TEXT: 33
  NPC COLLECTION
  
  1
  NPC COLLECTION
  Basic Tieflings
  A Collection of NPC Variants 
  for use with Dungeons & Dragons
  Introduction: This supplement contains ready-to-use NPC 
  stat blocks based on the NPCs contained in the Dungeons 
  & Dragons 5th Edition Basic Rules. These NPCs have been 
  compiled and modified to reflect characters of the Tiefling 
  race, including Feral and Winged variants. 
  written by Travis Legge
  art Courtesy DMs Guild
  Cover Art contains assets from Quick Covers- Vol.2: Leather and Brass
  Courtesy Empty Room Studios Publishing
  Tiefling Cover art by Jack Badashski
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards 
  of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other 
  countries. 
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with 
  permission under the Community Content Agreement for Dungeon Masters Guild. 
  All other original material in this work is copyright 2018 by Travis Legge and published under the Community 
  Content Agreement for Dungeon Masters Guild.
  
  2
  BASIC TIEFLINGS
  Basic Tieflings
  This collection contains variant versions of each NPC 
  presented in the Dungeons & Dragons Basic Rules. 
  These NPCs are recalculated to include the racial 
  features and traits of tieflings, allowing the Dungeon 
  Master to easily populate any campaign with 
  infernal-blooded antagonists and allies. In addition 
  to NPCs bearing the standard tiefling racial features, 
  this book contains tieflig variants as presented in 
  the Sword Coast Adventurer’s Guide. 
  Additional Resources 
  In addition to the NPCs included in this book, 
  Dungeon Masters and players who wish to include 
  a borader variety of tieflings in their games may 
  wish to check out the following products on the 
  DMs Guild, each of which offer new and interesting 
  options for the tiefling race.
  • 20 Quick Tiefling NPCs by Stephen Hart
  • 100 Tiefling Traits by Casey Willis
  • Infernal Legacies: 8 Tiefling Sub Races by Leland 
  Andercheck
  • In the Wake of Rage by Travis Legge
  Non-Player Characters
  Tiefling Acolyte 
  Medium humanoid, any
  Armor Class 10 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
  STR 10 (+0) DEX 10 (+0) CON 10 (+0) 
  INT 11 (+0) WIS 14 (+2) CHA 13 (+1) 
  Skills Medicine +4, Religion +2 
  Damage Resistances Fire 
  Senses Darkvision 60 ft., Passive Perception 12 
  Languages Infernal, Any one language (usually 
  Common) 
  Challenge 1/4 (50 XP) 
  Innate Spellcasting. The tiefling acolyte can use the 
  thaumaturgy cantrip due to its infernal heritage. Its 
  spellcasting ability is Charisma (spell save DC 11, +3 
  to hit with spell attacks).
  Spellcasting. The acolyte is a 1st-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 12, +4 
  to hit with spell attacks). The acolyte has following 
  cleric spells prepared:
  Cantrips (at will): light, sacred flame, spare the 
  dying
  1st level (3 slots): bless, cure wounds, sanctuary
  Actions
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 2 (1d4) bludgeoning damage.
  Tiefling (Feral) Acolyte 
  Medium humanoid, any
  Armor Class 11 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
  STR 10 (+0) DEX 12 (+1) CON 10 (+0) 
  INT 11 (+0) WIS 14 (+2) CHA 11 (+0) 
  Skills Medicine +4, Religion +2 
  Damage Resistances Fire 
  Senses Darkvision 60 ft., Passive Perception 12 
  Languages Infernal, Any one language (usually 
  Common) 
  Challenge 1/4 (50 XP) 
  Innate Spellcasting. The tiefling acolyte can use the 
  thaumaturgy cantrip due to its infernal heritage. Its 
  spellcasting ability for this feature is Charisma (spell 
  save DC 10, +2 to hit with spell attacks).
  Spellcasting. The acolyte is a 1st-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 12, +4 
  to hit with spell attacks). The acolyte has following 
  cleric spells prepared:
  Cantrips (at will): light, sacred flame, spare the 
  dying
  1st level (3 slots): bless, cure wounds, sanctuary
  Actions
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 2 (1d4) bludgeoning damage.
  
  3
  NPC COLLECTION
  Tiefling (Feral, Winged) Acolyte 
  Medium humanoid, any
  Armor Class 11 
  Hit Points 9 (2d8) 
  Speed 30 ft., fly 30 ft.  
  STR 10 (+0) DEX 12 (+1) CON 10 (+0) 
  INT 11 (+0) WIS 14 (+2) CHA 11 (+0) 
  Skills Medicine +4, Religion +2 
  Damage Resistances Fire 
  Senses Darkvision 60 ft., Passive Perception 12 
  Languages Infernal, Any one language (usually 
  Common) 
  Challenge 1/4 (50 XP) 
  Spellcasting. The acolyte is a 1st-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save 
  DC 12, +4 to hit with spell attacks). The 
  acolyte has following cleric spells 
  prepared:
  Cantrips (at will): light, sacred 
  flame, spare the dying
  1st level (3 slots): bless, 
  cure wounds, sanctuary
  Winged. The acolyte 
  has bat-like wings 
  sprouting from its 
  shoulder blades. This grants 
  the acolyte a flying speed 
  of 30 feet.
  Actions
  Club. Melee Weapon 
  Attack: +2 to hit, reach 5 
  ft., one target. Hit: 2 (1d4) 
  bludgeoning damage.
  Tiefling Archmage
  Medium humanoid, 
  any
  Armor Class 12 (15 
  With Mage Armor)
  Hit Points 99 (18d8 + 
  18)
  Speed 30 ft.
  STR 10 (+0) DEX 14 (+2) CON 12 (+1)
  INT 20 (+5) WIS 15 (+2) CHA 18 (+4)
  Saving Throws INT +9, WIS +6
  Skills Arcana +9, History +9
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 12
  Languages Infernal, Any six languages
  Challenge 12 (8,400 XP)
  Innate Spellcasting. The Tiefling archmage can use 
  the thaumaturgy cantrip due to its infernal heritage. 
  This also allows the Tiefling archmage to cast the 
  hellish rebuke spell as a 2nd-
  level spell once with 
  
  4
  BASIC TIEFLINGS
  this trait, and the darkness spell once with this trait 
  and regains the ability to do so when they finish a 
  long rest. Its spellcasting ability is Charisma (spell 
  save DC 16, +8 to hit with spell attacks).
  Magic Resistance. The archmage has advantage 
  on saving throws against spells and other magical 
  effects.
  Spellcasting. The archmage is an 18th-level 
  spellcaster. Its spellcasting ability is Intelligence 
  (spell save DC 17, +9 to hit with spell attacks). The 
  archmage can cast disguise self and invisibility at will 
  and has the following wizard spells prepared:
  Cantrips (at will): fire bolt, mage hand, 
  prestidigitation, ray of frost, shocking grasp
  1st level (4 slots): detect magic, identify, mage 
  armor, magic missile
  2nd level (3 slots): detect thoughts, mirror image, 
  misty step
  3rd level (3 slots): counterspell, fly, lightning bolt
  4th level (3 slots): banishment, fire shield, stoneskin
  5th level (3 slots): cone of cold, scrying, wall of force
  6th level (1 slot): globe of invulnerability
  7th level (1 slot): teleport
  8th level (1 slot): mind blank
  9th level (1 slot): time stop
  *The archmage casts mind blank, stoneskin and 
  mage armor spells on itself before combat.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 
  + 2) piercing damage.
  Tiefling (Feral) Archmage
  Medium humanoid, any
  Armor Class 13 (16 With Mage Armor)
  Hit Points 99 (18d8 + 18)
  Speed 30 ft.
  STR 10 (+0) DEX 16 (+3) CON 12 (+1)
  INT 20 (+5) WIS 15 (+2) CHA 16 (+3)
  Saving Throws INT +9, WIS +6
  Skills Arcana +9, History +9
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 12
  Languages Infernal, Any six languages
  Challenge 12 (8,400 XP)
  Innate Spellcasting. The Tiefling archmage can 
  use the vicious mockery cantrip due to its infernal 
  heritage. This also allows the Tiefling archmage to 
  cast the charm person spell as a 2nd-level spell once 
  with this trait, and the darkness spell once with 
  this trait and regains the ability to do so when they 
  finish a long rest. Its spellcasting ability is Charisma 
  (spell save DC 15, +7 to hit with spell attacks).
  Magic Resistance. The archmage has advantage 
  on saving throws against spells and other magical 
  effects.
  Spellcasting. The archmage is an 18th-level 
  spellcaster. Its spellcasting ability is Intelligence 
  (spell save DC 17, +9 to hit with spell attacks). The 
  archmage can cast disguise self and invisibility at will 
  and has the following wizard spells prepared:
  Cantrips (at will): fire bolt, mage hand, 
  prestidigitation, ray of frost, shocking grasp
  1st level (4 slots): detect magic, identify, mage 
  armor, magic missile
  2nd level (3 slots): detect thoughts, mirror image, 
  misty step
  3rd level (3 slots): counterspell, fly, lightning bolt
  4th level (3 slots): banishment, fire shield, stoneskin
  5th level (3 slots): cone of cold, scrying, wall of force
  6th level (1 slot): globe of invulnerability
  7th level (1 slot): teleport
  8th level (1 slot): mind blank
  9th level (1 slot): time stop
  *The archmage casts mind blank, stoneskin and 
  mage armor spells on itself before combat.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 
  + 3) piercing damage.
  Tiefling (Feral, Winged) Archmage
  Medium humanoid, any
  
  5
  NPC COLLECTION
  Armor Class 13 (16 With Mage Armor)
  Hit Points 99 (18d8 + 18)
  Speed 30 ft., fly 30 ft. 
  STR 10 (+0) DEX 16 (+3) CON 12 (+1)
  INT 20 (+5) WIS 15 (+2) CHA 16 (+3)
  Saving Throws INT +9, WIS +6
  Skills Arcana +9, History +9
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 12
  Languages Infernal, Any six languages
  Challenge 12 (8,400 XP)
  Magic Resistance. The archmage has advantage 
  on saving throws against spells and other magical 
  effects.
  Spellcasting. The archmage is an 18th-level 
  spellcaster. Its spellcasting ability is Intelligence 
  (spell save DC 17, +9 to hit with spell attacks). The 
  archmage can cast disguise self and invisibility at will 
  and has the following wizard spells prepared:
  Cantrips (at will): fire bolt, mage hand, 
  prestidigitation, ray of frost, shocking grasp
  1st level (4 slots): detect magic, identify, mage 
  armor, magic missile
  2nd level (3 slots): detect thoughts, mirror image, 
  misty step
  3rd level (3 slots): counterspell, fly, lightning bolt
  4th level (3 slots): banishment, fire shield, stoneskin
  5th level (3 slots): cone of cold, scrying, wall of force
  6th level (1 slot): globe of invulnerability
  7th level (1 slot): teleport
  8th level (1 slot): mind blank
  9th level (1 slot): time stop
  *The archmage casts mind blank, stoneskin and 
  mage armor spells on itself before combat.
  Winged. The archmage has bat-like wings sprouting 
  from its shoulder blades. This grants the archmage a 
  flying speed of 30 feet.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 
  + 3) piercing damage.
  Tiefling Assassin
  Medium humanoid, any
  Armor Class 15 (Studded Leather)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
  STR 11 (+0) DEX 16 (+3) CON 14 (+2)
  INT 14 (+2) WIS 11 (+0) CHA 12 (+1)
  Saving Throws DEX +6, INT +5
  Skills Acrobatics +6, Deception +4, Perception +3, 
  Stealth +6
  Damage Resistances Fire, Poison
  Senses Darkvision 60 ft., Passive Perception 13
  Languages Thieves’ cant, Infernal, plus any two 
  languages
  Challenge 8 (3,900 XP)
  Assassinate. During its first turn, the assassin has 
  advantage on attack rolls against any creature that 
  hasn’t taken a turn. Any hit the assassin scores 
  against a surprised creature is a critical hit.
  Evasion. If the assassin is subjected to an effect 
  that allows it to make a Dexterity saving throw to 
  take only half damage, the assassin instead takes no 
  damage if it succeeds on the saving throw, and only 
  half damage if it fails.
  Innate Spellcasting. The Tiefling assassin can use 
  the thaumaturgy cantrip due to its infernal heritage. 
  This also allows the Tiefling assassin to cast the 
  hellish rebuke spell as a 2nd-level spell once with 
  this trait, and the darkness spell once with this trait 
  and regains the ability to do so when they finish a 
  long rest. Its spellcasting ability is Charisma (spell 
  save DC 13, +5 to hit with spell attacks).
  Sneak Attack. Once per turn, the assassin deals an 
  extra 14 (4d6) damage when it hits a target with a 
  weapon attack and has advantage on the attack roll, 
  or when the target is within 5 feet of an ally of the 
  assassin that isn’t incapacitated and the assassin 
  doesn’t have disadvantage on the attack roll.
  Actions
  Multiattack. The assassin makes two shortsword 
  attacks.
  
  6
  BASIC TIEFLINGS
  Shortsword. Melee Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, 
  and the target must make a DC 15 Constitution 
  saving throw, taking 24 (7d6) poison damage on a 
  failed save, or half as much damage on a successful 
  one.
  Light Crossbow. Ranged Weapon Attack: +6 to 
  hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) 
  piercing damage, and the target must make a DC 15 
  Constitution saving throw, taking 24 (7d6) poison 
  damage on a failed save, or half as much damage on 
  a successful one.
  Tiefling (Feral) Assassin
  Medium humanoid, any
  Armor Class 15 (Studded Leather)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
  STR 11 (+0) DEX 18 (+4) CON 14 (+2)
  INT 14 (+2) WIS 11 (+0) CHA 10 (+0)
  Saving Throws DEX +7, INT +5
  Skills Acrobatics +7, Deception +4, Perception +3, 
  Stealth +7
  Damage Resistances Fire, Poison
  Senses Darkvision 60 ft., Passive Perception 13
  Languages Thieves’ cant, Infernal, plus any two 
  languages
  Challenge 8 (3,900 XP)
  Assassinate. During its first turn, the assassin has 
  advantage on attack rolls against any creature that 
  hasn’t taken a turn. Any hit the assassin scores 
  against a surprised creature is a critical hit.
  Evasion. If the assassin is subjected to an effect 
  that allows it to make a Dexterity saving throw to 
  take only half damage, the assassin instead takes no 
  damage if it succeeds on the saving throw, and only 
  half damage if it fails.
  Innate Spellcasting. The Tiefling assassin can use 
  the vicious mockery cantrip due to its infernal 
  heritage. This also allows the Tiefling assassin to 
  cast the charm person spell as a 2nd-level spell once 
  with this trait, and the darkness spell once with 
  this trait and regains the ability to do so when they 
  finish a long rest. Its spellcasting ability is Charisma 
  (spell save DC 13, +5 to hit with spell attacks).
  Sneak Attack. Once per turn, the assassin deals an 
  extra 14 (4d6) damage when it hits a target with a 
  weapon attack and has advantage on the attack roll, 
  or when the target is within 5 feet of an ally of the 
  assassin that isn’t incapacitated and the assassin 
  doesn’t have disadvantage on the attack roll.
  Actions
  Multiattack. The assassin makes two shortsword 
  attacks.
  
  7
  NPC COLLECTION
  Shortsword. Melee Weapon Attack: +7 to hit, reach 
  5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, 
  and the target must make a DC 15 Constitution 
  saving throw, taking 24 (7d6) poison damage on a 
  failed save, or half as much damage on a successful 
  one.
  Light Crossbow. Ranged Weapon Attack: +7 to 
  hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) 
  piercing damage, and the target must make a DC 15 
  Constitution saving throw, taking 24 (7d6) poison 
  damage on a failed save, or half as much damage on 
  a successful one.
  Tiefling (Feral, Winged) Assassin
  Medium humanoid, any
  Armor Class 15 (Studded Leather)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft., fly 30 ft. 
  STR 11 (+0) DEX 18 (+4) CON 14 (+2)
  INT 14 (+2) WIS 11 (+0) CHA 10 (+0)
  Saving Throws DEX +7, INT +5
  Skills Acrobatics +7, Deception +4, Perception +3, 
  Stealth +7
  Damage Resistances Fire, Poison
  Senses Darkvision 60 ft., Passive Perception 13
  Languages Thieves’ cant, Infernal, plus any two 
  languages
  Challenge 8 (3,900 XP)
  Assassinate. During its first turn, the assassin has 
  advantage on attack rolls against any creature that 
  hasn’t taken a turn. Any hit the assassin scores 
  against a surprised creature is a critical hit.
  Evasion. If the assassin is subjected to an effect 
  that allows it to make a Dexterity saving throw to 
  take only half damage, the assassin instead takes no 
  damage if it succeeds on the saving throw, and only 
  half damage if it fails.
  Sneak Attack. Once per turn, the assassin deals an 
  extra 14 (4d6) damage when it hits a target with a 
  weapon attack and has advantage on the attack roll, 
  or when the target is within 5 feet of an ally of the 
  assassin that isn’t incapacitated and the assassin 
  doesn’t have disadvantage on the attack roll.
  Winged. The assassin has bat-like wings sprouting 
  from its shoulder blades. This grants the assassin a 
  flying speed of 30 feet.
  Actions
  Multiattack. The assassin makes two shortsword 
  attacks.
  Shortsword. Melee Weapon Attack: +7 to hit, reach 
  5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, 
  and the target must make a DC 15 Constitution 
  saving throw, taking 24 (7d6) poison damage on a 
  failed save, or half as much damage on a successful 
  one.
  Light Crossbow. Ranged Weapon Attack: +7 to 
  hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) 
  piercing damage, and the target must make a DC 15 
  Constitution saving throw, taking 24 (7d6) poison 
  damage on a failed save, or half as much damage on 
  a successful one.
  Tiefling Bandit
  Medium humanoid, any
  Armor Class 12 (Leather Armor)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR 11 (+0) DEX 12 (+1) CON 12 (+1)
  INT 11 (+0) WIS 10 (+0) CHA 12 (+1)
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 10
  Languages Infernal, Any one language (usually 
  Common)
  Challenge 1/8 (25 XP)
  Innate Spellcasting. The tiefling bandit can use the 
  thaumaturgy cantrip due to its infernal heritage. Its 
  spellcasting ability is Charisma (spell save DC 11, +3 
  to hit with spell attacks).
  Actions
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 4 (1d6 + 1) slashing damage.
  
  8
  BASIC TIEFLINGS
  Light Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) 
  piercing damage.
  Tiefling (Feral) Bandit
  Medium humanoid, any
  Armor Class 13 (Leather Armor)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR 11 (+0) DEX 14 (+2) CON 12 (+1)
  INT 11 (+0) WIS 10 (+0) CHA 10 (+0)
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 10
  Languages Infernal, Any one language (usually 
  Common)
  Challenge 1/8 (25 XP)
  Innate Spellcasting. The tiefling bandit can use the 
  vicious mockery cantrip due to its infernal heritage. 
  Its spellcasting ability is Charisma (spell save DC 10, 
  +2 to hit with spell attacks).
  Actions
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) slashing damage.
  Light Crossbow. Ranged Weapon Attack: +4 to hit, 
  range 80 ft./320 ft., one target. Hit: 6 (1d8 + 2) 
  piercing damage.
  Tiefling (Feral, Winged) Bandit
  Medium humanoid, any
  Armor Class 13 (Leather Armor)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft., fly 30 ft. 
  STR 11 (+0) DEX 14 (+2) CON 12 (+1)
  INT 11 (+0) WIS 10 (+0) CHA 10 (+0)
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 10
  Languages Infernal, Any one language (usually 
  Common)
  Challenge 1/8 (25 XP)
  Winged. The bandit has bat-like wings sprouting 
  from its shoulder blades. This grants the bandit a 
  flying speed of 30 feet.
  Actions
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) slashing damage.
  Light Crossbow. Ranged Weapon Attack: +4 to hit, 
  range 80 ft./320 ft., one target. Hit: 6 (1d8 + 2) 
  piercing damage.
  Tiefling Bandit Captain
  Medium humanoid, any
  Armor Class 15 (Studded Leather)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
  STR 15 (+2) DEX 16 (+3) CON 14 (+2)
  INT 15 (+2) WIS 11 (+0) CHA 16 (+3)
  Saving Throws STR +4, DEX +5, WIS +2
  Skills Athletics +4, Deception +5
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 10
  Languages Infernal, Any two languages
  Challenge 2 (450 XP)
  Innate Spellcasting. The Tiefling bandit captain 
  can use the thaumaturgy cantrip due to its infernal 
  heritage. This also allows the Tiefling bandit captain 
  to cast the hellish rebuke spell as a 2nd-level spell 
  once with this trait and regains the ability to do so 
  when they finish a long rest. Its spellcasting ability 
  is Charisma (spell save DC 13, +5 to hit with spell 
  attacks
  Actions
  Multiattack. The captain makes three melee 
  attacks: two with its scimitar and one with its 
  dagger. Or the captain makes two ranged attacks 
  with its daggers.
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) slashing damage.
  
  9
  NPC COLLECTION
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 
  + 3) piercing damage.
  Reactions
  Parry. The captain adds 2 to its AC against one 
  melee attack that would hit it. To do so, the captain 
  must see the attacker and be wielding a melee 
  weapon.
  Tiefling (Feral) Bandit Captain
  Medium humanoid, any
  Armor Class 16 (Studded Leather)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
  STR 15 (+2) DEX 18 (+4) CON 14 (+2)
  INT 15 (+2) WIS 11 (+0) CHA 14 (+2)
  Saving Throws STR +4, DEX +6, WIS +2
  Skills Athletics +5, Deception +4
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 10
  Languages Infernal, Any two languages
  Challenge 2 (450 XP)
  Innate Spellcasting. The Tiefling bandit captain can 
  use the vicious mockery cantrip due to its infernal 
  heritage. This also allows the Tiefling bandit captain 
  to cast the charm person spell as a 2nd-level spell 
  once with this trait and regains the ability to do so 
  when they finish a long rest. Its spellcasting ability 
  is Charisma (spell save DC 12, +4 to hit with spell 
  attacks
  Actions
  Multiattack. The captain makes three melee 
  attacks: two with its scimitar and one with its 
  dagger. Or the captain makes two ranged attacks 
  with its daggers.
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) slashing damage.
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 
  + 3) piercing damage.
  Reactions
  Parry. The captain adds 2 to its AC against one 
  melee attack that would hit it. To do so, the captain 
  must see the attacker and be wielding a melee 
  weapon.
  Tiefling (Feral, Winged) Bandit Captain
  Medium humanoid, any
  Armor Class 16 (Studded Leather)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft., fly 30 ft. 
  STR 15 (+2) DEX 18 (+4) CON 14 (+2)
  INT 15 (+2) WIS 11 (+0) CHA 14 (+2)
  Saving Throws STR +4, DEX +6, WIS +2
  Skills Athletics +5, Deception +4
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 10
  Languages Infernal, Any two languages
  Challenge 2 (450 XP)
  Winged. The bandit captain has bat-like wings 
  sprouting from its shoulder blades. This grants the 
  bandit captain a flying speed of 30 feet.
  Actions
  Multiattack. The captain makes three melee 
  attacks: two with its scimitar and one with its 
  dagger. Or the captain makes two ranged attacks 
  with its daggers.
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) slashing damage.
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 
  + 3) piercing damage.
  Reactions
  Parry. The captain adds 2 to its AC against one 
  melee attack that would hit it. To do so, the captain 
  must see the attacker and be wielding a melee 
  weapon.
  
  10
  BASIC TIEFLINGS
  Tiefling Berserker
  Medium humanoid, any
  Armor Class 13 (Hide Armor)
  Hit Points 67 (9d8 + 27)
  Speed 30 ft.
  STR 16 (+3) DEX 12 (+1) CON 17 (+3)
  INT 10 (+0) WIS 11 (+0) CHA 11 (+0)
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 10
  Languages Infernal, Any one language (usually 
  Common)
  Challenge 2 (450 XP)
  Innate Spellcasting. The tiefling berserker can use 
  the thaumaturgy cantrip due to its infernal heritage. 
  This also allows the tiefling berserker to cast the 
  hellish rebuke spell as a 2nd-level spell once with 
  this trait and regains the ability to do so when they 
  finish a long rest. Its spellcasting ability is Charisma 
  (spell save DC 10, +2 to hit with spell attacks.)
  Reckless. At the start of its turn, the berserker can 
  gain advantage on all melee weapon attack rolls 
  during that turn, but attack rolls against it have 
  advantage until the start of its next turn.
  Actions
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 9 (1d12 + 3) slashing damage.
  Tiefling (Feral) Berserker
  Medium humanoid, any
  Armor Class 14 (Hide Armor)
  Hit Points 67 (9d8 + 27)
  Speed 30 ft.
  STR 16 (+3) DEX 14 (+2) CON 17 (+3)
  INT 10 (+0) WIS 11 (+0) CHA 9 (-1)
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 10
  Languages Infernal, Any one language (usually 
  Common)
  Challenge 2 (450 XP)
  Innate Spellcasting. The Tiefling berserker can 
  use the vicious mockery cantrip due to its infernal 
  heritage. This also allows the Tiefling berserker 
  to cast the charm person spell as a 2nd-level spell 
  once with this trait and regains the ability to do so 
  when they finish a long rest. Its spellcasting ability 
  is Charisma (spell save DC 9, +1 to hit with spell 
  attacks.)
  Reckless. At the start of its turn, the berserker can 
  gain advantage on all melee weapon attack rolls 
  during that turn, but attack rolls against it have 
  advantage until the start of its next turn.
  Actions
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 9 (1d12 + 3) slashing damage.
  Tiefling (Feral, Winged) Berserker
  Medium humanoid, any
  Armor Class 14 (Hide Armor)
  Hit Points 67 (9d8 + 27)
  Speed 30 ft., fly 30 ft. 
  STR 16 (+3) DEX 14 (+2) CON 17 (+3)
  INT 10 (+0) WIS 11 (+0) CHA 9 (-1)
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 10
  Languages Infernal, Any one language (usually 
  Common)
  Challenge 2 (450 XP)
  Reckless. At the start of its turn, the berserker can 
  gain advantage on all melee weapon attack rolls 
  during that turn, but attack rolls against it have 
  advantage until the start of its next turn.
  Winged. The berserker has bat-like wings sprouting 
  from its shoulder blades. This grants the berserker a 
  flying speed of 30 feet.
  Actions
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 9 (1d12 + 3) slashing damage.
  
  11
  NPC COLLECTION
  Tiefling Commoner
  Medium humanoid, any
  Armor Class 10
  Hit Points 4 (1d8)
  Speed 30 ft.
  STR 10 (+0) DEX 10 (+0) CON 10 (+0)
  INT 11 (+0) WIS 10 (+0) CHA 12 (+1)
  Damage Resistances Fire
  Senses Darkvision, Passive Perception 10
  Languages Infernal, Any one language (usually 
  Common)
  Challenge 0 (10 XP)
  Innate Spellcasting. The tiefling commoner can use 
  the thaumaturgy cantrip due to its infernal heritage. 
  Its spellcasting ability is Charisma (spell save DC 11, 
  +3 to hit with spell attacks).
  Actions
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 2 (1d4) bludgeoning damage.
  Tiefling (Feral) Commoner
  Medium humanoid, any
  Armor Class 11
  Hit Points 4 (1d8)
  Speed 30 ft.
  STR 10 (+0) DEX 12 (+1) CON 10 (+0)
  INT 11 (+0) WIS 10 (+0) CHA 10 (+0)
  Damage Resistances Fire
  Senses Darkvision, Passive Perception 10
  Languages Infernal, Any one language (usually 
  Common)
  Challenge 0 (10 XP)
  Innate Spellcasting. The tiefling commoner can 
  use the vicious mockery cantrip due to its infernal 
  heritage. Its spellcasting ability is Charisma (spell 
  save DC 10, +2 to hit with spell attacks).
  Actions
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 2 (1d4) bludgeoning damage.
  Tiefling (Feral, Winged) Commoner
  Medium humanoid, any
  Armor Class 11
  Hit Points 4 (1d8)
  Speed 30 ft., fly 30 ft.
  STR 10 (+0) DEX 12 (+1) CON 10 (+0)
  INT 11 (+0) WIS 10 (+0) CHA 10 (+0)
  Damage Resistances Fire
  Senses Darkvision, Passive Perception 10
  Languages Infernal, Any one language (usually 
  Common)
  Challenge 0 (10 XP)
  Winged. The commoner has bat-like wings 
  sprouting from its shoulder blades. This grants the 
  commoner a flying speed of 30 feet.
  Actions
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 2 (1d4) bludgeoning damage.
  Tiefling Cult Fanatic
  Medium humanoid, any
  Armor Class 13 (Leather Armor)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft.
  STR 11 (+0) DEX 14 (+2) CON 12 (+1)
  INT 11 (+0) WIS 13 (+1) CHA 16 (+3)
  Skills Deception +5, Persuasion +5, Religion +2
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 11
  Languages Infernal, Any one language (usually 
  Common)
  Challenge 2 (450 XP)
  Dark Devotion. The fanatic has advantage on saving 
  throws against being charmed or frightened.
  Innate Spellcasting. The tiefling cult fanatic can use 
  the thaumaturgy cantrip due to its infernal heritage. 
  This also allows the tiefling cult fanatic to cast the 
  hellish rebuke spell as a 2nd-level spell once with 
  this trait and regains the ability to do so when they 
  
  12
  BASIC TIEFLINGS
  finish a long rest. Its spellcasting ability is Charisma 
  (spell save DC 13, +3 to hit with spell attacks).
  Spellcasting. The fanatic is a 4th-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 11, 
  +3 to hit with spell attacks). The fanatic has the 
  following cleric spells prepared:
  Cantrips (at will): light, sacred flame, toll the dead
  1st level (4 slots): command, inflict wounds, shield 
  of faith
  2nd level (3 slots): hold person, spiritual weapon
  Actions
  Multiattack. The fanatic makes two melee attacks.
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one creature. Hit: 4 
  (1d4 + 2) piercing damage.
  Tiefling (Feral) Cult Fanatic
  Medium humanoid, any
  Armor Class 14 (Leather Armor)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft.
  STR 11 (+0) DEX 16 (+3) CON 12 (+1)
  INT 11 (+0) WIS 13 (+1) CHA 14 (+2)
  Skills Deception +4, Persuasion +4, Religion +2
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 11
  Languages Infernal, Any one language (usually 
  Common)
  Challenge 2 (450 XP)
  Dark Devotion. The fanatic has advantage on saving 
  throws against being charmed or frightened.
  Innate Spellcasting. The tiefling cult fanatic can 
  use the vicious mockery cantrip due to its infernal 
  heritage. This also allows the tiefling cult fanatic 
  to cast the charm person spell as a 2nd-level spell 
  once with this trait and regains the ability to do so 
  when they finish a long rest. Its spellcasting ability 
  is Charisma (spell save DC 12, +2 to hit with spell 
  attacks).
  Spellcasting. The fanatic is a 4th-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 11, 
  +3 to hit with spell attacks). The fanatic has the 
  following cleric spells prepared:
  Cantrips (at will): light, sacred flame, toll the dead
  1st level (4 slots): command, inflict wounds, shield 
  of faith
  2nd level (3 slots): hold person, spiritual weapon
  Actions
  Multiattack. The fanatic makes two melee attacks.
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one creature. Hit: 5 
  (1d4 + 3) piercing damage.
  Tiefling (Feral, Winged) Cult Fanatic
  Medium humanoid, any
  Armor Class 14 (Leather Armor)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft., fly 30 ft.
  STR 11 (+0) DEX 16 (+3) CON 12 (+1)
  INT 11 (+0) WIS 13 (+1) CHA 14 (+2)
  Skills Deception +4, Persuasion +4, Religion +2
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 11
  Languages Infernal, Any one language (usually 
  Common)
  Challenge 2 (450 XP)
  Dark Devotion. The fanatic has advantage on saving 
  throws against being charmed or frightened.
  Spellcasting. The fanatic is a 4th-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 11, 
  +3 to hit with spell attacks). The fanatic has the 
  following cleric spells prepared:
  Cantrips (at will): light, sacred flame, toll the dead
  1st level (4 slots): command, inflict wounds, shield 
  of faith
  2nd level (3 slots): hold person, spiritual weapon
  
  13
  NPC COLLECTION
  Winged. The cult fanatic has bat-like wings 
  sprouting from its shoulder blades. This grants the 
  cult fanatic a flying speed of 30 feet.
  Actions
  Multiattack. The fanatic makes two melee attacks.
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one creature. Hit: 5 
  (1d4 + 3) piercing damage.
  Tiefling Cultist
  Medium humanoid, any
  Armor Class 12 (Leather Armor)
  Hit Points 9 (2d8)
  Speed 30 ft.
  STR 11 (+0) DEX 12 (+1) CON 10 (+0)
  INT 11 (+0) WIS 11 (+0) CHA 12 (+1)
  Skills Deception +3, Religion +2
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive 
  Perception 10
  Languages Infernal, Any one 
  language (usually Common)
  Challenge 1/8 (25 XP)
  Dark Devotion. The cultist has 
  advantage on saving throws against 
  being charmed or frightened.
  Innate Spellcasting. The tiefling 
  cultist can use the thaumaturgy 
  cantrip due to its infernal 
  heritage. Its spellcasting 
  ability is Charisma (spell 
  save DC 11, +3 to hit with 
  spell attacks).
  Actions
  Scimitar. Melee Weapon 
  Attack: +3 to hit, reach 5 ft., one 
  creature. Hit: 4 (1d6 + 1) slashing 
  damage.
  Tiefling (Feral) Cultist
  Medium humanoid, any
  Armor Class 13 (Leather Armor)
  Hit Points 9 (2d8)
  Speed 30 ft.
  STR 11 (+0) DEX 14 (+2) CON 10 (+0)
  INT 11 (+0) WIS 11 (+0) CHA 10 (+0)
  Skills Deception +3, Religion +2
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 10
  Languages Infernal, Any one language (usually 
  Common)
  Challenge 1/8 (25 XP)
  Dark Devotion. The cultist 
  has advantage on 
  saving throws against 
  being charmed or 
  frightened.
  Innate Spellcasting. 
  The tiefling cultist 
  can use the vicious 
  mockery cantrip due 
  to its infernal 
  heritage. Its 
  spellcasting 
  ability is Charisma 
  (spell save DC 10, 
  +2 to hit with spell 
  attacks).
  Actions
  Scimitar. Melee Weapon 
  Attack: +4 to hit, reach 
  5 ft., one creature. 
  Hit: 5 (1d6 + 2) 
  slashing damage.
  
  14
  BASIC TIEFLINGS
  Tiefling (Feral, Winged) Cultist
  Medium humanoid, any
  Armor Class 13 (Leather Armor)
  Hit Points 9 (2d8)
  Speed 30 ft., Fly 30 ft.
  STR 11 (+0) DEX 14 (+2) CON 10 (+0)
  INT 11 (+0) WIS 11 (+0) CHA 10 (+0)
  Skills Deception +3, Religion +2
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 10
  Languages Infernal, Any one language (usually 
  Common)
  Challenge 1/8 (25 XP)
  Dark Devotion. The cultist has advantage on saving 
  throws against being charmed or frightened.
  Winged. The cultist has bat-like wings sprouting 
  from its shoulder blades. This grants the cultist a 
  flying speed of 30 feet.
  Actions
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one creature. Hit: 5 (1d6 + 2) slashing damage.
  Tiefling Druid
  Medium humanoid, any
  Armor Class 11 (16 With Barkskin)
  Hit Points 27 (5d8 + 5)
  Speed 30 ft.
  STR 10 (+0) DEX 12 (+1) CON 13 (+1)
  INT 13 (+1) WIS 15 (+2) CHA 13 (+1)
  Skills Medicine +4, Nature +3, Perception +4
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 14
  Languages Druidic, Infernal, plus any two languages
  Challenge 2 (450 XP)
  Innate Spellcasting. The Tiefling druid can use the 
  thaumaturgy cantrip due to its infernal heritage. 
  This also allows the Tiefling druid to cast the hellish 
  rebuke spell as a 2nd-level spell once with this trait 
  and they regain the ability to do so when they finish 
  a long rest. Its spellcasting ability is Charisma (spell 
  save DC 11, +3 to hit with spell attacks).
  Tiefling (Feral) Druid
  Medium humanoid, any
  Armor Class 12 (16 With Barkskin)
  Hit Points 27 (5d8 + 5)
  Speed 30 ft.
  STR 10 (+0) DEX 14 (+2) CON 13 (+1)
  INT 13 (+1) WIS 15 (+2) CHA 11 (+0)
  Skills Medicine +4, Nature +3, Perception +4
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 14
  Languages Druidic, Infernal, plus any two languages
  Challenge 2 (450 XP)
  Innate Spellcasting. The Tiefling druid can use the 
  vicious mockery cantrip due to its infernal heritage. 
  This also allows the Tiefling druid to cast the charm 
  person spell as a 2nd-level spell once with this trait 
  and they regain the ability to do so when they finish 
  a long rest. Its spellcasting ability is Charisma (spell 
  save DC 10, +2 to hit with spell attacks).
  Spellcasting. The druid is a 4th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 12, +4 
  to hit with spell attacks). It has the following druid 
  spells prepared:
  Cantrips (at will): druidcraft, produce flame, 
  shillelagh
  1st level (4 slots): entangle, longstrider, speak with 
  animals, thunderwave
  2nd level (3 slots): animal messenger, barkskin
  Actions
  Quarterstaff. Melee Weapon Attack: +2 to hit (+4 
  to hit with shillelagh), reach 5 ft., one target. Hit: 
  3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning 
  damage if wielded with two hands, or 6 (1d8 + 2) 
  bludgeoning damage with shillelagh.
  
  15
  NPC COLLECTION
  Tiefling (Feral, Winged) Druid
  Medium humanoid, any
  Armor Class 12 (16 With Barkskin)
  Hit Points 27 (5d8 + 5)
  Speed 30 ft., fly 30 ft. 
  STR 10 (+0) DEX 14 (+2) CON 13 (+1)
  INT 13 (+1) WIS 15 (+2) CHA 11 (+0)
  Skills Medicine +4, Nature +3, Perception +4
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 14
  Languages Druidic, Infernal, plus any two languages
  Challenge 2 (450 XP)
  Spellcasting. The druid is a 4th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 12, +4 
  to hit with spell attacks). It has the following druid 
  spells prepared:
  Cantrips (at will): druidcraft, produce flame, 
  shillelagh
  1st level (4 slots): entangle, longstrider, speak with 
  animals, thunderwave
  2nd level (3 slots): animal messenger, barkskin
  Winged. The druid has bat-like wings sprouting from 
  its shoulder blades. This grants the druid a flying 
  speed of 30 feet.
  Actions
  Quarterstaff. Melee Weapon Attack: +2 to hit (+4 
  to hit with shillelagh), reach 5 ft., one target. Hit: 
  3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning 
  damage if wielded with two hands, or 6 (1d8 + 2) 
  bludgeoning damage with shillelagh.
  Tiefling Gladiator
  Medium humanoid, any
  Armor Class 16 (Studded Leather, Shield)
  Hit Points 112 (15d8 + 45)
  Speed 30 ft.
  STR 18 (+4) DEX 15 (+2) CON 16 (+3)
  INT 11 (+0) WIS 12 (+1) CHA 17 (+3)
  Saving Throws STR +7, DEX +5, CON +6
  Skills Athletics +7, Intimidation +6
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 11
  Languages Infernal, Any one language (usually 
  Common)
  Challenge 5 (1,800 XP)
  Brave. The gladiator has advantage on saving 
  throws against being frightened.
  Brute. A melee weapon deals one extra die of its 
  damage when the gladiator hits with it (included in 
  the attack).
  Innate Spellcasting. The tiefling gladiator can use 
  the thaumaturgy cantrip due to its infernal heritage. 
  This also allows the tiefling gladiator to cast the 
  hellish rebuke spell as a 2nd-level spell once with 
  this trait, and the darkness spell once with this trait 
  and regains the ability to do so when they finish a 
  long rest. Its spellcasting ability is Charisma (spell 
  save DC 14, +6 to hit with spell attacks).
  Actions
  Multiattack. The gladiator makes three melee 
  attacks or two ranged attacks.
  Spear. Melee or Ranged Weapon Attack: +7 to hit, 
  reach 5 ft. and range 20/60 ft., one target. Hit: 11 
  (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing 
  damage if used with two hands to make a melee 
  attack.
  Shield Bash. Melee Weapon Attack: +7 to hit, reach 
  5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning 
  damage. If the target is a Medium or smaller 
  creature, it must succeed on a DC 15 Strength 
  saving throw or be knocked prone.
  Reactions
  Parry. The gladiator adds 3 to its AC against 
  one melee attack that would hit it. To do so, the 
  gladiator must see the attacker and be wielding a 
  melee weapon.
  
  16
  BASIC TIEFLINGS
  Tiefling (Feral) Gladiator
  Medium humanoid, any
  Armor Class 17 (Studded Leather, Shield)
  Hit Points 112 (15d8 + 45)
  Speed 30 ft.
  STR 18 (+4) DEX 17 (+3) CON 16 (+3)
  INT 11 (+0) WIS 12 (+1) CHA 15 (+2)
  Saving Throws STR +7, DEX +6, CON +6
  Skills Athletics +7, Intimidation +5
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 11
  Languages Infernal, Any one language (usually 
  Common)
  Challenge 5 (1,800 XP)
  Brave. The gladiator has advantage on saving 
  throws against being frightened.
  Brute. A melee weapon deals one extra die of its 
  damage when the gladiator hits with it (included in 
  the attack).
  Innate Spellcasting. The tiefling gladiator can use 
  the vicious mockery cantrip due to its infernal 
  heritage. This also allows the tiefling gladiator to 
  cast the charm person spell as a 2nd-level spell once 
  with this trait, and the darkness spell once with 
  this trait and regains the ability to do so when they 
  finish a long rest. Its spellcasting ability is Charisma 
  (spell save DC 13, +5 to hit with spell attacks).
  Actions
  Multiattack. The gladiator makes three melee 
  attacks or two ranged attacks.
  Spear. Melee or Ranged Weapon Attack: +7 to hit, 
  reach 5 ft. and range 20/60 ft., one target. Hit: 11 
  (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing 
  damage if used with two hands to make a melee 
  attack.
  Shield Bash. Melee Weapon Attack: +7 to hit, reach 
  5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning 
  damage. If the target is a Medium or smaller 
  creature, it must succeed on a DC 15 Strength 
  saving throw or be knocked prone.
  Reactions
  Parry. The gladiator adds 3 to its AC against 
  one melee attack that would hit it. To do so, the 
  gladiator must see the attacker and be wielding a 
  melee weapon.
  Tiefling (Feral, Winged) Gladiator
  Medium humanoid, any
  Armor Class 17 (Studded Leather, Shield)
  Hit Points 112 (15d8 + 45)
  Speed 30 ft., fly 30 ft. 
  STR 18 (+4) DEX 17 (+3) CON 16 (+3)
  INT 11 (+0) WIS 12 (+1) CHA 15 (+2)
  Saving Throws STR +7, DEX +6, CON +6
  Skills Athletics +7, Intimidation +5
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 11
  Languages Infernal, Any one language (usually 
  Common)
  Challenge 5 (1,800 XP)
  Brave. The gladiator has advantage on saving 
  throws against being frightened.
  Brute. A melee weapon deals one extra die of its 
  damage when the gladiator hits with it (included in 
  the attack).
  Winged. The gladiator has bat-like wings sprouting 
  from its shoulder blades. This grants the gladiator a 
  flying speed of 30 feet.
  Actions
  Multiattack. The gladiator makes three melee 
  attacks or two ranged attacks.
  Spear. Melee or Ranged Weapon Attack: +7 to hit, 
  reach 5 ft. and range 20/60 ft., one target. Hit: 11 
  (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing 
  damage if used with two hands to make a melee 
  attack.
  Shield Bash. Melee Weapon Attack: +7 to hit, reach 
  5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning 
  damage. If the target is a Medium or smaller 
  
  17
  NPC COLLECTION
  creature, it must succeed on a DC 15 Strength 
  saving throw or be knocked prone.
  Reactions
  Parry. The gladiator adds 3 to its AC against 
  one melee attack that would hit it. To do so, the 
  gladiator must see the attacker and be wielding a 
  melee weapon.
  Tiefling Guard
  Medium humanoid, any
  Armor Class 16 (Chain Shirt, Shield)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR 13 (+1) DEX 12 (+1) CON 12 (+1)
  INT 11 (+0) WIS 11 (+0) CHA 13 (+1)
  Skills Perception +2
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 12
  Languages Infernal, Any one language (usually 
  Common)
  Challenge 1/8 (25 XP)
  Innate Spellcasting. The tiefling guard can use the 
  thaumaturgy cantrip due to its infernal heritage. Its 
  spellcasting ability is Charisma (spell save DC 11, +3 
  to hit with spell attacks).
  Actions
  Spear. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 
  (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing 
  damage if used with two hands to make a melee 
  attack.
  Tiefling (Feral) Guard
  Medium humanoid, any
  Armor Class 17 (Chain Shirt, Shield)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR 13 (+1) DEX 14 (+2) CON 12 (+1)
  INT 11 (+0) WIS 11 (+0) CHA 11 (+0)
  Skills Perception +2
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 12
  Languages Infernal, Any one language (usually 
  Common)
  Challenge 1/8 (25 XP)
  Innate Spellcasting. The tiefling guard can use the 
  vicious mockery cantrip due to its infernal heritage. 
  Its spellcasting ability is Charisma (spell save DC 10, 
  +2 to hit with spell attacks).
  Actions
  Spear. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 
  (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing 
  damage if used with two hands to make a melee 
  attack.
  Tiefling (Feral, Winged) Guard
  Medium humanoid, any
  Armor Class 17 (Chain Shirt, Shield)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft., fly 30 ft.
  STR 13 (+1) DEX 14 (+2) CON 12 (+1)
  INT 11 (+0) WIS 11 (+0) CHA 11 (+0)
  Skills Perception +2
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 12
  Languages Infernal, Any one language (usually 
  Common)
  Challenge 1/8 (25 XP)
  Winged. The guard has bat-like wings sprouting 
  from its shoulder blades. This grants the guard a 
  flying speed of 30 feet.
  Actions
  Spear. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 
  (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing 
  damage if used with two hands to make a melee 
  attack.
  
  18
  BASIC TIEFLINGS
  Tiefling Knight
  Medium humanoid, any
  Armor Class 18 (Plate)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  STR 16 (+3) DEX 11 (+0) CON 14 (+2)
  INT 12 (+1) WIS 11 (+0) CHA 17 (+3)
  Saving Throws CON +4, WIS +2
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 10
  Languages Infernal, Any one language (usually 
  Common)
  Challenge 3 (700 XP)
  Brave. The knight has advantage on saving throws 
  against being frightened.
  Innate Spellcasting. The tiefling knight can use the 
  thaumaturgy cantrip due to its infernal heritage. 
  This also allows the tiefling knight to cast the hellish 
  rebuke spell as a 2nd-level spell once with this 
  trait, and the darkness spell once with this trait and 
  regains the ability to do so when they finish a long 
  rest. Its spellcasting ability is Charisma (spell save 
  DC 13, +5 to hit with spell attacks).
  Actions
  Multiattack. The knight makes two melee attacks.
  Greatsword. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage.
  Leadership (Recharges after a Short or Long 
  Rest). For 1 minute, the knight can utter a special 
  command or warning whenever a nonhostile 
  creature that it can see within 30 feet of it makes an 
  attack roll or a saving throw. The creature can add 
  a d4 to its roll provided it can hear and understand 
  the knight. A creature can benefit from only one 
  Leadership die at a time. This effect ends if the 
  knight is incapacitated.
  Reactions
  Parry. The knight adds 2 to its AC against one melee 
  attack that would hit it. To do so, the knight must 
  see the attacker and be wielding a melee weapon.
  Tiefling (Feral) Knight
  Medium humanoid, any
  Armor Class 18 (Plate)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  STR 16 (+3) DEX 13 (+1) CON 14 (+2)
  INT 12 (+1) WIS 11 (+0) CHA 15 (+2)
  Saving Throws CON +4, WIS +2
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 10
  Languages Infernal, Any one language (usually 
  Common)
  Challenge 3 (700 XP)
  Brave. The knight has advantage on saving throws 
  against being frightened.
  
  19
  NPC COLLECTION
  Innate Spellcasting. The tiefling knight can use the 
  vicious mockery cantrip due to its infernal heritage. 
  This also allows the tiefling knight to cast the charm 
  person spell as a 2nd-level spell once with this 
  trait, and the darkness spell once with this trait and 
  regains the ability to do so when they finish a long 
  rest. Its spellcasting ability is Charisma (spell save 
  DC 12, +4 to hit with spell attacks).
  Actions
  Multiattack. The knight makes two melee attacks.
  Greatsword. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
  Heavy Crossbow. Ranged Weapon Attack: +3 to 
  hit, range 100/400 ft., one target. Hit: 6 (1d10 +1) 
  piercing damage.
  Leadership (Recharges after a Short or Long 
  Rest). For 1 minute, the knight can utter a special 
  command or warning whenever a nonhostile 
  creature that it can see within 30 feet of it makes an 
  attack roll or a saving throw. The creature can add 
  a d4 to its roll provided it can hear and understand 
  the knight. A creature can benefit from only one 
  Leadership die at a time. This effect ends if the 
  knight is incapacitated.
  Reactions
  Parry. The knight adds 2 to its AC against one melee 
  attack that would hit it. To do so, the knight must 
  see the attacker and be wielding a melee weapon.
  Tiefling (Feral, Winged) Knight
  Medium humanoid, any
  Armor Class 18 (Plate)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft., fly 30 ft. 
  STR 16 (+3) DEX 13 (+1) CON 14 (+2)
  INT 12 (+1) WIS 11 (+0) CHA 15 (+2)
  Saving Throws CON +4, WIS +2
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 10
  Languages Infernal, Any one language (usually 
  Common)
  Challenge 3 (700 XP)
  Brave. The knight has advantage on saving throws 
  against being frightened.
  Winged. The knight has bat-like wings sprouting 
  from its shoulder blades. This grants the knight a 
  flying speed of 30 feet.
  Actions
  Multiattack. The knight makes two melee attacks.
  Greatsword. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
  Heavy Crossbow. Ranged Weapon Attack: +3 to 
  hit, range 100/400 ft., one target. Hit: 6 (1d10 +1) 
  piercing damage.
  Leadership (Recharges after a Short or Long 
  Rest). For 1 minute, the knight can utter a special 
  command or warning whenever a nonhostile 
  creature that it can see within 30 feet of it makes an 
  attack roll or a saving throw. The creature can add 
  a d4 to its roll provided it can hear and understand 
  the knight. A creature can benefit from only one 
  Leadership die at a time. This effect ends if the 
  knight is incapacitated.
  Reactions
  Parry. The knight adds 2 to its AC against one melee 
  attack that would hit it. To do so, the knight must 
  see the attacker and be wielding a melee weapon.
  Tiefling Mage
  Medium humanoid, any
  Armor Class 12 (15 With Mage Armor)
  Hit Points 40 (9d8)
  Speed 30 ft.
  STR 9 (-1) DEX 14 (+2) CON 11 (+0)
  INT 18 (+4) WIS 12 (+1) CHA 13 (+1)
  Saving Throws INT +7, WIS +4
  Skills Arcana +7, History +7
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 11
  Languages Infernal, Any four languages
  
  20
  BASIC TIEFLINGS
  Challenge 6 (2,300 XP)
  Innate Spellcasting. The tiefling mage can use the 
  thaumaturgy cantrip due to its infernal heritage. 
  This also allows the tiefling mage to cast the hellish 
  rebuke spell as a 2nd-level spell once with this 
  trait, and the darkness spell once with this trait and 
  regains the ability to do so when they finish a long 
  rest. Its spellcasting ability is Charisma (spell save 
  DC 13, +5 to hit with spell attacks).
  Spellcasting. The mage is a 9th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 
  15, +7 to hit with spell attacks). The mage has the 
  following wizard spells prepared:
  Cantrips (at will): fire bolt, light, mage hand, 
  prestidigitation
  1st level (4 slots): detect magic, mage armor, magic 
  missile, shield
  2nd level (3 slots): misty step, suggestion
  3rd level (3 slots): counterspell, fireball, fly
  4th level (3 slots): greater invisibility, ice storm
  5th level (1 slot): cone of cold
  Actions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 
  + 2) piercing damage.
  Tiefling (Feral) Mage
  Medium humanoid, any
  Armor Class 13 (16 With Mage Armor)
  Hit Points 40 (9d8)
  Speed 30 ft.
  STR 9 (-1) DEX 16 (+3) CON 11 (+0)
  INT 18 (+4) WIS 12 (+1) CHA 11 (+0)
  Saving Throws INT +7, WIS +4
  Skills Arcana +7, History +7
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 11
  Languages Infernal, Any four languages
  Challenge 6 (2,300 XP)
  Innate Spellcasting. The tiefling mage can use the 
  thaumaturgy cantrip due to its infernal heritage. 
  This also allows the tiefling mage to cast the hellish 
  rebuke spell as a 2nd-level spell once with this 
  trait, and the darkness spell once with this trait and 
  regains the ability to do so when they finish a long 
  rest. Its spellcasting ability is Charisma (spell save 
  DC 12, +4 to hit with spell attacks).
  Spellcasting. The mage is a 9th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 
  15, +7 to hit with spell attacks). The mage has the 
  following wizard spells prepared:
  Cantrips (at will): fire bolt, light, mage hand, 
  prestidigitation
  1st level (4 slots): detect magic, mage armor, magic 
  missile, shield
  2nd level (3 slots): misty step, suggestion
  3rd level (3 slots): counterspell, fireball, fly
  4th level (3 slots): greater invisibility, ice storm
  5th level (1 slot): cone of cold
  Actions
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 
  + 3) piercing damage.
  Tiefling (Feral, Winged) Mage
  Medium humanoid, any
  Armor Class 13 (16 With Mage Armor)
  Hit Points 40 (9d8)
  Speed 30 ft., fly 30 ft. 
  STR 9 (-1) DEX 16 (+3) CON 11 (+0)
  INT 18 (+4) WIS 12 (+1) CHA 11 (+0)
  Saving Throws INT +7, WIS +4
  Skills Arcana +7, History +7
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 11
  Languages Infernal, Any four languages
  Challenge 6 (2,300 XP)
  Spellcasting. The mage is a 9th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 
  15, +7 to hit with spell attacks). The mage has the 
  following wizard spells prepared:
  
  21
  NPC COLLECTION
  Cantrips (at will): fire bolt, light, mage hand, 
  prestidigitation
  1st level (4 slots): detect magic, mage armor, magic 
  missile, shield
  2nd level (3 slots): misty step, suggestion
  3rd level (3 slots): counterspell, fireball, fly
  4th level (3 slots): greater invisibility, ice storm
  5th level (1 slot): cone of cold
  Winged. The mage has bat-like wings sprouting 
  from its shoulder blades. This grants the mage a 
  flying speed of 30 feet.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 
  + 3) piercing damage.
  Tiefling Noble
  Medium humanoid, any
  Armor Class 15 (Breastplate)
  Hit Points 9 (2d8)
  Speed 30 ft.
  STR 11 (+0) DEX 12 (+1) CON 11 (+0)
  INT 13 (+1) WIS 14 (+2) CHA 18 (+4)
  Skills Deception +6, Insight +4, Persuasion +6
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 12
  Languages Infernal, Any two languages
  Challenge 1/8 (25 XP)
  Spellcasting. The tiefling noble can use the 
  thaumaturgy cantrip due to its infernal heritage. 
  This also allows the Tiefling noble to cast the hellish 
  rebuke spell as a 2nd-level spell once with this trait 
  and regain the ability to do so when they finish a 
  long rest. Its spellcasting ability is Charisma (spell 
  save DC 14, +6 to hit with spell attacks).
  Actions
  Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 5 (1d8 + 1) piercing damage.
  Reactions
  Parry. The noble adds 2 to its AC against one melee 
  attack that would hit it. To do so, the noble must see 
  the attacker and be wielding a melee weapon.
  Tiefling (Feral) Noble
  Medium humanoid, any
  Armor Class 16 (Breastplate)
  Hit Points 9 (2d8)
  Speed 30 ft.
  STR 11 (+0) DEX 14 (+2) CON 11 (+0)
  INT 13 (+1) WIS 14 (+2) CHA 16 (+3)
  Skills Deception +5, Insight +4, Persuasion +5
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 12
  Languages Infernal, Any two languages
  Challenge 1/8 (25 XP)
  Spellcasting. The tiefling noble can use the vicious 
  mockery cantrip due to its infernal heritage. This 
  also allows the tiefling noble to cast the charm 
  person spell as a 2nd-level spell once with this trait 
  and regain the ability to do so when they finish a 
  long rest. Its spellcasting ability is Charisma (spell 
  save DC 13, +5 to hit with spell attacks).
  Actions
  Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 5 (1d8 + 1) piercing damage.
  Reactions
  Parry. The noble adds 2 to its AC against one melee 
  attack that would hit it. To do so, the noble must see 
  the attacker and be wielding a melee weapon.
  Tiefling (Feral, Winged) Noble
  Medium humanoid, any
  Armor Class 16 (Breastplate)
  Hit Points 9 (2d8)
  Speed 30 ft., fly 30 ft. 
  STR 11 (+0) DEX 14 (+2) CON 11 (+0)
  INT 13 (+1) WIS 14 (+2) CHA 16 (+3)
  
  22
  BASIC TIEFLINGS
  Skills Deception +5, Insight +4, Persuasion +5
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 12
  Languages Infernal, Any two languages
  Challenge 1/8 (25 XP)
  Winged. The noble has bat-like wings sprouting 
  from its shoulder blades. This grants the noble a 
  flying speed of 30 feet.
  Actions
  Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 5 (1d8 + 1) piercing damage.
  Reactions
  Parry. The noble adds 2 to its AC against one melee 
  attack that would hit it. To do so, the noble must see 
  the attacker and be wielding a melee weapon.
  Tiefling Priest
  Medium humanoid, any
  Armor Class 13 (Chain Shirt)
  Hit Points 27 (5d8 + 5)
  Speed 30 ft.
  STR 10 (+0) DEX 10 (+0) CON 12 (+1)
  INT 14 (+2) WIS 16 (+3) CHA 15 (+3)
  Skills Medicine +5, Persuasion +5, Religion +5
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 13
  Languages Infernal, Any two languages
  Challenge 2 (450 XP)
  Divine Eminence. As a bonus action, the priest 
  can expend a spell slot to cause its melee weapon 
  attacks to magically deal an extra 10 (3d6) radiant 
  damage to a target on a hit. This benefit lasts until 
  the end of the turn. If the priest expends a spell slot 
  of 2nd level or higher, the extra damage increases 
  by 1d6 for each level above 1st.
  Innate Spellcasting. The tiefling priest can use the 
  thaumaturgy cantrip due to its infernal heritage. 
  This also allows the tiefling priest to cast the hellish 
  rebuke spell as a 2nd-level spell once with this 
  trait, and the darkness spell once with this trait and 
  regains the ability to do so when they finish a long 
  rest. Its spellcasting ability is Charisma (spell save 
  DC 13, +5 to hit with spell attacks).
  Spellcasting. The priest is a 5th-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 
  13, +5 to hit with spell attacks). The priest has the 
  following cleric spells prepared:
  Cantrips (at will): light, sacred flame, spare the 
  dying
  1st level (4 slots): cure wounds, guiding bolt, 
  sanctuary
  2nd level (3 slots): lesser restoration, spiritual 
  weapon
  3rd level (2 slots): dispel magic, spirit guardians
  Actions
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 3 (1d6) bludgeoning damage.
  Tiefling (Feral) Priest
  Medium humanoid, any
  Armor Class 14 (Chain Shirt)
  Hit Points 27 (5d8 + 5)
  Speed 30 ft.
  STR 10 (+0) DEX 12 (+1) CON 12 (+1)
  INT 14 (+2) WIS 16 (+3) CHA 13 (+2)
  Skills Medicine +5, Persuasion +4, Religion +5
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 13
  Languages Infernal, Any two languages
  Challenge 2 (450 XP)
  Divine Eminence. As a bonus action, the priest 
  can expend a spell slot to cause its melee weapon 
  attacks to magically deal an extra 10 (3d6) radiant 
  damage to a target on a hit. This benefit lasts until 
  the end of the turn. If the priest expends a spell slot 
  of 2nd level or higher, the extra damage increases 
  by 1d6 for each level above 1st.
  Innate Spellcasting. The tiefling priest can use the 
  vicious mockery cantrip due to its infernal heritage. 
  This also allows the tiefling priest to cast the charm 
  person spell as a 2nd-level spell once with this 
  trait, and the darkness spell once with this trait and 
  
  23
  NPC COLLECTION
  regains the ability to do so when they finish a long 
  rest. Its spellcasting ability is Charisma (spell save 
  DC 12, +4 to hit with spell attacks).
  Spellcasting. The priest is a 5th-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 
  13, +5 to hit with spell attacks). The priest has the 
  following cleric spells prepared:
  Cantrips (at will): light, sacred flame, spare the 
  dying
  1st level (4 slots): cure wounds, guiding bolt, 
  sanctuary
  2nd level (3 slots): lesser restoration, spiritual 
  weapon
  3rd level (2 slots): dispel magic, spirit guardians
  Actions
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 3 (1d6) bludgeoning damage.
  Tiefling (Feral, Winged) Priest
  Medium humanoid, any
  Armor Class 14 (Chain Shirt)
  Hit Points 27 (5d8 + 5)
  Speed 30 ft., fly 30 ft.
  STR 10 (+0) DEX 12 (+1) CON 12 (+1)
  INT 14 (+2) WIS 16 (+3) CHA 13 (+2)
  Skills Medicine +5, Persuasion +4, Religion +5
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 13
  Languages Infernal, Any two languages
  Challenge 2 (450 XP)
  Divine Eminence. As a bonus action, the priest 
  can expend a spell slot to cause its melee weapon 
  attacks to magically deal an extra 10 (3d6) radiant 
  damage to a target on a hit. This benefit lasts until 
  the end of the turn. If the priest expends a spell slot 
  of 2nd level or higher, the extra damage increases 
  by 1d6 for each level above 1st.
  Spellcasting. The priest is a 5th-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 
  13, +5 to hit with spell attacks). The priest has the 
  following cleric spells prepared:
  Cantrips (at will): light, sacred flame, spare the 
  dying
  1st level (4 slots): cure wounds, guiding bolt, 
  sanctuary
  2nd level (3 slots): lesser restoration, spiritual 
  weapon
  3rd level (2 slots): dispel magic, spirit guardians
  Winged. The priest has bat-like wings sprouting 
  from its shoulder blades. This grants the priest a 
  flying speed of 30 feet.
  Actions
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 3 (1d6) bludgeoning damage.
  Tiefling Scout
  Medium humanoid, any
  Armor Class 13 (Leather Armor)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
  STR 11 (+0) DEX 14 (+2) CON 12 (+1)
  INT 12 (+1) WIS 13 (+1) CHA 13 (+1)
  Skills Nature +2, Perception +3, Stealth +4, Survival 
  +3
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 15
  Languages Infernal, Any one language (usually 
  Common)
  Challenge 1/2 (100 XP)
  Innate Spellcasting. The tiefling scout can use the 
  thaumaturgy cantrip due to its infernal heritage. 
  This also allows the tiefling scout to cast the hellish 
  rebuke spell as a 2nd-level spell once with this trait 
  and regain the ability to do so when they finish a 
  long rest. Its spellcasting ability is Charisma (spell 
  save DC 11, +3 to hit with spell attacks).
  Keen Hearing and Sight. The scout has advantage 
  on Wisdom (Perception) checks that rely on hearing 
  or sight.
  Actions
  Multiattack. The scout makes two melee attacks or 
  two ranged attacks.
  
  24
  BASIC TIEFLINGS
  Shortsword. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Longbow. Ranged Weapon Attack: +4 to hit, ranged 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage.
  Tiefling (Feral) Scout
  Medium humanoid, any
  Armor Class 14 (Leather Armor)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
  STR 11 (+0) DEX 16 (+3) CON 12 (+1)
  INT 12 (+1) WIS 13 (+1) CHA 10 (+0)
  Skills Nature +2, Perception +3, Stealth +5, Survival 
  +3
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 15
  Languages Infernal, Any one language (usually 
  Common)
  Challenge 1/2 (100 XP)
  Innate Spellcasting. The tiefling scout can use the 
  vicious mockery cantrip due to its infernal heritage. 
  This also allows the tiefling scout to cast the charm 
  person spell as a 2nd-level spell once with this trait 
  and regain the ability to do so when they finish a 
  long rest. Its spellcasting ability is Charisma (spell 
  save DC 10, +2 to hit with spell attacks).
  Keen Hearing and Sight. The scout has advantage 
  on Wisdom (Perception) checks that rely on hearing 
  or sight.
  Actions
  Multiattack. The scout makes two melee attacks or 
  two ranged attacks.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Longbow. Ranged Weapon Attack: +5 to hit, ranged 
  150/600 ft., one target. Hit: 7 (1d8 + 3) piercing 
  damage.
  Tiefling (Feral, Winged) Scout
  Medium humanoid, any
  Armor Class 14 (Leather Armor)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft., fly 30ft. 
  STR 11 (+0) DEX 16 (+3) CON 12 (+1)
  INT 12 (+1) WIS 13 (+1) CHA 10 (+0)
  Skills Nature +2, Perception +3, Stealth +5, Survival 
  +3
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 15
  Languages Infernal, Any one language (usually 
  Common)
  Challenge 1/2 (100 XP)
  Keen Hearing and Sight. The scout has advantage 
  on Wisdom (Perception) checks that rely on hearing 
  or sight.
  Winged. The scout has bat-like wings sprouting 
  from its shoulder blades. This grants the scout a 
  flying speed of 30 feet.
  Actions
  Multiattack. The scout makes two melee attacks or 
  two ranged attacks.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Longbow. Ranged Weapon Attack: +5 to hit, ranged 
  150/600 ft., one target. Hit: 7 (1d8 + 3) piercing 
  damage.
  Tiefling Spy
  Medium humanoid, any
  Armor Class 12
  Hit Points 27 (6d8)
  Speed 30 ft.
  STR 10 (+0) DEX 15 (+2) CON 10 (+0)
  INT 13 (+1) WIS 14 (+2) CHA 18 (+4)
  Skills Deception +6, Insight +4, Investigation +3, 
  Perception +4, Persuasion +6, Sleight of Hand +4, 
  Stealth +4
  
  25
  NPC COLLECTION
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 16
  Languages Infernal, Any two languages
  Challenge 1 (200 XP)
  Cunning Action. On each of its turns, the spy can 
  use a bonus action to take the Dash, Disengage, or 
  Hide action.
  Innate Spellcasting. The tiefling spy can use the 
  thaumaturgy cantrip due to its infernal heritage. 
  This also allows the tiefling spy to cast the hellish 
  rebuke spell as a 2nd-level spell once with this trait 
  and regain the ability to do so when they finish a 
  long rest. Its spellcasting ability is Charisma (spell 
  save DC 14, +6 to hit with spell attacks).
  Sneak Attack (1/Turn). The spy deals an extra 7 
  (2d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or 
  when the target is within 5 feet of an ally of the spy 
  that isn’t incapacitated, and the spy doesn’t have 
  disadvantage on the attack roll.
  Actions
  Multiattack. The spy makes two melee attacks.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, 
  range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage.
  Tiefling (Feral) Spy
  Medium humanoid, any
  Armor Class 13
  Hit Points 27 (6d8)
  Speed 30 ft.
  STR 10 (+0) DEX 17 (+3) CON 10 (+0)
  INT 13 (+1) WIS 14 (+2) CHA 16 (+3)
  Skills Deception +5, Insight +4, Investigation +3, 
  Perception +4, Persuasion +5, Sleight of Hand +5, 
  Stealth +5
  Damage Resistances Fire
  
  26
  BASIC TIEFLINGS
  Senses Darkvision 60 ft., Passive Perception 16
  Languages Infernal, Any two languages
  Challenge 1 (200 XP)
  Cunning Action. On each of its turns, the spy can 
  use a bonus action to take the Dash, Disengage, or 
  Hide action.
  Innate Spellcasting. The tiefling spy can use the 
  vicious mockery cantrip due to its infernal heritage. 
  This also allows the tiefling spy to cast the charm 
  person spell as a 2nd-level spell once with this trait 
  and regain the ability to do so when they finish a 
  long rest. Its spellcasting ability is Charisma (spell 
  save DC 13, +5 to hit with spell attacks).
  Sneak Attack (1/Turn). The spy deals an extra 7 
  (2d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or 
  when the target is within 5 feet of an ally of the spy 
  that isn’t incapacitated, and the spy doesn’t have 
  disadvantage on the attack roll.
  Actions
  Multiattack. The spy makes two melee attacks.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +5 to hit, 
  range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing 
  damage.
  Tiefling (Feral, Winged) Spy
  Medium humanoid, any
  Armor Class 13
  Hit Points 27 (6d8)
  Speed 30 ft., fly 30 ft. 
  STR 10 (+0) DEX 17 (+3) CON 10 (+0)
  INT 13 (+1) WIS 14 (+2) CHA 16 (+3)
  Skills Deception +5, Insight +4, Investigation +3, 
  Perception +4, Persuasion +5, Sleight of Hand +5, 
  Stealth +5
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 16
  Languages Infernal, Any two languages
  Challenge 1 (200 XP)
  Cunning Action. On each of its turns, the spy can 
  use a bonus action to take the Dash, Disengage, or 
  Hide action.
  Sneak Attack (1/Turn). The spy deals an extra 7 
  (2d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or 
  when the target is within 5 feet of an ally of the spy 
  that isn’t incapacitated, and the spy doesn’t have 
  disadvantage on the attack roll.
  Winged. The spy has bat-like wings sprouting from 
  its shoulder blades. This grants the spy a flying 
  speed of 30 feet.
  Actions
  Multiattack. The spy makes two melee attacks.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +5 to hit, 
  range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing 
  damage.
  Tiefling Thug
  Medium humanoid, any
  Armor Class 11 (Leather Armor)
  Hit Points 32 (5d8 + 10)
  Speed 30 ft.
  STR 15 (+2) DEX 11 (+0) CON 14 (+2)
  INT 11 (+0) WIS 10 (+0) CHA 13 (+1)
  Skills Intimidation +3
  Damage Resistances Fire
  Senses Darkvision 60, Passive Perception 10
  Languages Infernal, Any one language (usually 
  Common)
  Challenge 1/2 (100 XP)
  Innate Spellcasting. The tiefling thug can use the 
  thaumaturgy cantrip due to its infernal heritage. 
  This also allows the tiefling thug to cast the hellish 
  rebuke spell as a 2nd-level spell once with this trait 
  and regain the ability to do so when they finish a 
  
  27
  NPC COLLECTION
  long rest. Its spellcasting ability is Charisma (spell 
  save DC 11, +3 to hit with spell attacks).
  Pack Tactics. The thug has advantage on an attack 
  roll against a creature if at least one of the thug’s 
  allies is within 5 feet of the creature and the ally 
  isn’t incapacitated.
  Actions
  Multiattack. The thug makes two melee attacks.
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage.
  Tiefling (Feral) Thug
  Medium humanoid, any
  Armor Class 12 (Leather Armor)
  Hit Points 32 (5d8 + 10)
  Speed 30 ft.
  STR 15 (+2) DEX 13 (+1) CON 14 (+2)
  INT 11 (+0) WIS 10 (+0) CHA 11 (+0)
  Skills Intimidation +2
  Damage Resistances Fire
  Senses Darkvision 60, Passive Perception 10
  Languages Infernal, Any one language (usually 
  Common)
  Challenge 1/2 (100 XP)
  Innate Spellcasting. The tiefling thug can use the 
  vicious mockery cantrip due to its infernal heritage. 
  This also allows the tiefling thug to cast the charm 
  person spell as a 2nd-level spell once with this trait 
  and regain the ability to do so when they finish a 
  long rest. Its spellcasting ability is Charisma (spell 
  save DC 10, +2 to hit with spell attacks).
  Pack Tactics. The thug has advantage on an attack 
  roll against a creature if at least one of the thug’s 
  allies is within 5 feet of the creature and the ally 
  isn’t incapacitated.
  Actions
  Multiattack. The thug makes two melee attacks.
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
  Heavy Crossbow. Ranged Weapon Attack: +3 to 
  hit, range 100/400 ft., one target. Hit: 6 (1d10+1) 
  piercing damage.
  Tiefling (Feral, Winged) Thug
  Medium humanoid, any
  Armor Class 12 (Leather Armor)
  Hit Points 32 (5d8 + 10)
  Speed 30 ft., fly 30 ft.
  STR 15 (+2) DEX 13 (+1) CON 14 (+2)
  INT 11 (+0) WIS 10 (+0) CHA 11 (+0)
  Skills Intimidation +2
  Damage Resistances Fire
  Senses Darkvision 60, Passive Perception 10
  Languages Infernal, Any one language (usually 
  Common)
  Challenge 1/2 (100 XP)
  Pack Tactics. The thug has advantage on an attack 
  roll against a creature if at least one of the thug’s 
  allies is within 5 feet of the creature and the ally 
  isn’t incapacitated.
  Winged. The thug has bat-like wings sprouting from 
  its shoulder blades. This grants the thug a flying 
  speed of 30 feet.
  Actions
  Multiattack. The thug makes two melee attacks.
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
  Heavy Crossbow. Ranged Weapon Attack: +3 to 
  hit, range 100/400 ft., one target. Hit: 6 (1d10+1) 
  piercing damage.
  
  28
  BASIC TIEFLINGS
  Tiefling Tribal Warrior
  Medium humanoid, any
  Armor Class 12 (Hide Armor)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR 13 (+1) DEX 11 (+0) CON 12 (+1)
  INT 9 (-1) WIS 11 (+0) CHA 10 (+0)
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 10
  Languages Infernal, Any one language
  Challenge 1/8 (25 XP)
  Innate Spellcasting. The tiefling tribal warrior can 
  use the thaumaturgy cantrip due to its infernal 
  heritage. Its spellcasting ability is Charisma (spell 
  save DC 10, +2 to hit with spell attacks).
  Pack Tactics. The warrior has advantage on an 
  attack roll against a creature if at least one of the 
  warrior’s allies is within 5 feet of the creature and 
  the ally isn’t incapacitated.
  Actions
  Spear. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 
  (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing 
  damage if used with two hands to make a melee 
  attack.
  Tiefling (Feral) Tribal Warrior
  Medium humanoid, any
  Armor Class 13 (Hide Armor)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR 13 (+1) DEX 13 (+1) CON 12 (+1)
  INT 9 (-1) WIS 11 (+0) CHA 8 (-1)
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 10
  Languages Infernal, Any one language
  Challenge 1/8 (25 XP)
  Innate Spellcasting. The tiefling tribal warrior can 
  use the vicious mockery cantrip due to its infernal 
  heritage. Its spellcasting ability is Charisma (spell 
  save DC 9, +1 to hit with spell attacks).
  Pack Tactics. The warrior has advantage on an 
  attack roll against a creature if at least one of the 
  warrior’s allies is within 5 feet of the creature and 
  the ally isn’t incapacitated.
  Actions
  Spear. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 
  (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing 
  damage if used with two hands to make a melee 
  attack.
  Tiefling (Feral, Winged) Tribal Warrior
  Medium humanoid, any
  Armor Class 13 (Hide Armor)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft., fly 30 ft.
  STR 13 (+1) DEX 13 (+1) CON 12 (+1)
  INT 9 (-1) WIS 11 (+0) CHA 8 (-1)
  
  29
  NPC COLLECTION
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 10
  Languages Infernal, Any one language
  Challenge 1/8 (25 XP)
  Pack Tactics. The warrior has advantage on an 
  attack roll against a creature if at least one of the 
  warrior’s allies is within 5 feet of the creature and 
  the ally isn’t incapacitated.
  Winged. The warrior has bat-like wings sprouting 
  from its shoulder blades. This grants the warrior a 
  flying speed of 30 feet.
  Actions
  Spear. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 
  (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing 
  damage if used with two hands to make a melee 
  attack.
  Tiefling Veteran
  Medium humanoid, any
  Armor Class 17 (Splint)
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
  STR 16 (+3) DEX 13 (+1) CON 14 (+2)
  INT 11 (+0) WIS 11 (+0) CHA 12 (+1)
  Skills Athletics +5, Perception +2
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 12
  Languages Infernal, Any one language (usually 
  Common)
  Challenge 3 (700 XP)
  Innate Spellcasting. The tiefling veteran can use the 
  thaumaturgy cantrip due to its infernal heritage. 
  This also allows the tiefling veteran to cast the 
  hellish rebuke spell as a 2nd-level spell once with 
  this trait, and the darkness spell once with this trait 
  and regains the ability to do so when they finish a 
  long rest. Its spellcasting ability is Charisma (spell 
  save DC 11, +3 to hit with spell attacks).
  Actions
  Multiattack. The veteran makes two longsword 
  attacks. If it has a shortsword drawn, it can also 
  make a shortsword attack.
  Longsword. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, 
  or 8 (1d10 + 3) slashing damage if used with two 
  hands.
  Shortsword. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  Heavy Crossbow. Ranged Weapon Attack: +3 to 
  hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) 
  piercing damage.
  Tiefling (Feral) Veteran
  Medium humanoid, any
  Armor Class 17 (Splint)
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
  STR 16 (+3) DEX 15 (+2) CON 14 (+2)
  INT 11 (+0) WIS 11 (+0) CHA 10 (+0)
  Skills Athletics +5, Perception +2
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 12
  Languages Infernal, Any one language (usually 
  Common)
  Challenge 3 (700 XP)
  Innate Spellcasting. The tiefling veteran can use the 
  vicious mockery cantrip due to its infernal heritage. 
  This also allows the tiefling veteran to cast the 
  charm person spell as a 2nd-level spell once with 
  this trait, and the darkness spell once with this trait 
  and regains the ability to do so when they finish a 
  long rest. Its spellcasting ability is Charisma (spell 
  save DC 10, +2 to hit with spell attacks).
  Actions
  Multiattack. The veteran makes two longsword 
  attacks. If it has a shortsword drawn, it can also 
  make a shortsword attack.
  
  30
  BASIC TIEFLINGS
  Longsword. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, 
  or 8 (1d10 + 3) slashing damage if used with two 
  hands.
  Shortsword. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  Heavy Crossbow. Ranged Weapon Attack: +4 to 
  hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) 
  piercing damage.
  Tiefling (Feral, Winged) Veteran
  Medium humanoid, any
  Armor Class 17 (Splint)
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
  STR 16 (+3) DEX 15 (+2) CON 14 (+2)
  INT 11 (+0) WIS 11 (+0) CHA 10 (+0)
  Skills Athletics +5, Perception +2
  Damage Resistances Fire
  Senses Darkvision 60 ft., Passive Perception 12
  Languages Infernal, Any one language (usually 
  Common)
  Challenge 3 (700 XP)
  Winged. The veteran has bat-like wings sprouting 
  from its shoulder blades. This grants the veteran a 
  flying speed of 30 feet.
  Actions
  Multiattack. The veteran makes two longsword 
  attacks. If it has a shortsword drawn, it can also 
  make a shortsword attack.
  Longsword. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, 
  or 8 (1d10 + 3) slashing damage if used with two 
  hands.
  Shortsword. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  Heavy Crossbow. Ranged Weapon Attack: +4 to 
  hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) 
  piercing damage.
  
  31
  NPC COLLECTION
  http://www.dmsguild.com/product/232369/Calculated-Collection-1
  
  32
  BASIC TIEFLINGS
  http://www.dmsguild.com/product/231283/Catalogue-of-Calamity
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Travis Legge/Travis Legge - Basic Tieflings.pdf