the ﬁrst to bring war where his 
  dignity demands it. Answering only to the High and 
  Supreme Benefactors, the Knights of Darkness consists 
  of warlords and a handful of paladins.
  DIABLERIE
  Diableries of Bei’thoran tieﬂings are rare, for they do 
  not settle for what they perceive as the docile, secretive 
  lairs common to other legacies. Legatees construct their 
  havens in plain view for all to behold and envy – but 
  only if they are sufﬁciently defensible from the many 
  agencies who would oppose Hell’s foremost loyalists. 
  Open worship of any devil is rare on the surface of the 
  Known Realms, but Bei’thor maintains several intrepid 
  temples in a few of Áereth’s largest cities, daring to 
  share the same cobbled streets with the temples of the 
  gods. These sanctuaries, small but carefully guarded, 
  are staffed primarily by human disciples, though; the 
  Lord of Malignity retains his loyal tieﬂings for less 
  overt operations.
  The largest known diablerie in Áereth is the multi-
  tiered fastness known as the Tower of the Nine Gates, 
  or usually simply the Ninth Tower. Visible for miles 
  on the plains of the Warlands, it is large enough 
  to house a small city of tieﬂings. The courtyard and 
  lowest tier of the fortress is actually open to tieﬂings 
  of all legacies (and any non-tieﬂing guests for whom 
  they claim responsibility) as a gesture of infernal 
  diplomacy, though most understand that this lower 
  ward is deliberately situated at the bottom to represent 
  the superiority of Bei’thor’s legatees. As much as this 
  arrangement rankles the other legacies, the markets 
  and military facilities of the Ninth Tower are considered 
  some of the most versatile in the Northlands and still 
  draw a sizeable crowd.
  The current Supreme Benefactor is an aging wizard 
  of epic power named Quölesh. Dwelling in the Ninth 
  Tower’s highest chambers, he relays his wishes – and 
  Bei’thor’s decrees – through a council of elder tieﬂings 
  who resent him. Many power-hungry tieﬂings aspire 
  to unseat the old spider, but Quölesh has furnished his 
  council chamber with the bones of the many who have 
  already tried.
  ADVENTURERS 
  The adventuring life appeals to a legatee of Bei’thor 
  for the same reason a king might wish to travel his 
  own lands: to survey that over which he has dominion. 
  Tieﬂings in the Legacy of Pride feel they are truly 
  special, like members of an exclusive society destined 
  for rulership. Even a tieﬂing who pays little attention to 
  the traditions of her legacy feels as though she is meant 
  for much more than what life has given her; she knows 
  she must be assertive and take – by force, if necessary 
  – what she believes she is owed.
  Successful adventuring promises fame, distinction, 
  and inﬂuence – all of which are craved by the world’s 
  excessively proud. Therefore, few are the legatees of 
  Bei’thor who do not seek such glory at some point in 
  their lives. The siren cry of wealth and power is far too 
  inviting to ignore, as are the many perils one can boast 
  about. In an adventuring party, a legatee of Bei’thor 
  desires to lead it. If it is not sensible to do so, she may 
  be willing to merely advise one who does (for as long 
  as her pride can bear it). If her voice does not carry 
  the clout it ought to, or concessions are not made to 
  frequently appease her, she will inevitably seek more 
  malleable companions elsewhere.
  Despite the iniquitous rulership of Bei’thor himself, 
  legatees are Unaligned more often than they are Evil 
  or Chaotic Evil. Ironically, the very pride the Lord of 
  Malignity inspires in his legatees often keeps them 
  at arm’s length; many of these tieﬂings consider the 
  archdevil himself a personal threat – the greatest of the 
  opponents that they must overcome. Too proud to be 
  ruled by any being or ethical principle, these tieﬂings 
  wish to make their own destiny.
  
  57
  TIEFLINGS
  Legatees of Bei’thor are persuasive and haughty by 
  nature, choosing classes in which their charisma is 
  best employed: bards, paladins, sorcerers, warlords, 
  and warlocks are most common. They do not share the 
  bloodlust or physical violence that legatees of other 
  Benefactors often crave, and are just as happy as not 
  to strategize from behind the front lines. Wizards are 
  fairly common in the Legacy of Pride, as utilizing magic 
  to control the battleﬁeld appeals to their domineering 
  personalities. Rogues are less common, but those who 
  choose this path do so with a thuggish swagger.
  Among the ranks of Bei’thor’s adventuring 
  legatees are a handful of 
  elite agents known as 
  Stygian mistlords. Granted powers from the mysterious 
  waters of the Styx itself, these paragons of Bei’thor’s 
  power are wild cards in the Legacy of Pride, for their 
  purpose is unknown even to the High and Supreme 
  Benefactors. The Stygian mistlords garner jealousy 
  and resentment within the legacy; it isn’t even certain 
  whether these tieﬂings are favoured or merely cursed 
  by their Lord Benefactor. 
  Breaking the Chains of Pride: Only the most 
  enlightened of tieﬂings – or indeed any mortal –  
  recognizes that pride truly is a sin 
  and a deadly one at that. With 
  sufﬁcient wisdom or guidance, 
  some tieﬂings realize that 
  
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  HERO’S HANDBOOK
  while Bei’thor may demand fealty and servitude, it is 
  the pride he cultivates that truly binds them. Yet even 
  the most noble and heroic mortal soul is subject to 
  egoism and conceit – and with greater power comes 
  greater pride.
  It is a lifelong struggle to resist pride in all its forms, 
  but legatees of Bei’thor are more mindful than most 
  in this endeavor. The errant few who resist the will 
  of the Lord of Malignity and his traditions do so with 
  impressive determination, striving for humility and 
  quiet nobility. These tieﬂings adventure as pilgrims, 
  wishing to warn the world against the sins that all 
  of Hell’s lords propagate among mortals. Fearful 
  that Bei’thor may one day ascend to true rulership 
  of the Nine Hells in the absence of Asmodeus, they 
  consult with sages, wizards, and clerics in the hope 
  of educating those in power against him. To a rogue 
  legatee, it would be preferable if any other archdevil 
  seized power.
  LEGACY OF PRIDE  
  PARAGON PATH
  STYGIAN LORD
  “The dark currents of the Styx beckon.”
  Prerequisites: Tieﬂing, Legacy of Pride
  Bei’thor has leveraged his infernal favor upon you 
  and given you access to netherworldly magic. Whether 
  you serve him loyally, actively oppose him, or pursue 
  your own destiny, the Lord of Malignity has designs on 
  you – even if you did not ask for it. Your powers are 
  drawn from the dark waters of the River Styx itself, 
  over which Bei’thor has mysterious inﬂuence. Excessive 
  pride and mythic power ﬂows through you, but you 
  have learned how to channel it into a mist-like force. 
  Whenever you employ one of the class features from 
  this paragon path, the air around you darkens with an 
  ephemeral, dusky mist.
  You fully expect that one day Bei’thor will call upon 
  you for some hideous purpose, but whether you 
  cooperate or challenge him remains to be seen.
  STYGIAN LORD PATH FEATURES
  Stygian Action (11th level): When you spend an 
  action point to take another action, you can change 
  the damage type of your next attack to any other type 
  of damage.
  Unearthly Aggression (11th level): On the ﬁrst 
  round of combat (or both the ﬁrst and the surprise 
  round if you gain a surprise round), you gain a +4 
  bonus on your attack roll.
  Mystic Retaliation (16th level): When you ﬁrst 
  become bloodied in an encounter, your attacker suffers 
  the same amount of damage (of the same type) that 
  made you bloodied.
  STYGIAN LORD POWERS
  Nether Glare  
  Stygian Lord Attack 11
  Your gaze bears the memory-sapping power of the River 
  Styx, making your enemy forget his deadliest attacks.
  Encounter • Charm
  Minor Action 
  Range 10
  Target: One creature
  Attack: Intelligence, Wisdom, or Charisma (whichever 
  is highest) vs. Will
  Hit: Target may not use any daily or rechargeable 
  powers attacks until the end of your next turn.
  Retributive Waters 
  Stygian Lord Utility 12
  A wave of black water rises about you, reviving you in 
  a surge of retribution.
  Daily • Healing
  Immediate Reaction 
  Personal
  Trigger: You are reduced to 0 hit points or less.
  Effect: You are returned immediately to 10 hit points, 
  are no longer prone, and may use an at-will attack 
  power against the triggering enemy.
  Special: You can also choose to spend a healing surge 
  on your next turn as a minor action.
  
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  TIEFLINGS
  Black Tide 
  Stygian Lord Attack 20
  A vortex of Stygian water swirls into being around 
  you, siphoning the energy from those nearest you 
  in unpredictable ways.
  Daily • Implement, Zone; Varies
  Standard Action 
  Close burst 3
  Target: All enemies in burst
  Attack: Intelligence, Wisdom, or Charisma (whichever 
  is highest) vs. Will
  Hit: 3d10 + Intelligence, Wisdom, or Charisma modiﬁer 
  damage.  Roll a d6 to determine the attack’s damage  
  type and effect.
   1 – Acid damage, and the target takes ongoing 5  
   
   
  acid damage (save ends). 
   2 – Acid damage, and you slide the target a number  
   
   
  of squares equal to your Wisdom modiﬁer.
   3 – Necrotic damage, and the target is dazed  
   
   
  (save ends).
   4 – Necrotic damage, and the target is weakened 
   
   
  (save ends).
   5 – Thunder damager and you slide the target a  
   
   
  number of squares equal to your Wisdom or  
   
   
  Intelligence modiﬁer (whichever is highest).
   6 – Psychic damage, and the target takes a –3 
   
   
  penalty to Will (save ends). 
  Miss: 1d10 damage. Roll a d6 to determine the 
  attack’s damage type.
  LEGACY OF PRIDE FEATS
  HEROIC TIER
  IMPERIOUS VAUNT   [TIEFLING]
  Prerequisites: Tieﬂing, Legacy of Pride, Cha 13
  Beneﬁt: Once per encounter, when you use a daily 
  power, you can boast that it is more deadly than it really 
  is; in saying it, it becomes so. You gain a +2 feat bonus 
  on the attack roll and your target is pushed 1 square.
  PARAGON TIER
  SCATHING DECRY   [TIEFLING]
  Prerequisites: 11th level, tieﬂing, Legacy of Pride, 
  infernal wrath racial power
  Beneﬁt: When you use your infernal wrath power 
  and hit with an attack, the target takes a –2 penalty to 
  all defenses (save ends).
  EPIC TIER
  DAMNING DECREE   [TIEFLING]
  Prerequisites: 21st level, Cha 19, tieﬂing, Legacy 
  of Pride
  Beneﬁt: You can use the damning decree as an 
  encounter power.
  Damning Decree 
  Feat Power
  With authority given you by Bei’thor, you can command 
  even your enemy. 
  Encounter • Charm
  Standard Action 
  Range 10
  Target: One creature
  Attack: Charisma vs. Will
  Hit: The target is dominated until the end of your 
  next turn. You can decide the target’s actions (at-will 
  actions only) as a minor action if you share a common 
  language. If you do not, the target is merely dazed.
   
  
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  HERO’S HANDBOOK
  THE LEGACY OF WRATH: 
  AMON
  The orc shaman spread its hands wide, and with a string 
  of guttural, arcane syllables, unleashed a searing sheet 
  of crimson ﬂame. The ﬂames lanced out, ﬁlling the small 
  cavern with ﬁre and enveloping Uthren with penetrating 
  ﬁngers of agony. But they did not stop him. 
  The shaman, eyes wide with horror, struggled to draw 
  the dagger from its belt as Uthren came barreling though 
  the ﬂames, the sigil of Amon bursting into crimson 
  brilliance on his forehead. The big tieﬂing loosed a war 
  cry and brought his axe down in a two-handed grip, 
  bisecting the orc’s skull to the collarbone in a shower 
  of brains and gore. The orc crumpled to the ground, 
  the stench of its bowels, loosed in death, already ﬁlling 
  Uthren’s nostrils with a ripe stench. 
  Uthren pulled his axe from the orc’s corpse with a 
  jerk, and brought it down again on the humanoid’s still 
  body. The meaty thwack of the blade striking ﬂesh ﬁlled 
  Uthren’s head with a swirling red storm, and his axe, 
  now covered in gore, rose up and down in a frenzied 
  pace. He heard himself screaming, snarling like some 
  rabid beast, and the rational part of his mind wailed in 
  sorrow at the thing he had once again become. 
  Suddenly, Uthren felt a light touch on his armored 
  shoulder. He wanted to jerk away, to spin around and 
  bury his axe in the ﬂesh of the one who dared touch him. 
  But he didn’t, and her voice, like the rays of a bright sun, 
  burst through the storm clouds of his rage. 
  “Uthren,” Iliana said.  “It’s over.”
  Uthren’s let his axe fall to his side, and he stared down at 
  the red ruin of the orc’s corpse. Horror and grief surged up 
  his throat in a tide of bile, and he closed his eyes against 
  the sight of his rage unleashed. “I’m sorry, Iliana,” he 
  whispered weakly. He had nothing else to say.
  “You do not belong to him any longer, Uthren,” Iliana 
  said softly behind him. Uthren turned, expecting to see 
  nothing but indignation and fear in the tall eladrin’s 
  eyes, but as it always was, he found only compassion 
  and sympathy. It melted the last of his fury away, and 
  his left hand found the holy symbol of Gorhan, god of 
  valorous combat, where it hung around his neck; the 
  same symbol that hung from a silver chain around 
  Iliana’s slender throat. 
  “Say it, Uthren,” Iliana said, and cupped the tieﬂing’s 
  chin in one long-ﬁngered hand. 
  “I do not belong to him. I make my own destiny,” 
  Uthren said the mantra that had become the center of 
  his existence for the last three years. Casting aside the 
  legacy of the archdevil Amon, whose essence mingled 
  with his own, was no easy task. The great devil had ﬁlled 
  his progeny with mindless fury and an overwhelming 
  desire to unleash it. 
  Uthren tried to smile at Iliana, but managed to do 
  little more than display the jagged teeth that were 
  another mark of his former patron. He reached up and 
  took her hand, cradling it delicately in his own taloned 
  grip. “I am lost without you,” he said, his voice thick 
  with sorrow. “Why do you continue to expose yourself to 
  this darkness inside me?” Uthren slapped his bloody axe 
  hard against his thigh, feeling another wave of impotent 
  rage battering against the thin walls of his self-control.
  Iliana’s answer was more profound than any words; 
  she pulled herself closer, and lightly kissed the still 
  blazing sigil of Amon on Uthren’s forehead. The crimson 
  light winked out immediately, and Uthren felt sanity and 
  peace ﬂow into him. 
  “Gorhan has need of you, Uthren,” Iliana said and 
  moved her lovely, ethereal face close to the big tieﬂing’s 
  bestial visage. “As do I,” she whispered, and kissed his 
  lips ﬁrmly.  
  THE DEVIL DESCRIBED: AMON
  Amon is the Lord of Rage, the patron devil of fury and 
  all the violence and pain that it brings about. Of all the 
  archdevils, Amon is the most demonic; his temperament 
  resembles the churning chaos of the Abyss rather 
  than the well-ordered evil of the Nine Hells. In fact, 
  Amon’s chaotic nature is so profound, and his actions 
  so unpredictable, that his fellow archdevils have exiled 
  him to Avernus, Hell’s ﬁrst layer. There he acts as both 
  lord and guardian of Hell’s front door. 
  However, despite Amon’s unpredictable temper, he 
  is as scheming and manipulative as any great devil, 
  and the mortal sin of wrath is common enough to 
  assure him continued prestige and status among his 
  
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  fellow archdevils... even if they cannot abide his actual 
  presence. Amon has another talent that has earned 
  him no small amount of esteem (and fear) among his 
  fellows; his martial skill is unequaled in the Hells, even 
  eclipsing the renowned prowess of Mephistopheles. 
  This has earned Amon a position as general of Hell’s 
  armies, although he is truly only the titular head of the 
  infernal military, as more even-tempered devils actually 
  lead the armies into battle. 
  Like any archdevil, Amon is chieﬂy concerned with 
  gaining more power to leverage against his rivals in the 
  Nine Hells. Since fury is a fairly common sin, Amon is 
  venerated every time a mortal raises his hand in anger 
  to another. However, Amon is certainly not content with 
  this incidental worship, and strives to sow discord and 
  unrest among the many nations of the mortal realm. To 
  do this, he, like many of the great devils, has taken on 
  a more socially acceptable guise to gain followers. The 
  minor deity of war known as Avashar is Amon’s public 
  face in areas where devil-worship is not tolerated, a fact 
  that is kept a closely guarded secret by his faithful.
  Amon’s servants are fairly common, and he boasts 
  one of the larger legacies among tieﬂings. However, 
  any creature prone to wrathful outbursts and senseless 
  violence is welcome at the feet of Amon, and many 
  savage humanoids, such as ogres, orcs, and minotaurs, 
  have taken up his banner. Amon communicates with 
  his servants only rarely, and this usually takes the 
  form of visions seen in the throes of rage or in the 
  heat of battle. 
  Description: Although no one living has ever seen 
  Amon’s true form, there are accounts in ancient texts 
  that describe the archdevil in some detail. In addition, 
  tieﬂings of Amon’s legacy are thought to resemble their 
  Lord Benefactor, although to what extent this is true is 
  anyone’s guess. 
  The Tome of Fury, penned by the long-dead Supreme 
  Benefactor Y’vagg Bloodgnasher, is said to contain the most 
  accurate description of Amon, and describes him thusly:
  “Our Lord’s visage is that of a great wolf, and from his 
  mouth he vomits forth ﬂame and fury. His tail strikes 
  like an adder, and his limbs are strong and supple. In his 
  right hand, he wields a sword of ﬂame, and in his left, an 
  axe bright with the blood of his enemies.” 
  Amon’s true form may be a mystery, but the image 
  of Avashar is well known in the north. As Avashar, 
  Amon appears as a massive, northern warrior with a 
  great red beard and a ﬂowing wolf-skin cloak. He is 
  always depicted in a suit of crimson plate and wielding 
  a great ﬂaming sword. 
  THE LAWS OF AMON
  Amon’s laws are straightforward and simplistic, 
  but he is the least likely of all the Lord Benefactors 
  to overlook those legatees that refuse to follow his 
  cause. Tieﬂings that adhere to the Code of Wrath, as 
  it is often called, can expect to rise through the ranks 
  of legatees to more powerful and inﬂuential positions. 
  Amon also frequently rewards his devoted servants 
  with gifts appropriate to his nature, such as enhanced 
  strength during combat, spontaneous rages that grant 
  a legatee increased speed and durability, and even one 
  of the hounds of Amon, which acts as a companion 
  and guardian for the legatee. 
  However, legatees that attempt to thwart the Lord 
  Benefactor’s designs and deny their natures and 
  lineage are viewed as traitors by Amon, and dealt 
  with accordingly. The more powerful a traitorous 
  legatee grows, the more likely Amon is to exact 
  retribution. This retribution can be as simple as 
  a beating from devoted legatees, and then forced 
  exile, to a group of powerful devils arriving in the 
  night to carry the offending legatee to the throne of 
  Amon himself for judgment. 
  Let no slight go unanswered: “Answer insults and 
  mockery with wrath. Uphold the honor of your legacy 
  with furious retribution.” 
  Embrace your fury; it makes you stronger: “Do not 
  seek to yoke your rage, let it burst forth and consume 
  your enemies.” 
  Stoke the ﬁres of wrath in others: “Drive others 
  into fury. Show them the purity of retribution and 
  the sanctity of rage. Aid them in the fulﬁllment of 
  vengeance, and in this way you shall swell the ranks of 
  the Lord Benefactor’s faithful.” 
  Peace and diplomacy are tools of the weak: “Give 
  no quarter to those that offend you; offer no terms; 
  make no peace. Strike down those who would seek 
  
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  HERO’S HANDBOOK
  to establish tranquility where there is strife, or bring 
  about peace in a time of war.” 
  THE MARK OF AMON
  The mark of Amon appears sometime before a legatee’s 
  16th birthday. It usually manifests in an area that is 
  difﬁcult to cover up, such the forehead, cheek, or on 
  the right hand. This is a dangerous time for a young 
  tieﬂing, as Amon’s marking is neither an easy nor 
  subtle process. 
  Three days before the mark of Amon manifests, 
  the legatee begins to feel a growing state of unrest, 
  a simmering irritation just below the surface that has 
  no apparent cause. This feeling grows steadily worse, 
  and the legatee becomes short-tempered, deﬁant, and 
  coarse, as Amon prepares to announce his ownership 
  of the young tieﬂing’s soul. Finally, on the third 
  day, the legatee ﬂies into a berserk rage, attacking 
  with bloodthirsty tenacity anyone and anything that 
  approaches. When this rage is spent, and if the legatee 
  survives, the mark of Amon appears. 
  Because Amon’s marking is so dangerous to the 
  legatee and those around him, established legatees 
  of Amon watch young tieﬂings closely in their area, 
  looking for signs that their Lord Benefactor has 
  staked his claim on another soul. In these instances, 
  established legatees of Amon attempt to conﬁne the 
  young tieﬂing in the local diablerie, so that his rage 
  can be spent without incident. 
  Amon’s sigil is two stylized eyes, feral and predatory, 
  ﬂanking a ﬂaming sword, all contained in a hexagon. 
  The sigil glows an angry red when exposed to ﬁre.
  Stigmas: The stigma associated with Amon is fairly 
  dramatic, and as a legatee grows older and more 
  powerful, the changes to his body and temperament 
  become more pronounced.
  Heroic Stigmas: Young legatees, those that have only 
  recently manifested the brand of Amon, exhibit subtle 
  yet disturbing physical traits. Typically this includes 
  enlarged, wolf-like canines, blood-red eyes that lack 
  pupils, excess body hair (especially on the face and 
  neck), and smaller horns. In temperament, legatees at 
  this stage are easy to anger, and are more likely to hold 
  deep grudges for real or imagined slights. 
  Paragon Stigmas: Established and inﬂuential 
  legatees display more pronounced physical traits, and 
  less control over their emotions. Physical traits include 
  an elongated, muzzle-like jaw, sharp talons on the 
  ﬁngers and toes, hair that resembles fur, knees that 
  bend in the wrong direction, and a scaly, serpentine tail. 
  In addition, legatees at this stage typically lose their 
  horns. Paragon legatees are prone to wild ﬁts of rage, 
  and often respond to the slightest insult with unbridled 
  fury or even outright violence. 
  Epic Stigmas: The greatest servants of Amon 
  display some truly horriﬁc and radical physical traits. 
  The most common of these physical changes is the 
  transformation of the legatee’s tail into an actual 
  venomous serpent that can strike nearby enemies. 
  In addition, legatees at this stage often gain fully 
  functional talons; oversized jaws that can deliver a 
  nasty bite; and even large canine ears near the top 
  of their skulls. These most potent of Amon’s legatees 
  are fury personiﬁed, living in a state of near constant 
  rage. Typically, legatees of this level remain within an 
  established diablerie, lest some fool provoke them to a 
  rampage of slaughter and destruction.   
  ORGANIZATION 
  Tieﬂings of Amon’s legacy tend to be more insular than 
  those of other legacies, and often shun the company of all 
  others save those that belong to their legacy. The reason 
  for this is simple: Amon’s brand makes his tieﬂings an 
  unstable and violent lot, which can create all manner of 
  trouble for those living in civilized areas. Only those that 
  bear the brand of Amon can truly understand the boiling 
  rage that lurks just beneath the surface, aching to be 
  released upon an unsuspecting world.
  Amon’s tieﬂings are most common in the north, and 
  they tend to enjoy the colder climes, perhaps hoping 
  that the biting cold of the north will cool the rage 
  within. Established groups of Amon’s tieﬂings organize 
  themselves into dens, which can include up to twenty-
  ﬁve individual tieﬂings. The leader of each den is 
  typically the most martially capable legatee, and may be 
  a High Benefactor. This individual rules though brute 
  intimidation, the only method that has any chance of 
  success among the rage-driven legatees.
  
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  TIEFLINGS
  Currently, the largest den in the known world resides 
  in the northern city of Archbridge, and is led by Supreme 
  Benefactor Kyloran Adderblade. Archbridge 
  also boasts a temple to Amon’s alter ego, 
  Avashar, as the faux deity appeals to 
  many of the ﬁghting men in the city. 
  Kyloran actually has little to do with 
  the temple, other than acting as 
  its titular head. The day-to-day 
  operation of the temple is left to a 
  cult of humans that worship Amon, 
  as they are far more stable and even-
  tempered than his unpredictable legatees.  
  DIABLERIE
  Amon’s legatees are drawn to places where 
  anger and violence are common. This 
  includes gladiatorial pits, rowdy taverns, 
  gambling dens, and even the sites of old 
  battles. Where there are few legatees, 
  a tieﬂing bearing Amon’s mark usually 
  constructs a diablerie in his own home. This 
  is often simply a place where the legatee can work 
  out aggressions and anger without imperiling his 
  life or civil standing. Martial legatees favor 
  training rooms with wooden dummies 
  eager to accept blade, axe, or spear, 
  while those with arcane abilities 
  favor magical ﬁring ranges where 
  they can let off destructive spell 
  energies harmlessly. 
  Larger, organized diableries 
  are usually sturdy, solidly built 
  ediﬁces that can withstand the 
  regular destructive rages legatees 
  often 
  indulge. 
  Typically, 
  large 
  diableries are connected to facilities that 
  can serve another function to outsiders (such 
  as those described above); usually one that the 
  legatees can take part in without fear, an activity 
  where anger and violence are expected. 
  Oddly enough, Amon’s legatees never use 
  temples of Avashar as diableries. A calmer, 
  more attractive image is necessary to attract others to 
  
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  HERO’S HANDBOOK
  Amon’s worship, and his unpredictable legatees hardly 
  ﬁt this image. Human cultists, who are better able to 
  hide Amon’s true nature, most often oversee temples 
  of Avashar. 
  ADVENTURERS 
  As one might expect, many tieﬂings of Amon’s legacy 
  are drawn to a life of adventure. Where else can one ﬁnd 
  a near constant source of conﬂict and violence where 
  it is entirely appropriate to respond in kind? Amon’s 
  legatees tend to reﬂect their Lord Benefactor’s love of 
  melee combat, and may become ﬁghters, rangers, or 
  even brutish rogues. Arcane legatees prefer the wizard 
  class for its many destructive spells, but there are no 
  few warlock legatees who have strengthened their 
  devotion to Amon with an infernal pact. 
  Amon’s tieﬂings ﬁnd it difﬁcult to work in a cohesive 
  group. Their frequent rages and tendency to lose control 
  in a combat situation make it extremely difﬁcult to 
  coordinate any complicated tactics. However, despite 
  their failings, Amon’s legatees are highly sought after 
  as mercenaries, able to command huge sums from 
  morally ambiguous nations and organizations. The most 
  illustrious of Amon’s warriors are the infamous wrath 
  knights – tieﬂings who have learned to channel and focus 
  their rage into a wide variety of destructive powers. 
  Amon’s legatees tend toward the evil alignments, 
  and although Evil is the most common, there are many 
  legatees who have truly embraced the wild nature of 
  fury and are Chaotic Evil. Unaligned legatees are not 
  uncommon, but are certainly in the minority. 
  Breaking the Chains of Wrath: Legatees that choose 
  to abandon their Lord Benefactor and seek redemption 
  or just a more peaceful life are rare among Amon’s 
  tieﬂings. Such an individual has some major hurdles to 
  overcome, ﬁrst and foremost his own violent and rage-
  driven nature. He must constantly keep his temper in 
  check, as it threatens to burst free with the slightest 
  provocation. The amount of self-control required to 
  overcome this severe emotional handicap is truly 
  monumental, and it is no surprise that tieﬂings looking 
  to break free from Amon seek divine assistance. Amon’s 
  rogue legatees frequently become clerics and paladins 
  of good-aligned deities, hoping that a focus on peace 
  and compassion can quiet the raging storm within. 
  The second challenge that a rogue legatee faces is 
  the wrath of Amon himself. The archdevil takes a keen 
  interest in punishing tieﬂings that deny him, and as the 
  rogue legatee grows more powerful, he will ﬁnd himself 
  in conﬂict with Amon’s faithful. This can present an 
  insurmountable challenge for both the tieﬂing and 
  his companions, possibly culminating in a direct 
  confrontation with Amon himself. 
  LEGACY OF WRATH  
  PARAGON PATH
  WRATH KNIGHT 
  “Come and feel the wrath of Amon, worms! Your blood 
  shall feed the hounds of hell!”
  Prerequisites: Tieﬂing, Legacy of Wrath, ﬁghter, 
  ranger, or rogue
  You are a scion of rage, the living legacy of the great 
  devil Amon, Lord of Wrath. Your blade is a ﬁery brand 
  reaping lives in the name of your Lord Benefactor, and 
  your own inner fury burns like the ﬁres of a thousand 
  forges, spilling out onto the battleﬁeld in a tidal wave of 
  destructive power. Your allies have come to respect your 
  considerable martial prowess, but they also fear the 
  rage inside you, which strains to break free whenever 
  conﬂict arises. For you, when the fury takes hold, there 
  is no difference between friend or foe, just more ﬂesh 
  and blood to be culled in Amon’s name. 
  WRATH KNIGHT PATH FEATURES
  Wrathful Action (11th level): You can spend an action 
  point to score an automatic critical hit with your infernal 
  wrath racial power instead of taking an extra action.   
  Bloodhunt Slayer (11th level): You gain a 
  cumulative +1 racial bonus to attack rolls against a 
  bloodied target for each successful attack made against 
  it. For example, the ﬁrst time you attack a bloodied 
  target in an encounter you gain a +1 racial bonus to the 
  attack roll. If you hit with this initial attack, you gain 
  a +2 racial bonus to the attack roll on your next attack 
  against the same bloodied target. If you hit with the 
  second attack against the same bloodied target, your 
  
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  TIEFLINGS
  third attack gains a +3 racial bonus to the attack roll, 
  and so on. However, if you miss with an attack against 
  the bloodied opponent, the racial bonus to attack rolls 
  resets at +1 for the ﬁrst subsequent attack. This feature 
  replaces your normal tieﬂing Bloodhunt racial feature. 
  Fury of Amon (16th level): The ﬁrst time you 
  become bloodied in an encounter, you may choose to ﬂy 
  into a ﬁt of infernal rage as a free action that lasts until 
  the end of your next turn. While enraged, you gain a +2 
  bonus to damage rolls, resistance equal to one-half your 
  level to attacks that target AC, and you may take an 
  extra move, standard, or minor action during your turn. 
  However, while in the throes of rage, you must attack 
  the nearest creature, whether friend or foe, moving 
  your full speed to reach the target if necessary. If there 
  are multiple creatures to choose from, roll randomly to 
  determine which creature you attack.  
  WRATH KNIGHT EXPLOITS
  Wolfpack Strike  
  Wrath Knight Attack 11
  Like a wolf stalking its prey, you attack when your 
  target is preoccupied with your allies, capitalizing on 
  its distraction to strike a telling blow. 
  Encounter • Martial, Weapon
  Standard Action 
  Melee weapon
  Target: One creature
  Prerequisite: The target must be adjacent to an ally.
  Attack: Strength vs. AC
  Hit: 2[W] + Strength modiﬁer damage, and the target 
  is knocked prone and may suffer one of the additional 
  effects described below, depending on your class.
  Miss: Half damage, and the target is not knocked prone 
  and does not suffer any of the additional effects.  
  Fighter: If the target is marked by you, the target is 
  stunned until the end of your next turn.
  Ranger: If the target is your quarry, you may deal an 
  extra die of Hunter’s Quarry damage if you use that 
  class feature along with this power. 
  Rogue: If you have combat advantage before you 
  use this power, you deal an additional die of Sneak 
  Attack damage if you use that class feature along 
  with this power.
  Furious Invigoration 
  Wrath Knight Utility 12
  Serious injury only invigorates you and brings you 
  closer to the churning heart of Amon’s fury. 
  Daily • Healing, Martial
  Immediate Reaction 
  Personal
  Trigger: You are bloodied
  Effect: You may spend a healing surge and regain the 
  use of your infernal wrath racial power if you have 
  already used it in the encounter. 
  Arms of Amon 
  Wrath Knight Attack 20
  Like the bloody axe and ﬂaming sword wielded by 
  your Lord Benefactor, your weapons take on the 
  properties of Amon’s own. 
  Daily • Fire, Martial, Reliable Weapon
  Standard Action 
  Melee weapon
  Target: One creature
  Prerequisite: You must be wielding an axe, heavy 
  blade, or light blade.
  Attack: Strength vs. AC
  Hit: 4[W] + Strength modiﬁer damage.
  Weapon: If you are wielding a heavy blade or light 
  blade, the attack deals additional ﬁre damage equal 
  to 5 + your Strength modiﬁer. If you are wielding an 
  axe, the attack deals only 2[W] damage, but inﬂicts 
  ongoing damage equal to 5 + your Constitution 
  modiﬁer (save ends). 
  
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  HERO’S HANDBOOK
  LEGACY OF WRATH FEATS
  HEROIC TIER
  RAGE-BORN HEALING    [TIEFLING]
  Prerequisites: Con 13, tieﬂing, Legacy of Wrath
  Beneﬁt: When you spend a healing surge or use your 
  second wind while bloodied, you regain additional hit 
  points equal to you Strength modiﬁer.  
  PARAGON TIER
  WOLF PACK SCOURGE    [TIEFLING]
  Prerequisites: 11th level, tieﬂing, Legacy of Wrath
  Beneﬁt: You gain a +2 bonus to damage rolls against 
  bloodied opponents adjacent to an ally.  
  EPIC TIER
  ADDER STRIKE    [TIEFLING]
  Prerequisites: 21st level, Con 19, tieﬂing, Legacy of Wrath
  Beneﬁt: Your tail ends in an adder’s head that you 
  can use to attack enemies. You can use the adder strike 
  encounter power.
  Adder Strike 
  Feat Power
  Your tail ends in a hissing serpent’s head.  
  Encounter •Poison 
  Standard Action 
  Melee
  Trigger: An enemy moves or shifts into a square 
  adjacent to you
  Target: The triggering creature
  Attack: Dexterity vs. AC
  Hit: 1d8 + Dexterity modiﬁer damage. Make a secondary 
  attack against the same target.
  Secondary Attack: Constitution vs. Fortitude
  Hit: 1d8 + Constitution modiﬁer poison damage. 
  THE LEGACY OF THE  
  UNKNOWN BENEFACTOR
  Sola approached the gate, casting one ﬁnal glance up at 
  the spires of the Ninth Tower. Against the midnight sky, 
  they looked like titanic stalagmites in a great cavern 
  that swallowed the world. This was not Sola’s ﬁrst visit 
  to Bei’thor’s audacious fortress here in the plains of the 
  Warlands, but it was her ﬁrst as a consul of her legacy.
  Legacy, she mused darkly. Just another word for “prison.”
  The last time she had come to this place – several years 
  and many adventures ago – she had been badly beaten, 
  stripped of her possessions, and cast out. She was hoping 
  today would go better.
  A pair of guards straightened at her approach from 
  behind the massive threshold. There was no portcullis or 
  door. The guards, like Sola, were tieﬂings. Each wore a 
  suit of immaculate chainmail and carried a two-pronged 
  trident. Both had the laterally curling horns common to 
  the Legacy of Pride.
  “What is your business in the Tower of the Nine Gates?” 
  the ﬁrst guard demanded.
  “And what’s your name, sister?” the seconded added 
  with a smug grin.
  Sola wanted to boil away the man’s lips away with a 
  spell of acid, but knew composure was better employed 
  here. “I am Tribune Sola of Archbridge,” she answered 
  smoothly. “Here to consult with one of your kin.”
  “Tribune?” the second guard repeated with a smirk. 
  He cast his companion a sidelong glance. “What kind of 
  name is that?”
  “Step through,” the ﬁrst guard instructed and gestured 
  at the threshold.
  Sola nodded, swallowed one last time, and stepped 
  forward. As she passed between the walls of the archway, 
  the entire portal blazed with a wreath of ﬁre. Flames 
  licked at the edges of her cloak, heated her skin, then 
  died out – long enough to reveal her legacy’s brand but 
  not enough to set ﬁre to her clothing.
  Even as the ﬂames faded away, Sola could see the sigil 
  of Bei’thor, the Lord of Malignity, glowing in violet hues 
  upon the foreheads of both guards. She felt the scorching 
  sensation of her own brand as it ﬂared into visibility 
  
  67
  TIEFLINGS
  just below her throat – a sensation that was never quite 
  comfortable. The neckline of her robes was modest, but 
  purposefully low enough to reveal her brand.
  “Amon’s breath!” the ﬁrst guard cursed, gripping his 
  trident in both hands and pointing the gleaming prongs 
  at her. “She’s one of those Bastards.”
  The second guard’s smirk was long gone. He also 
  pointed his weapon at her as if ready to skewer her. “Are 
  we even letting these... Mistakes in here?”
  “Yes, you are,” Sola replied, though that spell of acid 
  was really tempting her now. “Your Supreme Benefactor” –  
  she spoke the title with as little derision as she could 
  tolerate – “has opened the doors of the Tower to all of 
  our race, regardless of legacy. Even the Misbegotten, I’m 
  afraid. As I already said, I am Tribute Sola of Archbridge, 
  and I have business with your superiors. Detaining me 
  would... upset both yours and mine.”
  After a long and uncomfortable silence, the ﬁrst guard 
  nodded and stepped back to give her room to proceed. 
  “Go, then.” The man’s contempt for her was palpable, 
  but he had the presence of mind to keep quiet about it. 
  The second spit on the ground mere inches from her feet, 
  then turned away in disgust.
  “Good evening.” Sola offered the ﬁrst guard a curt nod 
  then proceeded past them both. When they were behind 
  her, she could hear both tieﬂings exchanging harsh 
  words about her.  Sola exhaled slowly, her heart racing, 
  as she ran one hand nervously through her hair, ﬁngers 
  brushing against one crooked horn. That had gone well.
  Less than a generation ago, a tieﬂing revealing the 
  unclaimed brand – like the one she wore – would have 
  been slain outright at the gates of the Ninth Tower. 
  The Misbegotten, after many years, had won the right 
  to survive. It would be many more years to achieve the 
  right to endure.
  BIRTH OF THE UNKNOWN STIGMA
  The occasion when a young tieﬂing comes of age and 
  ﬁrst bares the unholy brand of her Lord Benefactor can 
  be one of great anticipation to the emerging legatee, her 
  parents, and her community. In strong, legacy-bound 
  enclaves, it is usually a time of celebration, as the odds 
  are good she may be marked a legatee of their common 
  Benefactor. However, should she defy these odds, her fate 
  is typically understood: She may, at best, be sent away 
  to ﬁnd her fellow tieﬂings bound by a common brand, or 
  in more zealous communities, she may even be put to 
  death. Even in tolerant, mixed-legacy communities or the 
  countless, isolated tieﬂing households scattered across 
  the Known Realms, a young legatee’s newly borne brand 
  may be regarded with little more signiﬁcance than one’s 
  astrological sign, a potential clue to the tieﬂing’s future 
  predilections and demeanor.
  While many of the most proliﬁc stigmas and their 
  associated legacies are common knowledge among 
  tieﬂings, many more are rather rare. An unfamiliar 
  brand is often regarded as a variation upon a recognized 
  form associated with one of the more famous, 
  mainstream legacies. In some cases, this may be a mark 
  of misfortune, leaving the tieﬂing to be seen as inferior 
  in the eyes of her fellow legatees, while a craftier and 
  more charismatic tieﬂing may turn this on its head and 
  use the apparent deviation to her advantage. Rather 
  than be left marginalized, some tieﬂings are able to 
  tout their unusual variant as a mark of eminence, a 
  manifest mandate from her Benefactor that she should 
  rise to a position of great power within the legacy or 
  even beyond.
  However, some singular brands are simply too 
  unmistakably distinct to be dismissed as a mere 
  mutation of an otherwise-recognized devil’s mark. And 
  a tieﬂing with an unidentiﬁed brand is unwelcome, 
  at best. Even among tieﬂing communities where 
  legacies and infernal associations are played down, 
  an unrecognized stigma is usually regarded with 
  suspicion. While every other tieﬂing’s soul may be 
  claimed by a terrible power of corruption and sin, they 
  are still the devils they know. An unknown stigma is 
  worn by an unknowable tieﬂing.
  Therefore, the need to identify a peculiar brand 
  will often send a new legatee’s parents in search of 
  sage, scholar, ritual, and tome for answers. There are 
  myriad devils scrambling for power in the Nine Hells, 
  and while the more famous archdevils hoard the lion’s 
  share of souls to populate their legacies, countless 
  more squabble and vie to claim handfuls at a time for 
  their own. On occasion, one of these relatively obscure 
  powers of Hell may be deemed a young tieﬂing’s new 
  
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  HERO’S HANDBOOK
  Benefactor. But when this search fails, the legatee with 
  the unknown stigma is usually left a pariah, especially 
  among other tieﬂings. The need to know the identity 
  of her Benefactor and ﬁnd the others of her legacy will 
  often drive a life-long quest. 
  REDEMPTION:  
  RISE OF THE UNKNOWN LEGACY
  For the untold numbers of tieﬂings roaming the world 
  with a mysterious infernal mark burning beneath their 
  skin and smoldering behind their eyes, there may be 
  no rest, no answers to their mortal questions. But for 
  a peculiar few, growing more numerous each year, a 
  common brand unlike any other has been coming to 
  bear during Burning Sacrament ceremonies across the 
  Known Realms. Just two centuries ago, this new brand 
  was unheard of, but it has been turning up ever more 
  frequently. Some one hundred years ago, the more 
  proliﬁc tieﬂing legacies of Áereth began to take notice. 
  What was this strange new stigma, and what archdevil 
  was behind it? Answers proved hard to come by. The 
  unknown-branded tieﬂings had no explanations, even 
  when coerced. Neither oracle nor sage could provide 
  insight into this phenomenon, and even the known 
  Lord Benefactors expressed only doubt and more than 
  a little trepidation.
  So, working independently at ﬁrst (and eventually in 
  concert), the great legacies sought to eliminate or at 
  least contain the potential threat of a rising legacy with 
  no known Benefactor to claim it. Death squads of elite 
  tieﬂings set out from diableries everywhere to roam the 
  Known Realms in search of the so-called Legatees of 
  the Unknown Benefactor. Tieﬂings hunted their own 
  bastard brethren. Handsome prices were placed on the 
  damned’s heads. None were to be spared; the young and 
  old were showed no mercy. Even the children of these 
  tieﬂings were executed in precaution, even when they 
  had not been through the Burning Sacrament to reveal 
  their legacies. A murderous terror which would be come 
  to be known as “The Redemption” ran through tieﬂing 
  communities of the Known Realms and few outside of 
  the race gave the persecuted much sympathy.
  After decades of this witch hunt, however, the 
  population of Unknown Legatees barely decreased. 
  As a race living on the fringes of the world’s societies, 
  and often regarded as the antithesis of decency and 
  humanity, tieﬂings do remarkably well when backed 
  into a corner – even when forced there by their own 
  kind. And the rate of manifestation for the Unknown 
  Stigma upon new legatees only seemed to increase 
  the bloodier the persecution became. An interracial 
  guerilla war raged on with no end in sight until the 
  major legacies’ hunt simply tired, their efforts seeming 
  in vain. The stream of violence decreased to a mere 
  trickle.
  In the end, the Legacy of the Unknown Benefactor had 
  only grown stronger and more united – not according to 
  the will of a tyrant archdevil but under the united banner 
  of survival. The other legacies of the Known Realms 
  had turned potential allies in the cause of the tieﬂing 
  race into a great and terrible enemy. Although many 
  years have passed since blood was shed in the name 
  of extermination, the blood remains bad and relations 
  cool between legatees of the Unknown Benefactor and 
  other tieﬂings of the world. Yet the enigmatic legacy’s 
  size and power creeps ever upward, a constant concern 
  to the world’s High Benefactors.
  THE MISBEGOTTEN:  
  UNKNOWN LEGATEES
  In most legacy-bound communities, it is supposed there 
  is a greater chance a young tieﬂing will inherit the same 
  Benefactor as her parents than if she had been born 
  elsewhere. Yet children born into even the tightest-
  knit group of legatees of the Unknown Benefactor are 
  no more likely ﬁnd their souls claimed by the same 
  Benefactor as their parents’ or any other. In fact, if it is 
  rather uncommon. Perhaps due to the lack of the right 
  mystical traditions, the lack of certainty regarding the 
  target of their parents’ entreaties, or something entirely 
  unknowable, it is unusual to ﬁnd young legatees of the 
  Unknown Benefactor living in the company of their 
  fellow misbegotten.
  For the most part, these legacy-bound communities 
  are among the most tolerant and are usually very kind 
  and welcoming to new legatees of other legacies. But 
  some of the more fringe groups are still very bitter 
  toward the other tieﬂings of the world and can be 
  
  69
  TIEFLINGS
  merciless when dealing with even their own children 
  who bare a mark of a different legacy.
  HYPOTHESES:  
  NAME OF THE UNKNOWN BENEFACTOR
  To this day, none can say with a modicum of accuracy 
  whose unholy brand the Unknown Legatees wear. Their 
  Lord Benefactor, if there even is one, has managed 
  to keep his or her identity a secret, even among the 
  allegedly omniscient. But varied theories still abound. 
  There are several small and cult-like factions of the 
  Legacy of the Unknown Benefactor who adhere to 
  some of these postulates with utter certainty, usually 
  claiming their unbelieving fellow legatees to be ignorant 
  or worse. Here are a few of the more interesting claims 
  and the tieﬂings who hold them dear:
  THE LEGACY OF ASMODEUS
  One of the most popular theories claims that the 
  legatees are of a new breed of tieﬂing, hand-picked by 
  the absentee archdevil of archdevils himself, Asmodeus. 
  Legatees who bear this mysterious brand are among 
  the most proud and vile tieﬂings in the Known Realms, 
  mortal ﬁends who make the arrogant legatees of Bei’thor 
  look like a rabble of obsequious peasants. These tieﬂings 
  subscribe to the belief that Asmodeus has ascended to 
  godhood and has elevated his legatees accordingly. 
  Soon, they are certain, Asmodeus will reveal himself as 
  the god of tyranny and all Nine Hells.
  THE LEGATEES OF OBLIVION
  As with many terrible mysteries in the world, the 
  Great Enemy Zhühn, evil god of entropy and the Void, 
  is rumored to be the source of the mysterious brands 
  – although no tieﬂing so branded would ever publicly 
  admit to believing this. What Zhühn’s designs are can 
  only be guessed at, but ultimately they would surely 
  involve the unmaking of creation.
  THE TIEFLINGS OF LIGHT
  Some Legatees of the Unknown Benefactor hold 
  to the idea that their common brand is tied not to a 
  devil or force of evil but instead to one of Áereth’s 
  righteous gods, such as the valorous Gorhan, or that 
  it is the fulﬁllment of a forgotten prophecy of Ormazd, 
  the Changeless. Largely dismissed as wishful thinkers 
  and delusionals, these tieﬂings often become clerics 
  or paladins of great merit. They forgo the jargon of 
  legacies, usually referring to themselves as “Tieﬂings 
  of Light.” They are typically cheerful and greathearted, 
  bearing minimal resemblance to their kin with respect to 
  demeanor and trappings – save for the obvious horns, 
  tails, and other conspicuously devilish features.
  THE THRICE-DAMNED
  One of the more popular theories among tieﬂings 
  from outside the Legacy of the Unknown Benefactor 
  suggests that, as with the claims of the Tieﬂings of 
  Light, the Unknown Benefactor isn’t a devil at all but 
  some deity wishing to undermine the powers of Hell 
  through the dissolution of their tieﬂing servitors. 
  Yet in this version, the intent is far more sinister; 
  it is an evil god such as Yvyn, Klazath, Xeluth, the 
  Hidden Lord, or some sort of conspiracy between 
  them seeking to seize power from the archdevils. 
  Those few legatees who subscribe to this notion are 
  truly some of the more miserable souls to be found 
  in the Known Realms, believing themselves literally 
  thrice-damned.
  THE LEGACY OF HELL
  Though few give credence to this rather far-fetched 
  theory, there have long been whispers of a kind of 
  supra-entity known as the Manifestation of Hell. Some 
  have conjectured that Hell itself has grown jealous 
  of the power its depraved and greedy denizens have 
  gathered over the ages and thus the Legacy of the 
  Unknown Benefactor is an unstoppable exertion of its 
  will upon the world.
  THE TRUE LEGACY OF AMZOLOL
  Although vehemently denied by tieﬂings who revere 
  Amzolol, archdevil of deceit, some Legatees of the 
  Unknown Benefactor assume themselves to be the true 
  beneﬁciaries of his mysterious legacy. To these cunning 
  tieﬂings, the mainstream legacy of Amzolol is a decoy, 
  a society of mere dupes, unknowing victims of one of 
  their Lord’s greatest deceptions.
  
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  HERO’S HANDBOOK
  THE LEGACY CABAL
  No legatees of the Unknown Benefactor are known 
  to adhere to this particularly paranoid notion, but 
  many other tieﬂings believe that there is no single Lord 
  Benefactor responsible for the Unknown Stigma; rather 
  it is cabal of lesser devils working in a concerted effort 
  to stamp out the other legacies. This cabal allegedly 
  seeks to divide their claims into a more rigid scheme 
  instead of endlessly haggling and quarreling with the 
  multitude of devils to only ever claim a paltry few.
  Despite the resolve and occasional fanaticism 
  of these marginalized sects, most Legatees of the 
  Unknown Benefactor ﬁnd their mutual bond to be a 
  mystery of little consequence.  Only Fate and their 
  common traits truly bind them together, not any sort 
  of entity worth acknowledgement.
  
  71
  TIEFLINGS
  THE MARK OF THE  
  UNKNOWN BENEFACTOR
  When the Unknown Benefactor’s brand appears during 
  the rite of the Burning Sacrament, the reaction is almost 
  universally scandalous. Legacy-bound communities treat 
  this occurrence with immediate suspicion, and the fate 
  that becomes the “unfortunate” tieﬂing is subject to the 
  mercy or judgment of their elders. For most youths, this 
  branding is a mark of shame and non-identity. For a rare 
  few, it is an occasion of private elation, an opportunity to 
  subvert the standard doctrines of the archdevils.
  Stigmas: Beﬁtting their lack of deﬁnite pedigree, 
  there is no apparent consistency when it comes to the 
  physical characteristics that are typically associated 
  with a tieﬂing’s legacy. Their stigma seems wholly 
  unspeciﬁc. Virtually any tieﬂing trait may develop on 
  a legatee of the Unknown Benefactor. Even traits that 
  seem very speciﬁc to a particular legacy, such as the 
  pallid skin common on legatees of Nethruel or the 
  forked tongues in the mouths of tieﬂings bearing the 
  brand of Sestyruas are often found within the Legacy 
  of the Unknown Benefactor.
  Heroic Stigmas: As legatees grow with power, 
  their physical characteristics usually evolve or 
  accentuate, as with most other tieflings. Horns may 
  grow longer, spiraled, or even more numerous. The 
  color in their eyes may intensify; talon-like nails 
  grow longer, their characters become more intense. 
  The need to understand who they are and their place 
  in the word is often a nagging tug on their souls that 
  can, at best, be suppressed but never dismissed. The 
  pursuit for unknowable answers to unspeakable 
  questions drives them ever on and headlong through 
  the world.
  THE UNKNOWN BRAND
  The design of the actual unholy brand worn by legatees of the Unknown Benefactor may be best left up 
  to the GM to suit the ﬂavor of your game and perhaps to match your idea of the identity of the so-called 
  Unknown Benefactor. However, here are some suggestions and tips:
  • The brand’s design should be one that seems markedly different or somehow at odds with the other 
  brands of the world of tieﬂing legacies. It may be something that seems particularly altogether 
  un-tieﬂing-like. For example, while most brands are complex, like highly stylized birthmarks or a 
  devil’s own infernal calligraphy, the Unknown Brand may be astonishingly simple: a perfect sphere. 
  It may turn a bizarre color, shine with an unearthly glow... or seem to suck the very light out of the 
  room when exposed to ﬁre.
  • If your Unknown Benefactor is Asmodeus himself, the brand may be an obsolete form of the letter 
  A in a corrupted form of Supernal not seen in millennia.
  • If your Unknown Benefactor is either a machination of Zhühn, a devious scheme by an evil god 
  jealous or fearful of the growing power of devils and their legacies, or in fact a clever plot hatched 
  by one of the several righteous gods to undermine the growing threats of Hell, then the brand 
  may reﬂect this fact somehow. However, it should not be something so obvious as that god’s own 
  holy symbol.
  • If your Unknown Benefactor is in fact not a true identity but in fact the hypothesized Manifestation 
  of Hell, consider designing the brand as a bizarre hybrid of every other known brand.
  • Similarly, if it is a cabal of devils who are behind this legacy, consider a brand that is a less-than-
  obvious hybrid of their own individual designs.
  
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  HERO’S HANDBOOK
  Paragon and Epic Stigmas: With age and experience, 
  most of these singular tieﬂings branded by the 
  Unknown Benefactor will hit a proverbial fork in road 
  while pursuing of their quest for identity. The tieﬂing 
  psyche is so integrally rooted to the concept of legacy 
  and Benefactor, and few can tolerate the veritable 
  question mark branded on their souls.
  With Certainty: Many will ﬁnd an answer, if it does 
  not ﬁnd them ﬁrst. They must have this answer and 
  will bravely take the leap of faith required to ﬁnd it. 
  If they have not done so by this point in their lives, 
  they will fervently attach themselves to one of the 
  many encountered theories. Be they exemplars of 
  righteousness as Tieﬂings of Light or having committed 
  themselves to darkness and self-loathing of the so-
  called Thrice-Damned, they will embrace the surety 
  their souls demand. And as if fuelled by their newfound 
  assurance, the physical manifestations of their legacy 
  will very often quickly intensify to the extreme. Dark 
  skin may turn black as pitch, a spined tail may bristle 
  with thorny spikes, and a wicked smile will chill 
  onlookers to the core.
  The Incredulous: Many more refuse to delude 
  themselves, the consequences be damned. And this path 
  twists both their bodies and their minds. Physically, 
  these pitiable legatees of the Unknown Benefactor 
  may ﬁnd their stigmas in constant ﬂux. Features may 
  gradually devolve, regress, and even sometimes return 
  atavistically for the rest of their lives. These tieﬂings, 
  too, have found a kind of answer to their unspoken 
  questions; it is the certainty that they will never know 
  certainty, forever lured by the temptation to know, yet 
  fully aware they never will.
  ORGANIZATION 
  The Legacy of the Unknown Benefactor, as a formal 
  organization, has only recently begun to take shape. 
  As an ideologically fractured legacy, there is little in 
  the way of a central authority. In the Known Realms, 
  there are more than a dozen tieﬂings of great inﬂuence, 
  each of whom name themselves Supreme Benefactor 
  and consider the others pretenders or even enemies of 
  the highest order. But with the cessation of bloodshed 
  following the so-called Redemption only a few decades 
  ago, a different kind of organization has started to take 
  shape. In order to distinguish themselves from the 
  other types of legacies, they avoid the general name 
  “Legacy of the Unknown Benefactor” in lieu of “The 
  Misbegotten.” More commonly and casually, these 
  tieﬂings have embraced an epithet hurled at them for 
  generations and refer to themselves as “bastards,” 
  though few will tolerate anyone outside the legacy 
  uttering the word so heedlessly.
  The Misbegotten rejects traditional legacy hierarchies 
  and instead elects a council of thirteen legatees of varying 
  experience and power. The council consists of four of its 
  eldest tieﬂings called Reminders, ﬁve of its most powerful 
  and widely travelled known as Exemplars, and four 
  legatees speciﬁcally considered young and inexperienced 
  named Presages. When the council deliberates on matters 
  of the legacy, its most senior member’s vote carries as 
  much weight as its most junior’s.
  Any legatee baring the brand of the Unknown 
  Benefactor may participate in the biennial vote, and 
  there is no nomination to be elected into the Misbegotten 
  Council. On occasion, tieﬂings from far away have been 
  summoned to serve on the council, having been elected 
  completely unaware. Similarly, members of the council 
  may dub any legatee a Tribute to be given a task of trivial 
  or great importance, sometimes coming as a complete 
  surprise to the hapless tieﬂing half a world away. While 
  no compensation is ofﬁcially given for the deeds of 
  Tributes, rewards are often paid in roundabout ways, be 
  it a cut of some treasure, gifts, or a favor owed from the 
  councilor if not the entire Misbegotten Council itself.
  
  73
  TIEFLINGS
  This chapter presents new feats for tieﬂing characters. Many 
  of these feats tap into the infernal ancestry that all tieﬂings 
  share, while others exemplify certain qualities of the great 
  legacies or alter the way a particular class feature or power 
  works for tieﬂing practitioners. Finally, this chapter also 
  introduces malisons, a special kind of feat available to 
  tieﬂing characters as a sort of “bonus” feat.
  INFERNAL INHERITANCE 
  FEATS
  Infernal inheritance feats are available only to tieﬂings. 
  The feats denote a strong connection to one of the nine 
  layers of Hell, and allow tieﬂings to draw upon the power 
  of these infernal realms to use special powers. A tieﬂing 
  need not have an infernal inheritance feat associated 
  with the speciﬁc layer where his Lord Benefactor dwells, 
  but he may only ever have one infernal inheritance feat. 
  The power associated with each of these feats follows 
  the feat description. An infernal inheritance feat is 
  denoted by “Infernal Inheritance” in brackets after the 
  name of the feat.
  HEROIC TIER FEATS 
  Any feat in the following section is available to tieﬂing 
  characters of any level who meet the prerequisites. 
  These feats are the only feats permitted to characters of 
  10th level and lower.
  ALACRITY OF AVERNUS    
  [TIEFLING, INFERNAL INHERITANCE]
  Prerequisites: Tieﬂing
  Beneﬁt: Your infernal heritage has roots in the battle-
  scarred realm of Avernus, Hell’s ﬁrst layer. You may use 
  the alacrity of Avernus power as an encounter power. 
   
  Infernal Inheritance:  
  Feat Power 
  Alacrity of Avernus
  Like the mighty rulers of Avernus, you charge into 
  battle with furious speed. 
  Encounter 
  Minor Action 
  Personal
  Effect: You make a charge attack and move a number 
  of additional squares equal to your one-half your 
  Constitution modiﬁer (round down, minimum 1). 
  ARMOR OF DIS 
  [TIEFLING, INFERNAL INHERITANCE]
  Prerequisites: Tieﬂing
  Beneﬁt: Your infernal heritage has roots in Dis, Hell’s 
  second layer. You may use the armor of Dis power as an 
  encounter power.
  Infernal Inheritance:  
  Feat Power 
  Armor of Dis
  The iron ruler of Dis girds you against the spears and 
  swords of your enemies.   
  Encounter 
  Minor Action 
  Personal
  Effect: Until the end of your next turn, you gain a +2 
  bonus to AC against attacks with the weapon keyword.
  Chapter 3
  FEATS & MALISONS
  
  74
  HERO’S HANDBOOK
  Feat
  Prerequisites
  Beneﬁt
  Alacrity of Avernus
  Tieﬂing
  Gain the alacrity of Avernus infernal inheritance power
  Armor of Dis
  Tieﬂing
  Gain the armor of Dis infernal inheritance power
  Balm of Phlegethos
  Tieﬂing
  Gain the balm of Phlegethos infernal inheritance power
  Blessings of Caina
  Tieﬂing
  Gain the blessings of Caina infernal inheritance power
  Bloodhunt 
  Opportunist
  Tieﬂing, rogue,  
  Sneak Attack
  Gain a +1 bonus to damage rolls for each Sneak Attack damage die 
  against targets you have combat advantage against
  Bloodhunt Slayer
  Tieﬂing, ﬁghter,  
  Combat Challenge
  Gain a +1 bonus to damage rolls against bloodied targets marked 
  by you
  Bloodhunt Stalker
  Tieﬂing, ranger,  
  Hunter’s Quarry
  Gain a +1 bonus to damage rolls against bloodied targets that are 
  your quarry
  Darklight
  Tieﬂing, wizard
  Gain the darklight cantrip
  Diabolical Fortune
  Tieﬂing, cleric,  
  Channel Divinity
  An enemy gains a -1 penalty to attack rolls when you use channel 
  divinity: divine fortune
  Hellﬁre Assault
  Tieﬂing, warlord,  
  Tactical Presence
  Ally’s attack deals extra ﬁre damage when he or she spends an 
  action point
  Majesty of Nessus
  Tieﬂing
  Gain the majesty of Nessus infernal inheritance power
  Mire of Minauros
  Tieﬂing
  Gain the mire of Minauros infernal inheritance power
  Parasitic Aid
  Tieﬂing, paladin,  
  lay on hands
  Lay on hands deals necrotic damage to an enemy and your ally 
  regains extra hit points
  Scourge of 
  Maladomini 
  Tieﬂing
  Gain the scourge of Maladomini infernal inheritance power
  Shadows of Stygia
  Tieﬂing
  Gain the shadows of Stygia infernal inheritance power
  Vapors of Malbolge
  Tieﬂing
  Gain the vapors of Malbolge infernal inheritance power
  Veil of Shadows
  Tieﬂing, warlock,  
  Shadow Walk
  Grant concealment to an ally with Shadow Walk. 
  BALM OF PHLEGETHOS 
  [TIEFLING, INFERNAL INHERITANCE]
  Prerequisites: Tieﬂing
  Beneﬁt: Your infernal heritage has roots in the ﬁery 
  realm of Phlegethos, Hell’s fourth layer. You may use 
  the balm of Phlegethos power as an encounter power.  
  Infernal Inheritance:  
  Feat Power 
  Balm of Phlegethos
  The biting scourge of ﬁre only serves to invigorate you. 
  Encounter • Fire, Healing
  Immediate Reaction 
  Personal
  Trigger: You are hit with an attack with the ﬁre 
  keyword
  Effect: You regain hit points equal to your current 
  ﬁre resistance.
  HEROIC TIER FEATS 
  
  75
  TIEFLINGS
  BLESSINGS OF CAINA 
  [TIEFLING, INFERNAL INHERITANCE]
  Prerequisites: Tieﬂing
  Beneﬁt: Your infernal heritage has roots in the frozen 
  realm of Caina, Hell’s eighth layer. You may use the 
  blessings of Caina power as an encounter power.  
  Infernal Inheritance:  
  Feat Power 
  Blessings of Caina
  Like the wintry hell of Caina, you do not fear the cold. 
  Encounter • Cold
  Immediate Interrupt 
  Personal
  Trigger: You are hit with an attack or effect with the 
  cold keyword
  Effect: You gain resist cold equal to one-half your 
  level (minimum 1) until the end of your next turn. 
  You may apply the cold resistance to any damage 
  dealt by the attack that triggered this power.
  BLOODHUNT OPPORTUNIST   [TIEFLING, ROGUE]
  Prerequisites: Tieﬂing, rogue, Sneak Attack class 
  feature
  Beneﬁt: Gain a +1 bonus on damage rolls for each die 
  of damage you deal with Sneak Attack against bloodied 
  targets that you have combat advantage against.
  BLOODHUNT SLAYER   [TIEFLING, FIGHTER]
  Prerequisites: Tieﬂing, ﬁghter, Combat Challenge class 
  feature
  Beneﬁt: When you hit a bloodied enemy marked by 
  you with a melee attack, you gain a +1 bonus to the 
  damage roll.  
  This bonus increases to +2 at 11th level. At 21st level, 
  it increases to +3.
  BLOODHUNT STALKER   [TIEFLING, RANGER]
  Prerequisites: Tieﬂing, ranger, Hunter’s Quarry class 
  feature
  Beneﬁt: Gain a +1 bonus on damage rolls for each 
  die of damage you deal with Hunter’s Quarry against 
  bloodied targets that are your quarry. 
  DARKLIGHT   [TIEFLING, WIZARD]
  Prerequisites: Tieﬂing, wizard
  Beneﬁt: You can use the cantrip darklight as an at-
  will power.
  Darklight 
  Wizard Cantrip
  With a guttural phrase in Supernal, you create a 
  nimbus of shadow around the tip of your staff. 
  At-Will • Arcane 
  Minor Action 
  Ranged 5
  Target: One object or unoccupied square
  Effect: You cause the target to shed a dim, shadowy 
  radiance that creates no visible illumination. This un-
  light ﬁlls the target’s square and all squares within 
  4 squares of it. Creatures with low-light vision or 
  darkvision can see within the squares affected by 
  darklight as if they were ﬁlled with dim light. Darklight 
  grants no beneﬁt to creatures that do not have low-
  light vision or darkvision, and it cannot be seen from 
  outside the squares it affects. 
  Special: You can have only one darklight cantrip active 
  at a time. If you create a new one, your previously 
  cast darklight disappears. 
  DIABOLICAL FORTUNE   [TIEFLING, CLERIC]
  Prerequisites: Tieﬂing, cleric, Channel Divinity class 
  feature
  Beneﬁt: Whenever you use Channel Divinity: Divine 
  Fortune to gain a +1 bonus on your next attack roll or 
  saving throw, a single enemy within 5 squares takes a 
  –1 penalty on its next attack roll or saving throw before 
  the end of your next turn.
  HELLFIRE ASSAULT   [TIEFLING, WARLORD]
  Prerequisites: Tieﬂing, warlord, Tactical Presence 
  class feature
  Beneﬁt: When an ally who can see you spends an 
  action point to make an attack, the attack deals additional 
  ﬁre damage equal to your Charisma modiﬁer.
  
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  HERO’S HANDBOOK
  MAJESTY OF NESSUS 
  [TIEFLING, INFERNAL INHERITANCE]
  Prerequisites: Tieﬂing
  Beneﬁt: Your infernal heritage has roots in Nessus, 
  Hell’s ninth layer and formerly the realm of the dread 
  Asmodeus. You may use the majesty of Nessus power 
  as an encounter power. 
  Infernal Inheritance:  
  Feat Power 
  Majesty of Nessus
  The majesty of Asmodeus grants your tongue a 
  silvered edge.
  Encounter 
  Minor Action 
  Personal
  Effect: You gain a +2 power bonus to all Bluff, 
  Diplomacy, and Intimidate checks until the start of 
  your next turn.
  MIRE OF MINAUROS 
  [TIEFLING, INFERNAL INHERITANCE]
  Prerequisites: Tieﬂing
  Beneﬁt: Your infernal heritage has roots stinking 
  mire of Minauros, Hell’s third layer. You may use the 
  mire of Minauros power as an encounter power.  
  Infernal Inheritance:  
  Feat Power 
  Mire of Minauros
  You turn the ground before you into a thick soup of 
  mud and ﬁlth.
  Encounter 
  Standard Action 
  Close blast 3
  Effect: The squares within the blast become difﬁcult 
  terrain until the end of the encounter.
  PARASITIC AID   [TIEFLING, PALADIN]
  Prerequisites: Tieﬂing, paladin, lay on hands power
  Beneﬁt: When you use the lay on hands power, one 
  enemy within 5 squares take necrotic damage equal to 
  your Charisma modiﬁer. In addition, the beneﬁciary of 
  your lay on hands power regains additional hit points 
  equal to the amount of necrotic damage you dealt.
  SCOURGE OF MALADOMINI 
  [TIEFLING, INFERNAL INHERITANCE]
  Prerequisites: Tieﬂing
  Beneﬁt: Your infernal heritage has roots in the 
  rotting splendor of Maladomini, Hell’s seventh layer. 
  You may use the scourge of Maladomini power as an 
  encounter power.  
  Infernal Inheritance:  
  Feat Power 
  Scourge of Maladomini
  You smite your foe with the diseased might of 
  Maladomini.
  Encounter • Disease, Necrotic
  Standard Action 
  Ranged 5
  Target: One creature
  Attack: Constitution vs. Fortitude
  Hit: 1d6 + Constitution modiﬁer necrotic damage, and 
  the target suffers a –2 penalty to its Fortitude defense 
  until the end of your next turn.
  SHADOWS OF STYGIA 
  [TIEFLING, INFERNAL INHERITANCE]
  Prerequisites: Tieﬂing
  Beneﬁt: Your infernal heritage has roots in the 
  shadowy realm of Stygia, Hell’s ﬁfth layer. You may use 
  the shadows of Stygia power as an encounter power.  
  Infernal Inheritance:  
  Feat Power 
  Shadows of Stygia
  You cloak yourself in the smothering shadows of Stygia.
  Encounter 
  Minor Action 
  Personal
  Effect: You gain total concealment until the start of 
  your next turn. 
  
  77
  TIEFLINGS
  VAPORS OF MALBOLGE 
  [TIEFLING, INFERNAL INHERITANCE]
  Prerequisites: Tieﬂing
  Beneﬁt: Your infernal heritage has roots in the 
  poisonous, ruined landscape of Malbolge, Hell’s sixth 
  layer. You may use the vapors of Malbolge power as an 
  encounter power.  
  Infernal Inheritance:  
  Feat Power 
  Vapors of Malbolge
  You create a cloud of poisonous vapors drawn from the 
  heart of Malbolge itself.
  Encounter • Poison
  Standard Action 
  Close blast 3
  Attack: Constitution vs. Fortitude
  Hit: The target is weakened until the end of your 
  next turn. 
  VEIL OF SHADOWS   [TIEFLING, WARLOCK]
  Prerequisites: Tieﬂing, warlock, Shadow Walk class 
  feature
  Beneﬁt: When you use the Shadow Walk class feature 
  and end your movement adjacent to an ally, you grant 
  concealment to yourself and the ally until the end of 
  your next turn.  
  PARAGON TIER FEATS 
  Any feat in the following section is available to 
  tieﬂing characters of 11th level or higher who meet the 
  prerequisites.
  ALACRITOUS REBUKE   [TIEFLING]
  Prerequisites: 11th level, tieﬂing, Alacrity of Avernus, 
  infernal wrath racial power
  Beneﬁt: When you use your infernal wrath power, 
  you may make two melee basic attacks against the 
  target in lieu of using one at-will, encounter, or daily 
  attack power against the target. However, you only 
  apply the +1 power bonus to the attack roll and your 
  Charisma bonus to the damage roll on the ﬁrst melee 
  basic attack.  
  BLASTING REBUKE   [TIEFLING]
  Prerequisites: 11th level, tieﬂing, Balm of Phlegethos, 
  infernal wrath racial power
  Beneﬁt: When you use your infernal wrath power and 
  hit, all enemies adjacent to the target of your infernal 
  wrath power suffer ﬁre damage equal to your 5 + your 
  Charisma modiﬁer.
  BLEEDING REBUKE   [TIEFLING]
  Prerequisites: 11th level, tieﬂing, Armor of Dis, 
  infernal wrath racial power
  Beneﬁt: When you use your infernal wrath power 
  and hit with an attack with the weapon keyword, the 
  target takes ongoing damage equal to your Constitution 
  modiﬁer (save ends) in addition to any other damage 
  the attack deals.
  BLINDING REBUKE   [TIEFLING]
  Prerequisites: 11th level, tieﬂing, Shadows of Stygia, 
  infernal wrath racial power
  Beneﬁt: When you use your infernal wrath power 
  and hit, the target is blinded (save ends) in addition to 
  any damage the attack deals.
  CHILLING REBUKE   [TIEFLING]
  Prerequisites: 11th level, tieﬂing, Blessings of Caina, 
  infernal wrath racial power
  Beneﬁt: When you use your infernal wrath power 
  and hit with an attack, the target takes cold damage 
  equal to 5 + one-half your level in addition to any other 
  damage the attack deals.
  CLINGING REBUKE   [TIEFLING]
  Prerequisites: 11th level, tieﬂing, Mire of Minauros, 
  infernal wrath racial power
  Beneﬁt: When you use your infernal wrath power 
  and hit, you may use your infernal wrath power again 
  against the same target on your next turn.
  DARK ONE’S CHOSEN   [TIEFLING, WARLOCK]
  Prerequisites: 11th level, Con 15, tieﬂing, warlock, 
  infernal pact
  Beneﬁt: Your Dark One’s Blessing grants you a +2 
  bonus to all defenses until the end of your next turn.
  
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  HERO’S HANDBOOK
  Feat
  Prerequisites
  Beneﬁt
  Alacritous Rebuke
  Tieﬂing, Alacrity of 
  Avernus, infernal wrath 
  Make two melee basic attacks with infernal wrath
  Blasting Rebuke
  Tieﬂing, Balm  
  of Phlegethos,  
  infernal wrath 
  Deal ﬁre damage to adjacent enemies with infernal wrath
  Bleeding Rebuke
  Tieﬂing, Armor of Dis, 
  infernal wrath 
  Deal ongoing damage with infernal wrath
  Blinding Rebuke
  Tieﬂing, Shadows of 
  Stygia, infernal wrath 
  Blind targets of infernal wrath
  Chilling Rebuke
  Tieﬂing, Blessings of 
  Caina, infernal wrath 
  Deal extra cold damage with infernal wrath
  Clinging Rebuke
  Tieﬂing, Mire of 
  Minauros, infernal 
  wrath 
  Use your infernal wrath power again on the following round 
  against the same target
  Dark One’s Chosen
  Con 15, tieﬂing,  
  warlock, infernal pact
  Dark One’s Blessing grants a +2 bonus to all defenses
  Devilish Deceiver
  Cha 13, tieﬂing, rogue, 
  Sneak Attack class 
  feature, training in Bluff
  Deal an extra die of Sneak Attack damage after a feint
  Dominating Rebuke
  Tieﬂing, Majesty of 
  Nessus, infernal wrath
  Targets of your infernal wrath become dominated
  Poisonous Rebuke
  Tieﬂing, Vapors of 
  Malbolge, infernal 
  wrath 
  Deal extra poison damage with infernal wrath
  Rotting Rebuke
  Tieﬂing, Scourge  
  of Maladomini,  
  infernal wrath
  Deal extra necrotic damage with infernal wrath
  Wrathful Inspiration
  Cha 15, tieﬂing,  
  warlord
  Allies gain a damage bonus equal to twice your Cha modiﬁer 
  against targets that have hit you in the encounter
  PARAGON TIER FEATS 
  Feat
  Prerequisites
  Beneﬁt
  Diabolical Leadership
  Cha 19, tieﬂing, warlord Allies gain a +2 damage against bloodied foes
  Hellﬁre Adept
  Cha 17, tieﬂing, 
  warlock or wizard
  Deal ongoing ﬁre damage and inﬂict a ﬁery aura when you score  
  a critical hit with a power with the ﬁre keyword
  Lingering Curse
  Cha 17, tieﬂing, warlock, 
  Warlock’s Curse
  Deal ongoing damage with your Warlock’s Curse
  Ruthless Opening
  Str 17, tieﬂing, rogue, 
  Brutal Scoundrel, First 
  Strike class feature, 
  Damage dice for Sneak Attack increases one step against targets 
  that have not yet acted
  Wrathful Reawakening
  Tieﬂing, infernal wrath 
  Spend an action point to gain another use of infernal wrath
  EPIC TIER FEATS 
  
  79
  TIEFLINGS
  DEVILISH DECEIVER   [TIEFLING, ROGUE]
  Prerequisites: 11th level, Cha 13, tieﬂing, rogue, 
  Sneak Attack class feature, training in Bluff
  Beneﬁt: When you gain combat advantage against a 
  target by feinting, you deal an extra die of Sneak Attack 
  damage with a successful hit.
  DOMINATING REBUKE   [TIEFLING]
  Prerequisites: 11th level, tieﬂing, Majesty of Nessus, 
  infernal wrath racial power
  Beneﬁt: When you use your infernal wrath power 
  and hit, the target is dominated until the end of your 
  next turn in addition to any damage the attack deals.
  POISONOUS REBUKE   [TIEFLING]
  Prerequisites: 11th level, tieﬂing, Vapors of Malbolge, 
  infernal wrath racial power
  Beneﬁt: When you use your infernal wrath power 
  and hit with an attack, the target takes poison damage 
  equal to 5 + one-half your level in addition to any other 
  damage the attack deals.
  ROTTING REBUKE   [TIEFLING]
  Prerequisites: 11th level, tieﬂing, Scourge of 
  Maladomini, infernal wrath racial power
  Beneﬁt: When you use your infernal wrath power 
  and hit with an attack, the target takes necrotic damage 
  equal to 5 + one-half your level in addition to any other 
  damage the attack deals.
  WRATHFUL INSPIRATION   [TIEFLING, WARLORD]
  Prerequisites: 11th level, Cha 15, tieﬂing, warlord
  Beneﬁt: When you use inspiring word and do not 
  target yourself, your ally gains a bonus equal to twice 
  your Charisma modiﬁer on his or her next damage roll 
  against an enemy that has hit you in the encounter. 
  EPIC TIER FEATS 
  Any feat in the following section is available to 
  tieﬂing characters of 21st level or higher who meet the 
  prerequisites.
  DIABOLICAL LEADERSHIP   [TIEFLING, WARLORD]
  Prerequisites: 21st level, Cha 19, tieﬂing, warlord 
  Beneﬁt: While you are conscious, allies who can see 
  and hear you gain a +2 bonus to damage rolls against 
  bloodied foes.
  HELLFIRE ADEPT   [TIEFLING, WARLOCK, WIZARD]
  Prerequisites: 21st level, tieﬂing, warlock or wizard
  Beneﬁt: When you score a critical hit with a power 
  that has the ﬁre keyword, the target bursts into ﬂame, 
  takes ongoing ﬁre damage equal to 5 + one-half your 
  level, and gains a ﬁery aura (aura 1) (save ends both). 
  Enemies that enter or begin their turns in the aura takes 
  ﬁre damage equal to 5 + one-half your level.
  LINGERING CURSE   [TIEFLING, WARLOCK]
  Prerequisites: 21st level, Cha 17, tieﬂing, warlock, 
  Warlock’s Curse class feature
  Beneﬁt: When you deal extra damage to a target of 
  your Warlock’s Curse, it suffers ongoing damage equal 
  to your Charisma modiﬁer. 
  RUTHLESS OPENING   [TIEFLING, ROGUE]
  Prerequisites: 21st level, Str 17, tieﬂing, rogue, 
  Brutal Scoundrel, First Strike class feature 
  Beneﬁt: At the start of an encounter, if you hit 
  a target that has not acted yet in that encounter, the 
  extra damage dice from your Sneak Attack class feature 
  increase by one step (d6 to d8, d8 to d10, etc.).
  WRATHFUL REAWAKENING   [TIEFLING]
  Prerequisites: 21st level, tieﬂing, infernal wrath 
  racial power
  Beneﬁt: Once per encounter, you can spend an action 
  point to gain another use of your infernal wrath power, 
  which you can use immediately as a free action.
  
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  HERO’S HANDBOOK
  MALISONS
  Malisons are a special type of feat available only to 
  tieﬂings. They are afﬂictions made by one of Hell’s 
  denizens and intended to punish or torment their 
  recipients. Most of the time, a malison is inﬂicted upon 
  a tieﬂing by one of his Lord Benefactor’s rivals as an act 
  of retribution. For example, if a tieﬂing is branded by 
  Mammon, the Lord of Avarice, he may be stricken with 
  a malison by Lilith, the Lady of Lust, out of vengeance 
  for losing her original claim on him. Some malisons 
  are of more dubious origins. A young tieﬂing may 
  receive a malison shortly after the rite of the Burning 
  Sacrament and may not be aware of any apparent crime 
  for which he is being punished. Only one thing may 
  be certain about malisons: Somewhere in the depths of 
  Hell, someone has it in for him, and the malison is that 
  malevolence made manifest.
  However, infernal law as stated in the Codex Infernum, 
  Hell’s foremost “rulebook,” demands a balance of 
  power with such treatment: With every malison must 
  also come a boon, a beneﬁt offered in exchange for 
  malediction. For some malisons, the curse manifests 
  during or immediately after the tieﬂing receives the 
  malison’s combat beneﬁt. For others, both the curse and 
  the beneﬁt are active at all times. Malisons inﬂicted by 
  the great archdevils themselves are the most insidious 
  of all, growing more powerful as a tieﬂing gains each 
  tier of play (heroic, paragon, epic). The power and curse 
  granted in an earlier tier are replaced by the power and 
  curse granted by the next tier; the powers do not stack.
  A tieﬂing can take only one malison during his 
  or her career as an “extra” feat merely for being a 
  tieﬂing. However, the tieﬂing can take a malison at 
  any time (not only at 1st level), gaining the power 
  and curse appropriate for his or her tier. For example, 
  if a 12th-level tieﬂing takes one of the archdevils’ 
  malisons, he or she gains the beneﬁt and the curse 
  that corresponds to the paragon tier. A malison feat 
  is denoted by “Malison” in brackets after the name 
  of the feat.
  A tieﬂing may also opt not receive a malison at all. 
  Players and their GMs are encouraged to mutually decide 
  which malison, if any, to use. As with feats, players 
  should be allowed to decide which malison is appropriate 
  for their character and their character’s backstory. 
  Optionally, if a player is gutsy, he can allow the GM to 
  decide for him in the spirit of a true malediction.
  Malison
  Prerequisites
  Beneﬁt
  Alluring Gaze
  Cha 13, tieﬂing
  You gain the alluring gaze power and curse.  
  Burning Grievance
  Tieﬂing
  You gain the burning grievance power and curse. 
  Covetous Curse
  Tieﬂing
  You gain the covetous curse power and curse.
  Curse of Lethargy
  Tieﬂing
  You gain the curse of lethargy power and curse.
  Deferred Destruction
  Tieﬂing
  You gain the deferred destruction power and curse.
  Glutton’s Gamble
  Con 13, tieﬂing
  You gain the glutton’s gamble power and curse.
  Sulphurous Stench
  Tieﬂing
  You gain the sulphurous stench power and curse.
  Wrathful Surge
  Tieﬂing
  You gain the wrathful surge power and curse.
  MALISONS 
  
  81
  TIEFLINGS
  
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  HERO’S HANDBOOK
  ALLURING GAZE   [TIEFLING, MALISON]
  You have been cursed by Lilith, Lady of Lust, receiving 
  her gift of supernatural enticement in exchange for 
  your enemy’s ire. Outside of combat, you ﬁnd that your 
  natural magnetism draws even strangers to you, but 
  when they are out of your presence, they tend to harbor 
  inexplicable resentments.
  Prerequisites: Cha 13, tieﬂing
  Beneﬁt: You may use the alluring gaze power as an 
  encounter power.  
  Malison: Alluring Gaze (Heroic) 
  Feat Power
  Your affections can bring any enemy to heel, but when 
  they are withdrawn... well, hell hath no fury like a 
  lover scorned.
  Encounter • Charm, Malison
  Standard Action 
  Ranged 10
  Attack: Charisma vs. Will
  Target: One creature
  Hit: The target is pulled a number of squares equal to 
  one-half your Charisma modiﬁer (minimum 1) and 
  dazed until the end of your next turn. 
  Curse: When the target is no longer dazed, it gains 
  combat advantage against you and you alone until 
  the end of the encounter. 
  Malison: Alluring Gaze (Paragon) 
  Feat Power
  Encounter • Charm, Malison
  Standard Action 
  Ranged 10
  Attack: Charisma vs. Will
  Target: One creature
  Hit: The target is pulled a number of squares equal to 
  your Charisma modiﬁer and dazed (save ends). 
  Curse: When the target is no longer dazed, it gains combat 
  advantage and a +2 bonus to damage rolls against you 
  and you alone until the end of the encounter.
  Malison: Alluring Gaze (Epic) 
  Feat Power 
  Encounter • Charm, Malison
  Standard Action 
  Ranged 10
  Attack: Charisma vs. Will
  Target: One creature
  Hit: The target is pulled a number of squares equal to 
  your Charisma modiﬁer and stunned (save ends). 
  Curse: When the target is no longer stunned, it 
  gains combat advantage and a +2 bonus to damage 
  rolls against you and you alone until the end of the 
  encounter. In addition, the target gains resist 5 all 
  against any attacks you make against it until the end 
  of the encounter.
  BURNING GRIEVANCE   [TIEFLING, MALISON]
  You have been cursed by Bei’thor, the Lord of Pride, who 
  punishes those who give offense... even you. Outside of 
  combat, you are easily offended by even small slights, 
  and tend to lash back more than you intend.
  Prerequisites: Tieﬂing
  Beneﬁt: You may use the burning grievance power as 
  an encounter power.
  Malison: Burning Grievance (Heroic) 
  Feat Power
  Suffused with hellish pride, you cannot ignore the ﬁrst 
  injury done to you in this ﬁght.
  Encounter • Malison
  Minor Action 
  Personal
  Effect: You gain a +2 power bonus on attack and 
  damage rolls against the ﬁrst enemy to deal damage 
  to you in this encounter.
  Curse: While this enemy still stands, you take a –2 
  penalty on all attack rolls against anyone else.
  Malison: Burning Grievance (Paragon) Feat Power
  Encounter • Malison
  Minor Action 
  Personal
  Effect: You gain a +4 power bonus on attack rolls and 
  a +2 power bonus on damage rolls against the ﬁrst 
  enemy to deal damage to you in this encounter.
  Curse: While this enemy still stands, you take a –4 
  penalty on all attack rolls against anyone else.
  
  83
  TIEFLINGS
  Malison: Burning Grievance (Epic) 
  Feat Power
  Encounter • Malison
  Minor Action 
  Personal
  Effect: You gain a +5 power bonus on attack and 
  damage rolls against the ﬁrst enemy to deal damage 
  to you in this encounter.
  Curse: While this enemy still stands, you take a –4 
  penalty on all attack rolls and a –1 penalty on all 
  defenses against anyone else.
  COVETOUS CURSE   [TIEFLING, MALISON]
  You have been cursed by Bael, Lord of Envy, who gives... 
  and then takes away. Outside of combat, you ﬁnd a 
  strong desire for things that don’t belong to you; in time, 
  that which you take is often taken from you in turn...
  Prerequisites: Tieﬂing
  Beneﬁt: You may use the covetous curse power as an 
  encounter power.  
  Malison: Covetous Curse (Heroic) 
  Feat Power
  Bael allows you to take what you want from one more 
  powerful than you, but the archdevil then takes what 
  he desires from you.     
  Encounter • Malison
  Minor Action 
  Ranged 5
  Attack: Strength vs. Will
  Target: One creature
  Hit: Choose one of the target’s defenses. You gain a 
  +2 power bonus to the chosen defense and the target 
  takes a –2 penalty to the defense until the end of your 
  next turn.
  Curse: When the beneﬁt of this power ends, you 
  immediately take a –2 penalty to the defense you 
  increased with this power (save ends). 
  Malison: Covetous Curse (Paragon) 
  Feat Power
  Encounter • Malison
  Minor Action 
  Ranged 5
  Attack: Strength vs. Will
  Target: One creature
  Hit: Choose one of the target’s defenses or resistances. 
  If you choose a defense, you gain a +2 power bonus to 
  the chosen defense and the target takes a –2 penalty 
  to the defense until the end of your next turn. If you 
  choose one of the target’s resistances, you gain resist 
  5 against that resistance and the target’s resistance 
  is reduced by 5 (minimum 0) until the end of your 
  next turn.
  Curse: When the beneﬁt of this power ends, you 
  immediately take a –2 penalty to the defense you 
  increased with this power or you gain vulnerability 5 
  to the resistance you gained (save ends either). 
  Malison: Covetous Curse (Epic) 
  Feat Power
  Encounter • Malison
  Minor Action 
  Ranged 5
  Attack: Strength vs. Will
  Target: One creature
  Hit: Choose one of the target’s defenses or resistances. 
  If you choose a defense, you gain a +4 power bonus to 
  the chosen defense and the target takes a –4 penalty 
  to the defense until the end of your next turn. If you 
  choose one of the target’s resistances, you gain resist 
  10 against that resistance and the target’s resistance 
  is reduced by 10 (minimum 0) until the end of your 
  next turn.
  Curse: When the beneﬁt of this power ends, you 
  immediately take a –4 penalty to the defense you 
  increased with this power or you gain vulnerability 
  10 to the resistance you gained (save ends either).
  
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  HERO’S HANDBOOK
  CURSE OF LETHARGY   [TIEFLING, MALISON]
  You have been cursed by Belphegor, the Lord of Indolence, 
  allowing you to channel his enervating power at the 
  expense of your own. Outside of combat, you ﬁnd yourself 
  tiring far too quickly when you can least afford to.
  Prerequisites: Tieﬂing
  Beneﬁt: You may use the curse of lethargy power as 
  an encounter power.  
  Malison: Curse of Lethargy (Heroic) 
  Feat Power
  You call upon the power of Belphegor and smite your 
  foe with infernal lethargy. However, channeling the 
  archdevil’s power carries a price. 
  Encounter • Malison
  Standard Action 
  Ranged 5
  Target: One creature
  Attack: Wisdom vs. Will
  Hit: The target is slowed (save ends).
  Curse: You suffer a –1 penalty to speed while the 
  target is slowed.  
  Malison: Curse of Lethargy (Paragon) Feat Power
  Encounter • Malison
  Standard Action 
  Ranged 5
  Target: One creature
  Attack: Wisdom vs. Will
  Hit: The target is slowed and suffers a –2 penalty to 
  attack rolls (save ends both).
  Curse: You are slowed while the target suffers the 
  ongoing effects of this power. 
  Malison: Curse of Lethargy (Epic) 
  Feat Power
  Encounter • Malison
  Standard Action 
  Ranged 5
  Target: One creature
  Attack: Wisdom vs. Will
  Hit: The target is slowed, suffers a –2 penalty to attack 
  rolls, and may take only a single move or standard 
  action on its turn (save ends).
  Curse: You are immobilized while the target suffers 
  the ongoing effects of this power.
  DEFERRED DESTRUCTION   [TIEFLING, MALISON]
  You have been cursed by Mammon, Lord of Avarice, who 
  forestalls your injuries to give you greater pain. Outside 
  of combat, you ﬁnd your sensitivity to pain is slight, 
  enabling you to endure great hardships. But when you 
  rest, the pain comes to you all at once, magniﬁed.
  Prerequisites: Tieﬂing
  Beneﬁt: You may use the deferred destruction power 
  as an encounter power.  
  Malison:  
  Feat Power 
  Deferred Destruction (Heroic)
  Mammon redirects the strength of your enemies...  
  for a while. However, the archdevil gives nothing for 
  free, and he expects full repayment, with interest. 
  Encounter • Malison
  Immediate Interrupt 
  Personal
  Trigger: You are hit by an attack
  Effect: You reduce the amount of damage inﬂicted 
  by the attack by an amount equal to 5 + one-half 
  your level. In addition, you gain a bonus to your next 
  damage roll against the triggering creature equal to 
  one-half the amount you reduced the damage of the 
  triggering attack.
  Curse: You take the damage by which you reduced 
  the triggering attack at the end of your next turn. 
  However, you may delay this damage for another 
  round by taking a cumulative –1 penalty to attack 
  rolls and damage rolls.
  Special: If you reduce the damage dealt by the 
  triggering attack to 0 or less, you can only deal 
  damage to the triggering creature equal to one-half 
  the damage the attack would have inﬂicted. 
  
  85
  TIEFLINGS
  Malison:  
  Feat Power 
  Deferred Destruction (Paragon)
  Encounter • Malison
  Immediate Interrupt 
  Personal
  Trigger: You are hit by an attack
  Effect: You reduce the amount of damage inﬂicted by the 
  attack by an amount equal to 5 + your level. In addition, 
  you gain a bonus to your next damage roll against the 
  triggering creature equal to one-half the amount you 
  reduced the damage of the triggering attack.
  Curse: You take the damage by which you reduced 
  the triggering attack at the end of your next turn. 
  However, you may delay this damage for another 
  round by taking a cumulative –1 penalty to attack 
  rolls, damage rolls, and saves.
  Special: If you reduce the damage dealt by the 
  triggering attack to 0 or less, you can only deal 
  damage to the triggering creature equal to one-half 
  the damage the attack would have inﬂicted.
  Malison:  
  Feat Power 
  Deferred Destruction (Epic)
  Encounter • Malison
  Immediate Interrupt 
  Personal
  Trigger: You are hit by an attack
  Effect: You reduce the amount of damage inﬂicted by 
  the attack by an amount equal to your healing surge 
  value. In addition, you gain a bonus to your next 
  damage roll against the triggering creature equal to 
  one-half the amount you reduced the damage of the 
  triggering attack.
  Curse: You take the damage by which you reduced 
  the triggering attack at the end of your next turn. 
  However, you may delay this damage for another 
  round by taking a cumulative –2 penalty to attack 
  rolls, damage rolls, and saves.
  Special: If you reduce the damage dealt by the 
  triggering attack to 0 or less, you can only deal 
  damage to the triggering creature equal to one-half 
  the damage the attack would have inﬂicted.
  GLUTTON’S GAMBLE   [TIEFLING, MALISON]
  You have been cursed by Beelzebub, the Lord of 
  Indulgence, subjecting your fate to his baleful whims. 
  Outside of combat, you feel the shadow of misfortune 
  forever following you... even when you’re lucky.
  Prerequisites: Con 13, tieﬂing
  Beneﬁt: You may use the glutton’s gamble power as 
  an encounter power.  
  Malison: Glutton’s Gamble (Heroic) 
  Feat Power
  Beelzebub allows you to indulge in his power to sway 
  the odds in your favor, but his favor is ﬁckle, and he 
  may indulge another... even an enemy.   
  Encounter • Malison
  Free Action 
  Personal
  Effect: Gain a bonus equal to 1 + your Constitution 
  modiﬁer on your next attack roll.
  Curse: The next enemy to attack you gains a bonus 
  on its attack roll equal to its Constitution modiﬁer 
  (minimum +1).
  Malison: Glutton’s Gamble (Paragon) 
  Feat Power
  Encounter • Malison
  Free Action 
  Personal
  Effect: Gain a bonus equal to 3 + your Constitution 
  modiﬁer on your next attack roll. If the attack is 
  successful, you gain a bonus to the damage roll equal 
  to 3 + your Constitution modiﬁer. 
  Curse: The next enemy to attack you gains a bonus 
  on its attack roll equal its 1 + its Constitution modiﬁer. 
  If the attack hits you, the enemy gains a bonus on the 
  damage roll equal to1 + its Constitution modiﬁer.   
  Malison: Glutton’s Gamble (Epic) 
  Feat Power
  Encounter • Malison
  Free Action 
  Personal
  Effect: Gain a bonus equal to 5 + your Constitution 
  modiﬁer on your next attack roll. If the attack is 
  successful, you gain a bonus to the damage roll equal 
  to 5 + your Constitution modiﬁer. 
  Curse: The next enemy to attack you gains a bonus 
  on its attack roll equal to 3 + its Constitution modiﬁer. 
  If the attack hits you, the enemy gains a bonus on the 
  damage roll equal to 3 + its Constitution modiﬁer.
  
  86
  HERO’S HANDBOOK
  SULPHUROUS STENCH   [TIEFLING, MALISON]
  The faint scent of brimstone clings to your body at all 
  times, an odor borne of the pits of Hell. Most of the time 
  it is slight, easily masked by incense or perfumes, but in 
  the heat of battle you have learned how to intensify your 
  curse to your advantage.
  Prerequisites: Tieﬂing
  Beneﬁt: You may use the sulphurous stench power as 
  an encounter power.  
  Malison: Sulphurous Stench (Heroic) 
  Feat Power
  Your body exudes a powerful stench of brimstone and 
  hellish, noisome fumes... which you are not entirely 
  immune to.
  Encounter • Malison, Poison, Zone
  Standard Action 
  Close burst 1
  Target: Each creature in burst
  Attack: Constitution vs. Fortitude
  Hit: Constitution modiﬁer poison damage.
  Effect: The burst creates a zone of odious fumes 
  that last until the end of your next turn. Creatures 
  within the zone suffer a -1 penalty to attack rolls, 
  and creatures that enter or start their turns there take 
  poison damage equal to your Constitution modiﬁer. 
  Curse: You also suffer a -1 penalty to attack rolls 
  while within the zone. 
  Malison: Sulphurous Stench (Paragon) Feat Power
  Encounter • Malison, Poison, Zone
  Standard Action 
  Close burst 2
  Target: Each creature in burst
  Attack: Constitution vs. Fortitude
  Hit: 1d6 + Constitution modiﬁer poison damage.
  Effect: The burst creates a zone of odious fumes 
  that last until the end of your next turn. Creatures 
  within the zone suffer a -2 penalty to attack 
  rolls, and creatures that enter or start their turns 
  there take poison damage equal to 1d6 + your 
  Constitution modifier.
  Curse: You take your Constitution modiﬁer in poison 
  damage if you begin your turn within the zone. You 
  also suffer a -2 penalty to attack rolls while within 
  the zone. 
  Malison: Sulphurous Stench (Epic) 
  Feat Power
  Encounter • Malison, Poison, Zone
  Standard Action 
  Close burst 3
  Target: Each creature in burst
  Attack: Constitution vs. Fortitude
  Hit: 1d8 + Constitution modiﬁer poison damage.
  Effect: The burst creates a zone of odious fumes 
  that last until the end of your next turn. Creatures 
  within the zone suffer a -2 penalty to attack rolls, and 
  creatures that enter or start their turns there poison 
  damage equal to 1d8 + your Constitution modiﬁer.
  Sustain Standard: The zone persists.
  Curse: You take 1d4 + Constitution modiﬁer in poison 
  damage if you begin your turn within the zone. You 
  also suffer a -2 penalty to attack rolls while within 
  the zone. 
  
  87
  TIEFLINGS
  Malison: Wrathful Surge (Paragon) 
  Feat Power
  Encounter • Malison, Weapon
  Minor Action 
  Personal
  Effect: You gain a +10 power bonus to damage rolls 
  and ignore 5 points of any of your target’s resistances 
  with all melee weapon attacks until the end of your 
  next turn.  
  Curse: When the beneﬁt of this power ends, you are 
  weakened (save ends).
  Malison: Wrathful Surge (Epic) 
  Feat Power
  Encounter • Malison, Weapon
  Minor Action 
  Personal
  Effect: You gain a +15 power bonus to damage rolls 
  and ignore 10 points of any of your target’s resistances 
  with all melee weapon attacks until the end of your 
  next turn.  
  Curse: When the beneﬁt of this power ends, you are 
  dazed and weakened (save ends both).
  WRATHFUL SURGE   [TIEFLING, MALISON]
  You have been cursed by Amon, the Lord of Wrath, 
  which ﬁlls you with uncontrollable rage in the heat of 
  battle. Outside of combat, you are naturally quick to 
  anger and slow to calm down. When you are riled up, 
  you are verbally or emotionally explosive, but when it 
  has passed, exhaustion overcomes you.
  Prerequisites: Tieﬂing
  Beneﬁt: You may use the wrathful surge power as an 
  encounter power.
  Malison: Wrathful Surge (Heroic) 
  Feat Power
  The fury of Amon ﬁlls you with incredible strength for 
  a short time, but leaves you weakened afterward.
  Encounter • Malison, Weapon
  Minor Action 
  Personal
  Effect: You gain a +5 power bonus to damage rolls 
  with all melee weapon attacks until the end of your 
  next turn.  
  Curse: When the beneﬁt of this power ends, you im-
  mediately take a –2 penalty to damage rolls (save ends).
  
  88
  HERO’S HANDBOOK
  Chapter 4
  EQUIPMENT & MAGIC ITEMS
  The following is a list of magic items created and used 
  by tieﬂings.
  Cloak of Deliberation  
  Level 8+
  This heavy, woolen cloak slows you down somewhat, 
  but renders you immune to magical slowing effects.  
  Lvl 8 
  +2 
  3,400 gp  
  Lvl 23 +5 425,000 gp
  Lvl 13 +3 
  17,000 gp 
  Lvl 28 +6 2,125,000 gp
  Lvl 18 +4 
  85,000 gp
  Item Slot: Neck
  Enhancement: Fortitude, Reﬂex, and Will 
  Property: You suffer a –1 penalty to your speed while wearing 
  the cloak; however, you gain immunity to slow effects.
  Tieﬂings of Belphegor’s legacy have managed to instill 
  their Lord Benefactor’s power into a number of useful 
  items. However, some of the items also inﬂict a minor 
  bane upon the user or wearer; a reminder that the 
  mighty sin lords give nothing without taking something 
  away. The cloak of deliberation is one such item, and its 
  power reduces its wearer’s speed but girds him against 
  more drastic effects on his movement. Most cloaks of 
  deliberation are made from heavy material such as wool, 
  ﬂeece, or even felt, but are fairly ordinary in appearance 
  beyond that. A rare few feature the sigil of Belphegor 
  sewn into the interior lining of the cloak.
  Derogating Weapon 
  Level 7+
  This weapon cripples your opponents’ morale with 
  every strike.
  Lvl 7  
  +2  2,600 gp  
  Lvl 22 +5  325,000 gp
  Lvl 12  +3  13,000 gp 
  Lvl 27  +6  1,625,000 gp
  Lvl 17  +4  65,000 gp  
  Weapon: Any melee 
  Enhancement: Attack rolls and damage rolls
  Critical: +1d6 damage per plus 
  Power (Encounter • Fear): Free Action. Use this power 
  when you hit with the weapon. Your target takes a –1 
  penalty to attack rolls against you or your allies (save 
  ends). With each additional hit, the penalty increases 
  by 1 (to a maximum of –3). If the target saves, the 
  process begins again at –1 with a successful hit.
   
  Crafted by tieﬂing blacksmiths in the Ninth Tower, the 
  derogating weapon is designed to remind and punish 
  those who challenge Bei’thor of their inferiority. 
  However, some of these weapons have fallen into the 
  hands of the archdevil’s enemies (including rogue 
  tieﬂings from the Legacy of Pride) and work equally 
  well against anyone.
  Droning Amulet  
  Level 9+
  This amulet is a small, golden ﬂy suspended on a 
  silver chain. It can be activated to daze and disorient 
  your enemies.  
  Lvl 9 
  +2  4,200 gp  
  Lvl 24  +5  525,000 gp 
  Lvl 14 +3  21,000 gp 
  Lvl 29  +6  2,625,000 gp
  Lvl 19 +4  105,000 gp  
  Item Slot: Neck
  Enhancement: Fortitude, Reﬂex, and Will 
  Power (Daily • Psychic): Minor Action. You are sur-
  rounded by an aura (aura 1) of droning sound, like the 
  buzzing wings of thousands upon thousands of ﬂies, 
  until the end of your next turn. Enemies in the aura are 
  dazed and suffer a –2 penalty to their Will defense.  
  Level 14 or 19: Aura 3
  Level 24 or 29: Aura 5
  Droning amulets are created by tieﬂings of Beelzebub’s 
  legacy to honor their Lord Benefactor’s more obscure 
  name: Lord of the Flies. However, few who possess 
  these amulets realize their sinister origins, as the 
  secret of their manufacture has since moved beyond 
  Beelzebub’s legacy. Even younger legatees may not 
  realize that a droning amulet is a virtual relic of their 
  
  89
  TIEFLINGS
  legacy, as Beelzebub has worked diligently to promote 
  an entirely different image among his tieﬂings. 
  Gauntlets of Bleeding  
  Level 10+
  These steel gauntlets are covered in spikes and barbs. 
  They allow you to inﬂict dreadful, bleeding wounds on 
  your foes.
  Lvl 10 5,000 gp 
  Lvl 20 125,000 gp
  Lvl 30  3,125,000 gp
  Item Slot: Hands
  Property: Gain a +1 item bonus to melee weapon 
  damage rolls. 
  Power (Daily): Free Action. Use this power when you 
  hit with a melee weapon attack. You deal ongoing 5 
  damage (save ends) in addition to any damage that the 
  attack normally deals. 
  Level 20: Ongoing 10 damage (save ends). 
  Level 30: Ongoing 15 damage (save ends).
  Amon’s tieﬂings often delight in spilling blood; the 
  more blood the better. To maximize their wounding 
  potential, the legatees of Amon’s legacies have created 
  the rather vile gauntlets of bleeding. These gauntlets 
  are often forged of blackened steel plates and festooned 
  with spikes and barbs designed to gouge an enemy’s 
  ﬂesh. However, the most terrible aspect of the gauntlets 
  of bleeding is their ability to vastly increase the blood 
  loss suffered by their owner’s victims. Even a minor 
  gash can be caused to ﬂow in an arterial ﬂood, making 
  nearly any wound possibly fatal. 
  Gloves of Carnal Persuasion 
  Level 12
  When you lightly caress targets with these black, silk 
  gloves, you gain control and inﬂuence over their actions. 
  Item Slot: Hands 
   
  13,000 gp
  Power (Daily • Charm): Standard Action. You can make 
  a Dexterity vs. Reﬂex melee attack against a single target. 
  If the attack is successful, the target is dominated until the 
  end of your next turn and you gain a +2 power bonus to 
  Bluff, Diplomacy, and Intimidate checks made against the 
  target until the end of the encounter. 
  
  90
  HERO’S HANDBOOK
  An invention of the infamous tieﬂing madam, Aryassana 
  Feathertongue, the gloves of carnal persuasion have 
  allowed the Supreme Benefactor of Lilith’s legacy 
  to make the services that her brothel offers truly 
  irresistible. Madame Feathertongue has two pairs of 
  the gloves that she loans out to her most “productive” 
  employees, and another pair that she wears in nearly 
  any social gathering. However, Aryassana has no 
  intention of reserving the gloves’ power only for herself 
  and her legacy; she happily creates and sells the gloves 
  to interested buyers, allowing her to further spread the 
  patron sin of her Lady Benefactor.
  Knives of Butcher’s Balm  
  Level 20
  The small blades in this set of butcher’s knives are 
  wickedly sharp, and each bears a curious sigil: a wheel 
  of inward pointing spikes. 
  Wondrous Item 
   
  125,000 gp
  Power (Daily • Healing): Standard Action. When 
  you use the knives to dress out the corpse of a recently 
  slain creature, you regain hit points equal to one-tenth 
  the creature’s starting maximum. Treat any hit points 
  gained over your maximum as temporary hit points. 
   
  Although most tieﬂings belonging 
  to Beelzebub’s legacy are content 
  to partake in the more common 
  indulgences of food and drink, 
  a few legatees have taken their 
  Lord Benefactor’s sin to a far 
  darker realm. The knives of 
  butcher’s balm are the handiwork 
  of one of the more infamous legatees 
  of Beelzebub’s legacy, a twisted, 
  corpulent tieﬂing named Akkarus 
  Ironbelly. However, Akkarus 
  was more commonly known 
  by the moniker hung on 
  him by his fellow legatees – 
  Beelzebub’s Butcher. 
  Akkarus created the knives of butcher’s balm to indulge 
  in some of his darker appetites; however, sets have 
  since been created by others, and are typically used 
  by powerful hunters to recuperate after a particularly 
  grueling hunt.
  Miser’s Monocle 
  Level 12
  This silver-rimmed monocle enhances your bargaining 
  skills, and ensures that you always get the best price.
  Item Slot: Head 
   
  13,000 gp
  Property: You gain a +2 item bonus to Diplomacy and 
  Insight checks.
  Power (Daily): Free Action. You can use this power 
  when you roll a poor Diplomacy or Insight check. You 
  may reroll the check with a +2 item bonus and use the 
  new result.  
  There is nothing that the legatees of Mammon like better 
  than a good deal; especially if their end of the bargain 
  is far better than their mark’s. The miser’s monocle was 
  crafted by the tieﬂings of the Legacy of Avarice to aid in 
  negotiations, primarily those where money is changing 
  hands. The monocles are so popular that nearly every 
  major diablerie has a few on hand to make sure no 
  one gets the upper hand in any deal with 
  Mammon’s children. 
  
  91
  TIEFLINGS
  Rod of Envious Ruin 
  Level 4+
  This short, silver rod is capped with a ﬁst curled 
  around a large diamond. It allows you to smite those 
  with more power and experience than you.  
  Lvl 4  
  +1  840 gp  
  Lvl 19  +4  105,000 gp
  Lvl 9  
  +2  4,200 gp 
  Lvl 24  +5  525,000 gp
  Lvl 14  +3  21,000 gp  
  Lvl 29  +6  2,625,000 gp
  Implement (Rod)
  Enhancement: Attack rolls and damage rolls
  Critical: +1d6 damage per plus, or +1d8 damage per 
  plus against creatures with more levels than you
  Property: When you place your Warlock’s Curse on a target 
  with more levels than you, the creature takes damage equal 
  to the difference between its level and yours. 
  Tieﬂing warlocks sworn to Bael are often consumed 
  with envy for those with more power than themselves. 
  The rod of ruinous envy was created to bring especially 
  potent adversaries to heel... and to knock them down 
  a few pegs should they survive the conﬂict. The rods 
  allow a warlock to bring more of Bael’s power to bear 
  upon those who command greater battle experience, an 
  immensely gratifying experience for both legatee and 
  Lord Benefactor. 
  Rod of Lethargy 
  Level 10+
  This rod channels the power of Belphegor, smiting your 
  enemies with lethargy and drowsiness. 
  Lvl 10 +2  5,000 gp  
  Lvl 25 +5  625,000 gp
  Lvl 15 +3  25,000 gp 
  Lvl 30 +6  3,125,000 gp
  Lvl 20 +4  125,000 gp
  Implement (Rod)
  Enhancement: Attack rolls and damage rolls
  Critical: +1d6 damage per plus and the target is slowed 
  (save ends)
  Property: Whenever your pact boon is triggered, each 
  enemy adjacent to the original target is dazed until the 
  end of your next turn.  
   
  Tieﬂing warlocks that have pledged their souls to 
  Belphegor, Lord of Indolence, developed these rods to 
  inﬂict their Lord Benefactor’s particular brand of sin 
  upon their enemies. A rod of lethargy is typically crafted 
  from lead, about two feet long, and features the “heavy 
  eye” sigil of Belphegor cunningly hidden among dozens 
  of other arcane runes and glyphs inscribed into the soft 
  metal (DC 20 Perception or Religion check to notice). 
  Snow Mantle  
  Level 8+
  This cloak of white ermine is favored by bold devil-
  hunters, inuring them to ﬁre and strengthening their 
  attacks against such ﬁends.  
  Lvl 9 
  +2  4,200 gp 
  Lvl 24 +5 525,000 gp
  Lvl 14 +3  21,000 gp 
  Lvl 29 +6 2,625,000 gp
  Lvl 19 +4 
  105,000 gp
  Item Slot: Neck
  Enhancement: Fortitude, Reﬂex, and Will 
  Property: Gain an item bonus to damage rolls against 
  devils equal to the cloak’s enhancement bonus. Gain 
  resist 5 ﬁre.
  Level 19 or 24: Resist 10 ﬁre.
  Level 29: Resist 15 ﬁre.
  The Legacy of Pride has garnered many enemies, but 
  the archdevil Bei’thor has personally garnered far more. 
  Tevron, a powerful celestial hound who roams the 
  astral sea, is the Lord of Malignity’s greatest nemesis; 
  accordingly, the servants of both devil and hound wage 
  a tireless war against one another on whatever plane 
  they meet. Fashioned by disciples of Tevron, snow 
  mantles are cloaks crafted solely for the purpose of 
  slaying devils. Tieﬂings loyal to Bei’thor do their best to 
  ﬁnd and destroy as many of these cloaks as they can, 
  while those who reject their Lord Benefactor often seek 
  out Tevron’s servants for succor.
  
  92
  HERO’S HANDBOOK
  Temptress’ Bane 
  Level 17
  This rather plain silver bears an onyx stone carved with 
  the symbol of the god Rathul, a nine-pointed star.
  Item Slot: Ring  
   
  65,000 gp
  Property: Gain a +2 item bonus to saving throws 
  against charm effects.  
  Power (Daily • Charm): Immediate Interrupt. You can 
  use this power when you are hit by an attack with the 
  charm or psychic keyword. Gain a +2 power bonus to your 
  Will defense and resist 10 psychic against the attack.
  If you’ve reached at least one milestone today, the bonus 
  and resistance last until the end of your next turn. 
  While most of Rathul’s clergy have accepted Lilith in 
  her guise as Lamash, and freely offer up their prayers 
  to their god’s mistress, some fervently resent that their 
  faith has been co-opted by the Lady of Lust. These 
  few clerics and paladins believe that the followers of 
  Lamash, whom they rightly believe is the archdevil 
  Lilith, must be expunged from their order. However, 
  combating an entire legacy of seductive, manipulative 
  tieﬂings with powerful charming magic is no easy 
  task, so to aid them in their holy crusade, the devout 
  of Rathul fashioned the temptress’ bane rings. Each 
  ring fortiﬁes the mind of its wearer against attacks that 
  would rob him of his judgment and mental faculties, 
  thereby allowing Rathul’s followers to stand on even 
  ground with the minions of Lilith. 
  Thuggish Weapon 
  Level 7+
  This weapon allows you to strike a sneaky, crippling blow, 
  even when your opponent is aware and  focused on you.
  Lvl 7  
  +2  2,600 gp  
  Lvl 22 +5  325,000 gp
  Lvl 12  +3  13,000 gp 
  Lvl 27  +6  1,625,000 gp
  Lvl 17  +4  65,000 gp 
  Weapon: Mace 
  Enhancement: Attack rolls and damage rolls
  Critical: +1d6 damage per plus, or +1d8 damage per 
  plus if you have combat advantage 
  Power (At-Will): Free Action. Use this power when you 
  hit with the weapon. You deal Sneak Attack damage to 
  the target as if you were a rogue of the weapon’s level. 
  Designed by the leader of a bandit cult devoted to the 
  archdevil Bael, thuggish weapons are a brute’s answer 
  to the duelist weapon. Designed to disable or outright 
  kill a victim with a single blow, thuggish weapons have 
  become quite popular with brigands and other cutthroats 
  eager to remove a dangerous mark from the fray in a 
  hurry. Since the original crafter of these weapons was 
  a disciple of Bael, the majority of these weapons have 
  been constructed as morningstars, often bearing Bael’s 
  symbol on the spiked head of the weapon. 
  Venomsoul Armor 
  Level 8+
  This greenish armor guards you against venomous 
  attacks.
  Lvl 8 
  +2  3,400 gp  
  Lvl 23  +5  425,000 gp
  Lvl 13  +3  17,000 gp 
  Lvl 28  +6  2,125,000 gp
  Lvl 18  +4  85,000 gp 
  Armor: Chain, Scale, Plate
  Enhancement: AC
  Property: Resist 5 poison
  Level 13 or 18: Resist 10 poison
  Level 23 or 28: Resist 15 poison
  Power (Daily • Poison): Immediate Reaction. You can 
  use this power when an enemy hits you with an attack. 
  Deal 1d8 + Constitution modiﬁer poison damage and 
  ongoing 5 poison damage (save ends) to that enemy.  
  Level 13 or 18: 2d8 + Constitution modiﬁer poison 
  damage and ongoing 10 poison damage (save ends). 
  Level 23 or 28: 3d8 + Constitution modiﬁer poison 
  damage and ongoing 15 poison damage (save ends).
  The zealous order of venomsoul crusaders serves 
  Mammon on the ﬁeld of battle, smiting enemies in the 
  archdevil’s name. They tend to focus on Mammon’s aspect 
  as the great serpent, and the armor worn by their more 
  prominent members exempliﬁes this devotion. Venomsoul 
  armor is typically chain, scale, or plate manufactured with 
  high amounts of copper and bronze, which are allowed to 
  gain a patina of verdigris before enchantment. The armor 
  girds the wearer against poisonous attacks, and enables 
  the followers of Mammon to strike their enemies with 
  venomous power.
  
  93
  TIEFLINGS
  Wrathﬁre Weapon 
  Level 10+
  This weapon can burst into lurid green ﬂames at your 
  command.  
  Lvl 9 
  +2  4,200 gp  
  Lvl 24 +5  525,000 gp
  Lvl 14 +3  21,000 gp 
  Lvl 29 +6  2,625,000 gp
  Lvl 19 +4  105,000 gp
  Weapon: Heavy Blade or Light Blade
  Enhancement: Attack rolls and damage rolls
  Critical: +1d6 ﬁre damage per plus, or +1d8 ﬁre damage 
  per plus against bloodied targets
  Power (At-Will • Fire): Free Action. All damage dealt 
  by the weapon is ﬁre damage. Another free action 
  returns the damage to normal.  
  Power (Daily • Fire): Free Action. Use this power 
  when you hit with the weapon. The target takes an 
  extra 1d8 ﬁre damage, or an extra 1d10 ﬁre damage 
  against bloodied targets. 
  Level 14 or 19: 2d8 ﬁre damage, or 2d10 ﬁre damage 
  against a bloodied target. 
  Level 24 or 29: 3d8 ﬁre damage, or 3d10 ﬁre damage 
  against a bloodied target.
   
  Tieﬂings of Amon’s legacy tend to be ﬁerce warriors, and 
  many have taken an example from their Lord Benefactor 
  and seek to duplicate the archdevil’s own weapons. 
  Wrathﬁre weapons are one of the most common types 
  of magical weapons found in the hands of Amon’s 
  legatees, and they are highly prized by their owners. The 
  wrathﬁre enchantment allows tieﬂing warriors to smite 
  weakened foes, working in tandem with the Bloodhunt 
  tieﬂing racial feature. Most wrathﬁre weapons are 
  constructed as longswords or bastard swords in homage 
  to the weapon Amon himself wields; however, they are 
  occasionally constructed as short swords, handaxes, and 
  even greataxes.
  
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  MASTER DUNGEONS M1: 
  DRAGORA’S DUNGEON
  Some explorers perish in pit traps while 
  others found ﬁefdoms. What sets them 
  apart? Master dungeons: heroes are chiseled 
  from the challenges they face, and those 
  who conquer master dungeons rise to be 
  kings. This challenging level 1 adventure 
  sends the heroes against the legacy of the 
  fabled sorcerer-kings of Parhok. 
  HERO’S HANDBOOK: 
  DRAGONBORN
  “Do not fear death, only the shame of 
  defeat.” Born of dragons and steeped in war, 
  the greatest warriors have always been the 
  dragonborn. Herein, players and DMs alike 
  will learn the secrets of the warrior-kings, 
  the sinister plots of the Cult of Apophis, 
  the mysteries of the Forbidden City, and 
  the siren song of long-lost homelands. 
  Heroes’ Handbook: Dragonborn is the 
  essential dragonborn player’s resource.
  DUNGEON CRAWL CLASSICS #54: 
  FORGES OF THE MOUNTAIN KING
  The DCC line continues in 4E! This level 1 
  adventure sends you and your companions 
  to explore a forgotten mountain citadel 
  and its fabled dwarven horde. Within the 
  moldering halls lurk ancient death traps, 
  armies of cruel goblins, gnolls and worse, 
  and a cursed treasure doomed to bring ruin 
  upon any that dare to explore it.
  DUNGEON DENIZENS
  Tired of facing the same old kobolds? 
  Blackdirge’s Dungeon Denizens takes the 
  very best original monsters from the pages of 
  over 55 Dungeon Crawl Classics adventures, 
  converts them to 4th edition, and compiles 
  them in one volume. More than 100 
  monstrous foes from levels 1 to 30!
  www.goodman-games.com
  CHARACTER CODEX
  Record your rise from apprentice to 
  archmage with this character codex! 
  Extremely useful for characters of any class, 
  this book provides a record of your character 
  that can expand as your character does. 
  
  Level 
  Number and Title  
  Themes and Challenges
   1 
  In Search of Adventure 
  Six level 1 adventures
   1 
  M1: Dragora’s Dungeon 
  A journey into the lost city of the Sorcerer-Kings
   1 
  DCC #53: Sellswords of Punjar 
  Urban adventures and extraplanar enemies  
   
   
   
  in the heart of Punjar
   1 
  DCC #54: Forges of the Mountain King 
  Ancient mystery and diabolic 
   
   
   
  menace in a lost forge
   1 
  DCC #55: Isle of the Sea Drake 
  Island natives and dangerous sea creatures
   1 
  DCC #59: Mists of Madness 
  Cultists and their eladrin master
   4 
  DCC #56: Scions of Punjar 
  Dangerous undead in the heart of Punjar
   4 
  DCC #57: Wyvern Mountain 
  Evil humanoids in a draconic den
   4 
  DCC #58: The Forgotten Portal 
  Xulmec enemies and a hidden tomb
   4 
  Wicked Fantasy Factory 4: Fistful of Zinjas 
  Ninjas and zinjas!
   4-6 
  M2: Curse of the Kingspire  
  Dreaming madness
   7 
  DCC #60: Thrones of Punjar  
  Fiends and abominations
   7 
  DCC #61: Citadel of the Corruptor 
  The Mountain King returns!
   7-9 
  Death Dealer 
  Frazettaʼs legend comes to life!
   10-12 
  DCC #62: Shrine of the Fallen Lama 
  Eastern warriors
  Need an adventure for your campaign?
  FIND ONE! 
  The Adventure Finder lists every 4E adventure  
  from Goodman Games by character level.
  
  Experience the world of Frank Frazetta’s Death Dealer!  
  Adapted from the #1 best-selling Image Comics title,  
  Shadows of Mirahan takes players through the ﬁrst chapter  
  of the Death Dealer saga, bringing them face to face with  
  the demonic armies of Mirahan as they race to save an empire. 
  Coming Spring 2009.
  
  $19.99 ❖ GMG4413
  Tainted by the blood of devils. Reviled by the world.  
  Exiled in their own lands. The path of the tieﬂing is fraught 
  with danger, deception and ultimately – defeat. 
  But you know better. Every trial makes you stronger, every 
  challenge leaves you ﬁercer, and every temptation only 
  brings you closer to victory. Herein, players and DMs alike 
  will ﬁnd a host of new powers, paths, and magic that will 
  make your character stand above the rest, ready to face 
  whatever horrors the world has in store. 
  Third in a complete line of PC aids, each  
  Hero’s Handbook brings new character, history  
  and new depth to your player character. 
  Hero’s Handbook: Tieﬂings.  
  Embrace the darkness.  
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/4th Edition/Goodman Games/Goodman Games - Heros Handbook - Tieflings.pdf