Tiefling (starting race)
The tiefling is a playable race of hero that appears in dNetHack and notdNetHack. Tieflings are humans with demonic ancestry.
Tieflings can be of any alignment, and can play as an Archeologist, Barbarian, Binder, Convict, Healer, Knight, Madman, Monk, Pirate, Priest, Ranger, Samurai, Bard, Undead Hunter, or Wizard. A tiefling Healer is automatically converted to a dark fey'ri at game start.
Racial benefits and restrictions
Tieflings are classified as both human and demon. They hate holy items and silver, and are visible via infravision. Unlike most demonic creatures, tieflings are not weldproof.
Tieflings have poison resistance innately from experience level 1. They have normal night vision, and their special spell is abjuration, with a -20 spellcasting bonus.
Humans are treated as the same race for canibalism and same-race-sacrifice purposes, while gnomes, orcs, and dwarves are always hostile.
Unlike true demons, tieflings are not prevented from praying to lawful or neutral gods.
Attributes
| Character Race |
Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
|---|---|---|---|---|---|---|
| Tiefling | 16 | 18 | 18 | 20 | 16 | 20 |
A tiefling's attribute caps are primarily skewed towards mental and social ability: they have high intelligence and charisma, standard dexterity and constitution, and lower strength and wisdom.
| HP gain | Starting HP | Pre-cutoff | Post-cutoff |
|---|---|---|---|
| Tiefling | 2 | 1d4 | 1 |
| Energy gain | Starting energy | Pre-cutoff | Post-cutoff |
| Tiefling | 1 | 2 | 2 |
Tieflings have modest HP growth and steady energy growth.
Mutations
Tieflings gain demonic mutations as they gain experience levels. These mutations are selected randomly from a large pool of tiefling traits, with most traits associated with a specific body part or other feature. A tiefling can have at most one mutation from each body-part slot.
Tieflings receive eight total mutations. They manifest at experience levels 3, 6, 10, 14, 18, 22, 26, and 30. Mutations are selected three levels before they appear, giving the player a preview message before the trait fully develops.
At game start, the first mutation is selected and queued for level 3. At levels 3, 7, 11, 15, 19, 23, and 27 a new mutation is selected and queued for three levels later.
The first mutation cannot be any of the following:
- Tears of blood
- Blinding hair
- Any wing mutation
- Magic breathing
The fallen mutations—fallen aura, fallen heritage, and golden scars—are mutually exclusive. Once any one of these mutations is granted, the other two are removed from the pool for all later mutation picks.
Most mutation effects are suppressed while the hero is polymorphed. Exceptions are noted where relevant.
Mutation ability rules
Many active mutation abilities are used through the mutation ability menu. Opening this menu requires at least 20 energy, and most active mutation abilities are unavailable while polymorphed.
Blast and cloud abilities from smell and windpipe mutations use freeform coordinate targeting. They have a maximum effective range of 4 squares by Chebyshev distance; attempting to target farther away gives a "Too far!" message. These abilities cost 20 energy when activated.
Sound-trait active abilities use different rules:
- Deafening croak scans adjacent squares automatically and only costs 20 energy if a valid adjacent hostile monster is found.
- Siren song automatically affects visible hostile monsters within range and always costs 20 energy.
Gaze mutations use a separate activation path. They can appear as a "Gaze at something" ability, are blocked by blindness, use freeform targeting, and do not cost energy. Some gaze effects also fire automatically against visible hostile monsters.
Smell traits
Smell-trait mutations are active targeted abilities. All are suppressed while polymorphed.
| Forming trait | Final mutation | Effect |
|---|---|---|
| Corpse stench | Stinking clouds | Allows the tiefling to emit poisonous stinking clouds. |
| Sulfurous smell | Fiery blasts | Allows the tiefling to emit fiery blasts. |
| Ashy smell | Fiery blasts | Allows the tiefling to emit fiery blasts. |
| Frosty smell | Icy blasts | Allows the tiefling to emit icy blasts. |
| Pungent smell | Acidic blasts | Allows the tiefling to emit acidic blasts. |
Stinking clouds
Stinking clouds create a persistent radius-3 poisonous gas cloud centered on the targeted square.
The cloud deals poison gas damage each turn equal to (level × 3 + 5) / 6. This gives 2 damage at level 3, 5 damage at level 10, 10 damage at level 20, and 15 damage at level 30.
Fiery blasts
Both fiery blast mutations are mechanically identical once fully developed; only their forming appearances differ. Fiery blasts create a radius-1 fire explosion at the targeted square.
Damage is (level + 2) / 3d6. This gives 1d6 at level 3, 3d6 at level 7, 4d6 at level 10, 7d6 at level 20, and 10d6 at level 30.
Icy blasts
Icy blasts create a radius-1 cold explosion at the targeted square.
Damage is (level + 2) / 3d6, using the same scaling as fiery blasts: 1d6 at level 3, 3d6 at level 7, 4d6 at level 10, 7d6 at level 20, and 10d6 at level 30.
Acidic blasts
Acidic blasts create a radius-1 acid explosion at the targeted square.
Damage is (level + 2) / 3d6, using the same scaling as fiery and icy blasts: 1d6 at level 3, 3d6 at level 7, 4d6 at level 10, 7d6 at level 20, and 10d6 at level 30.
Body skin
Body-skin mutations are passive and suppressed while polymorphed. They do not grant active abilities.
| Forming trait | Final mutation | Effect |
|---|---|---|
| Small scales | Brittle scales | Grants an AC bonus. |
| Small scales | Durable scales | Grants a DR bonus. |
| Small scales | Metallic scales | Grants both AC and DR. |
| Small chitin plates | Chitinous plating | Grants both AC and DR. |
| Clammy skin | Slippery skin | Helps the tiefling escape grapples, tight spaces, and entangling effects. |
| Blotchy skin | Deadly spores | Adds an automatic disease counterattack during melee. |
Brittle scales
Brittle scales grant an AC bonus, but no DR bonus:
- Levels 1-13: AC -1
- Levels 14-29: AC -3
- Level 30: AC -6
Durable scales
Durable scales grant a DR bonus, but no AC bonus:
- Levels 1-13: DR +3
- Levels 14-29: DR +6
- Level 30: DR +9
Metallic scales
Metallic scales grant both AC and DR:
- Levels 1-13: AC -1, DR +1
- Levels 14-29: AC -2, DR +3
- Level 30: AC -3, DR +6
Chitinous plating
Chitinous plating is mechanically identical to metallic scales, but has different flavor:
- Levels 1-13: AC -1, DR +1
- Levels 14-29: AC -2, DR +3
- Level 30: AC -3, DR +6
Slippery skin
Slippery skin has three passive effects:
- Grapple and wrap attacks slip off automatically instead of holding the tiefling.
- The tiefling can squeeze through tight spaces while over-encumbered.
- Entangling items, such as a rope of entangling, bands, or razor wire, automatically slip free without requiring an escape roll.
Deadly spores
Deadly spores are a passive counterattack. When the tiefling is struck in melee, deadly spores can be released against the attacker, dealing disease damage equal to the tiefling's experience level.
Mouth traits
Mouth-trait mutations are suppressed while polymorphed. They can grant bite attacks, special venom attacks, or a secondary jaw strike.
| Forming trait | Final mutation | Effect |
|---|---|---|
| Elongated canines | Venomous fangs | Adds a poisonous bite attack. |
| Elongated canines | Vampiric fangs | Adds a blood-draining bite attack. |
| Bulging cheeks | Poisonous chelicerae | Adds a poisonous spider-like bite attack. |
| Bulging cheeks | Serpentine tongue | Adds a secondary serpent-jaw strike after successful melee hits. |
| Bulging cheeks | Blinding venom | Allows the tiefling to spit blinding venom. |
Venomous fangs
Venomous fangs add a 1d6 bite attack. On hit, there is a 1-in-8 chance to poison the target. Nine times out of ten the poison deals 6–15 damage, otherwise it deals 80 damage.
Vampiric fangs
Vampiric fangs add a 1d6 vampiric bite attack. The bite drains blood from targets that have blood. Unlike a vampire hero, a tiefling does not gain nutrition from this blood drain; it only applies blood impurity.
Poisonous chelicerae
Poisonous chelicerae add a 1d6 poisonous bite attack. Mechanically, this is identical to venomous fangs.
Serpentine tongue
After each melee attack, the tongue-snake makes one additional 1d6 poisonous strike against a random hostile monster in the 3x3 area around the primary target. This may or may not be the same monster as the original target. The player may force-fight an empty square to trigger the tounge attack vs. otherwise out-of-reach targets.
The serpent strike poison effect is the same as venomous fangs.
Blinding venom
Blinding venom is an active ability. It spits a blinding venom projectile in a chosen cardinal or diagonal direction. It has a range of 8 squares and costs no energy. It uses directional targeting rather than freeform coordinate targeting. On hit, it blinds the target but deals no damage.
Windpipe
Windpipe mutations are active cloud abilities. Both are suppressed while polymorphed. They use the same targeting framework as smell-trait abilities: freeform coordinate targeting, a 4-square maximum range, and a 20 energy cost.
Both windpipe mutations create a persistent radius-3 cloud that lasts 4-6 turns. Creatures inside the cloud are affected each turn.
| Forming trait | Final mutation | Effect |
|---|---|---|
| Cloudy breath | Smoke breath | Allows the tiefling to exhale a noxious smoke cloud. |
| Cloudy breath | Cold breath | Allows the tiefling to exhale a freezing mist. |
Smoke breath
Smoke breath creates a noxious smoke cloud.
Smoke breath deals 2 + level damage per turn. It also blinds affected creatures for 1 turn, even if they resist the damage. A towel blocks all smoke effects. Breathless monsters or monsters with poison resistance take half damage; fire-resistant monsters also take half damage. A creature with both protections takes no damage.
Cold breath
Cold breath creates a freezing cloud. It counts as solid fog and reduces movement speed inside the cloud to at most one-third normal speed.
Cold breath deals 2 + (level + 5) / 6 cold damage per turn. Cold-resistant creatures are immune to the damage. A towel blocks all cold cloud effects. Standard cold effects apply, including potion destruction and special effects against golems.
Eyes
Eye mutations are the largest mutation category. All are suppressed while polymorphed. Many eye mutations interact with gaze attacks.
| Forming trait | Final mutation | Effect |
|---|---|---|
| Black writing | Hateful vision | Reveals cursed items and allows the tiefling to gaze at holy or angelic foes to expose their weaknesses. |
| Black writing | Odd eyes | The tiefling's gaze can demoralize foes. |
| Blank white eyes | Infravision | Grants permanent infravision. |
| Blank white eyes | Extramission | Allows the tiefling to see in darkness and bright light. |
| Blank white eyes | Odd eyes | The tiefling's blank gaze can demoralize foes. |
| Extra eyes | Beholder eyes | Grants extra eyes that emit baleful rays. |
| Extra eyes | Vigilant eyes | Allows the tiefling to spot hidden things. |
| Extra eyes | Odd eyes | The tiefling's many-eyed gaze can demoralize foes. |
| Glowing eyes | Light emission | The tiefling's eyes emit light. |
| Glowing eyes | Extramission | Allows the tiefling to see in darkness and bright light. |
| Glowing eyes | Keen eyes | Allows the tiefling to spot hidden things. |
| Glowing eyes | Odd eyes | The tiefling's burning gaze can demoralize foes. |
| Large eye | Paralysis gaze | Adds a chance to paralyze foes during combat. |
| Large eye | Cancellation gaze | Allows the tiefling to cancel foes with a gaze. |
| Large eye | Probing gaze | Allows the tiefling to examine monsters in detail. |
| Swirling irises | Mesmerizing gaze | Allows the tiefling to pull foes closer with a gaze. |
| Clockwork eyes | Foresight | Improves the tiefling's attacks and defenses against visible attackers. |
| Bleeding eyes | Tears of blood | Damages sighted, blood-bearing foes that can see the tiefling. |
Automatic and manual gazes
If the tiefling has a gaze mutation, automatic gaze attacks can trigger after movement or attacks. The gaze checks the first visible hostile monster in the direction the tiefling is facing, up to 8 squares away. Gazes that only fire when the tiefling attacks still fire if the target is killed, targetting the first surviving enemy in the chosen direction.
The many odd eyes mutation is an exception: the eyes can apply gaze effects to every visible hostile monster within 8 squares each turn.
Manual gaze activation uses freeform targeting, is blocked by blindness, and costs no energy. When activated manually, all applicable gaze effects fire.
Hateful vision
Hateful vision passively lets the tiefling always know when an item is cursed. Cursed items are treated as known when picked up or displayed; uncursed and blessed status must still be learned normally.
Its gaze effect works against holy or angelic creatures that hate unholy beings. It exposes the target's weakness, increasing damage from later attacks. The stored weakness damage halves each time it is used.
Odd eyes
The three ordinary odd-eye mutations are mechanically identical, though they have different appearances: curse-graven, blank, and burning. Their gaze demoralizes non-mindless targets, making the monster less effective in combat. The effect can stack down to a minimum encouragement value of -6. These gazes can trigger automatically during movement.
Many odd eyes
Many odd eyes use the same demoralizing gaze as ordinary odd eyes, but affect every visible hostile monster within 8 squares each turn rather than only the first hostile in the tiefling's facing direction.
Infravision
Infravision grants permanent infravision.
Extramission
Extramission allows the tiefling to see in both darkness and bright light, and prevents light-blinding. The two extramission mutations are mechanically identical and differ only in appearance.
Beholder eyes
Beholder eyes fire three random gaze rays when the tiefling attacks a target. Each ray deals 4d6 with a random beholder-style gaze effect.
Light emission
Light emission causes the tiefling to emit light in a radius of 2 and grants low-light sight. This mutation is excluded for dark fey'ri, since their darksight would cause them to be blinded by their own emitted light.
Vigilant eyes and keen eyes
Vigilant eyes and keen eyes are mechanically identical. Each turn, while the tiefling is not blind or light-blinded, they automatically search for hidden doors, traps, and similar hidden features.
Paralysis gaze
Paralysis gaze adds a paralysis gaze counter-attack. It only fires when the tiefling is not blind, and its chance scales with level:
- Level 1: approximately 0%
- Level 10: approximately 33%
- Level 22 and above: approximately 67%
Cancellation gaze
Cancellation gaze allows the tiefling to cancel targets with a gaze. It can trigger automatically during movement.
Probing gaze
Probing gaze passively probes monsters when the tiefling looks at them. This reveals monster HP, DR information, and inventory.
Mesmerizing gaze
Mesmerizing gaze pulls the target 1 step toward the tiefling if the monster can see the tiefling and fails its resistance check. It does not deal damage, and only fires when the tiefling attacks a target.
Foresight
Foresight from clockwork eyes modifies weapon attacks made by or against visible combatants. When the tiefling attacks, it grants a to-hit bonus; when a visible attacker attacks the tiefling, it applies a to-hit penalty to the attacker.
The modifier depends on the attacker's alignment:
- Chaotic: rnd(4)
- Neutral: rnd(10)
- Lawful: rnd(20)
Tears of blood
Tears of blood is a passive aura and is blacklisted from the initial first mutation. Each turn, it damages every visible monster within 8 squares that:
- can see the tiefling,
- has blood,
- has at least one eye.
Damage is (level + 9) / 10 per turn. The effect cannot kill; it leaves the target at a minimum of 1 HP. Floating eyes take double damage.
Fingers
Finger mutations are mutually exclusive and are suppressed while polymorphed.
| Forming trait | Final mutation | Effect |
|---|---|---|
| Cold fingers | Cold touch | Adds a cold touch attack. |
| Cold fingers | Drain touch | Adds a life-draining touch attack. |
| Warm fingers | Fire touch | Adds a fire touch attack. |
| Tingling fingers | Shock touch | Adds an electric touch attack. |
| Extra fingers | Enhanced spellcasting | Improves spellcasting. |
| Webbed fingers | Swimming webs | Grants swimming. |
| Small claws | Razor claws | Improves unarmed attacks with slashing claws. |
| Small claws | Hard claws | Improves unarmed attacks with hard blunt claws. |
| Small claws | Hooked claws | Improves unarmed attacks with slashing and piercing claws. |
| Small claws | Talons | Improves unarmed attacks with piercing talons. |
Elemental and draining touch
Cold touch, fire touch, shock touch, and drain touch add touch attacks. These attacks are suppressed while using a shield or two-weapon fighting.
Cold touch, fire touch, and shock touch deal (level + 5) / 6d6 damage of their respective element. Drain touch deals a flat 1d6 life-drain damage.
Enhanced spellcasting
Enhanced spellcasting from extra fingers improves spellcasting in two ways:
- It adds the robe bonus to spellcasting.
- It treats all spells as 3 points (3/4 of a spell level) easier for success-rate calculation.
Swimming webs
Swimming webs grant permanent swimming. They do not allow the tiefling to spin webs; that ability belongs to silk spinners.
Claws and talons
Razor claws, hard claws, hooked claws, and talons improve unarmed attacks. Having any claw or talon mutation adds six faces to the unarmed damage die, raising normal unarmed damage from d2 to d8 before martial-arts or other special scaling.
Each claw type changes the attack's damage type:
- Razor claws add slashing damage.
- Hard claws retain blunt damage.
- Hooked claws use slashing and piercing damage instead of blunt.
- Talons add piercing damage.
Shadow traits
Shadow-trait mutations are suppressed while polymorphed. They grant automatic shadow attacks, shadow magic, or the ability to summon a shade.
| Forming trait | Final mutation | Effect |
|---|---|---|
| Tortured shadow | Pain shadow | The tiefling's shadow inflicts pain on nearby foes. |
| Tortured shadow | Shredding shadow | The tiefling's shadow shreds nearby foes and their armor. |
| Wandering shadow | Summon shade | Allows the tiefling to summon a pet shade. |
| Gesticulating shadow | Shadow casting | Allows the tiefling's shadow to cast hostile spells. |
Pain shadow
Pain shadow automatically attacks adjacent hostile monsters each turn. It can strike up to 8 adjacent hostiles, with each adjacent square having a 1-in-2 chance to be skipped. Damage is 1d(1 + level / 6) pain damage.
Shredding shadow
Shredding shadow uses the same automatic attack framework as pain shadow, but deals shredding damage instead.
Summon shade
Summon shade is an active ability that summons a pet shade adjacent to the tiefling. The shade is leveled up to match the tiefling's level. The ability costs energy equal to the tiefling's level.
The shade lasts for Charisma + level turns, plus an additional Charisma turns if the tiefling has at least 20 insight.
Shadow casting
Shadow casting gives the tiefling's shadow a 10% chance each turn to cast a hostile spell at a random visible hostile monster within 8 squares. The possible spells are:
- Paralyze
- Destroy weapon
- Destroy armor
- Open wounds
- Psi bolt
Only one spell can be cast per turn.
Blood
Blood mutations are mutually exclusive retaliatory passives. They are suppressed while polymorphed and trigger when the tiefling is struck in melee.
All four blood mutations use the same damage scaling: (level + 5) / 6d6.
| Forming trait | Final mutation | Effect |
|---|---|---|
| Warm body | Fiery blood | Burns melee attackers. |
| Cool body | Icy blood | Chills melee attackers. |
| Bilious veins | Acidic blood | Burns melee attackers with acid. |
| Sickly pallor | Poisonous blood | Poisons melee attackers. |
Sound traits
Sound-trait mutations are mutually exclusive.
| Forming trait | Final mutation | Effect |
|---|---|---|
| Baggy throat | Deafening croak | Allows the tiefling to emit a sonic blast. |
| Bat-like ears | Echolocation | Grants permanent echolocation. |
| Musical voice | Siren song | Allows the tiefling to sing a hypnotic song. |
Deafening croak
Deafening croak is an active ability and is suppressed while polymorphed. It scans the 3x3 area around the tiefling for a valid adjacent hostile monster. If one is found, it emits a sonic blast that affects all 8 surrounding squares.
Damage is (level + 2) / 3d6 sonic damage. The ability costs 20 energy only if a valid adjacent hostile is found.
Echolocation
Echolocation grants permanent echolocation.
Siren song
Siren song is an active ability and is suppressed while polymorphed. It costs 20 energy and has two effects:
- Visible hostile monsters within 8 squares that are not deaf are pulled 1 step toward the tiefling if they fail a resistance check.
- The tiefling gains a bladesong buff that increases weapon damage from compatible weapons while it lasts.
The bladesong duration depends on Charisma:
- Charisma 25: 13 turns
- Otherwise: (Charisma - 10) / 2 + 5 turns, giving 5 turns at Charisma 10 and 9 turns at Charisma 18.
Hair
Hair mutations are mutually exclusive and suppressed while polymorphed.
| Forming trait | Final mutation | Effect |
|---|---|---|
| Spiky hair | Thorny hair | Retaliates against melee attackers. |
| Fiery hair | Fiery aura | Burns nearby foes. |
| Frosty hair | Icy aura | Freezes nearby foes. |
| Shimmering hair | Blinding aura | Blinds attackers that attempt gaze attacks. |
| Writhing hair | Biting hair | Automatically bites nearby foes. |
Thorny hair
Thorny hair retaliates when the tiefling is struck in melee. It deals (level + 9) / 10d(2 + level / 3) damage.
Fiery aura
Fiery aura damages visible hostile monsters that lack fire resistance. Damage is d(level / 10 + 1),4 fire damage per turn.
The aura is distance-scaled: nearby monsters take damage, while more distant monsters are outside the effective range. While swallowed, the aura deals 8 times its normal damage to the engulfing monster.
Icy aura
Icy aura is mechanically identical to fiery aura, but deals cold damage. Monsters with cold resistance are immune. While swallowed, the aura deals 8 times its normal damage to the engulfing monster.
Blinding aura
Blinding aura is blacklisted from the initial first mutation. When a sighted attacker makes a gaze-type attack against the tiefling, the attack is cancelled and the attacker is blinded for 2d6 turns. The attacker must have eyes and must not already be blind.
Biting hair
Biting hair automatically attacks adjacent monsters each turn. It uses a vampiric 1d4 bite. Each pass scans the 8 surrounding squares, with a 1-in-2 chance to skip each square.
The number of attacks scales by level:
- Levels 1-10: one pass, up to 8 possible adjacent attacks
- Levels 11-20: two passes, up to 16 possible adjacent attacks
- Levels 21-30: three passes, up to 24 possible adjacent attacks
As with vampiric fangs, tieflings gain no nutrition from the blood drain.
Horns
Horn mutations are mutually exclusive. They are suppressed while polymorphed and add gore attacks. When a horn mutation is granted, the tiefling's worn helmet is forcibly removed if it no longer fits the horn shape.
| Forming trait | Final mutation | Effect |
|---|---|---|
| Small horns | Ram's horns | Adds a sturdy physical gore attack. |
| Small horns | Demon horns | Adds a demonic gore attack. |
| Small horn | Diseased unicorn horn | Adds a cursed unicorn-horn gore attack. |
| Budding antlers | Antlers | Adds antler gore attacks that scale with level. |
| Small horns | Bull horns | Adds a powerful physical gore attack. |
Ram's horns
Ram's horns add a physical gore attack:
- Levels 1-13: 2d3
- Levels 14-29: 2d4
- Level 30: 4d4
Bull horns
Bull horns add a physical gore attack:
- Levels 1-13: 2d4
- Levels 14-29: 2d6
- Level 30: 2d8
Antlers
Antlers add a physical gore attack that scales smoothly with level: 2d(2 + level / 3). This ranges from 2d2 at level 1 to 2d12 at level 30.
Demon horns
Demon horns add a gore attack:
- Levels 1-13: 2d2 physical damage
- Levels 14-29: 2d3 physical damage
- Level 30: 2d9 unholy-cold damage
At level 30, demon horns become a triple-component attack:
- Physical damage
- Cold damage, unless the target has cold resistance
- Unholy shard damage against creatures that hate unholy beings
Diseased unicorn horn
Diseased unicorn horn adds a cursed unicorn-horn gore attack:
- Levels 1-13: 1d1
- Levels 14-29: 1d4
- Level 30: 1d12
Each hit applies one of six random effects. Against the player, these are sickness, blindness, confusion, stunning, random stat drain, or hallucination. Against monsters, the effects correspond to disease, blindness, confusion, stunning, physical damage, or hallucination.
Tails
Tail mutations are mutually exclusive and suppressed while polymorphed.
| Forming trait | Final mutation | Effect |
|---|---|---|
| Tail bud | Prehensile tail | Allows two-handed weapons to be treated as one-handed. |
| Tail bud | Lashing tail | Adds an automatic tail attack. |
| Tail bud | Stinger tail | Adds a poisonous stinger attack. |
| Tail bud | Snake-headed tail | Adds an automatic poisonous tail attack. |
| Tail bud | Thieving tail | Automatically steals from nearby hostile monsters. |
| Tail bud | Regeneration | Grants lizard-tail regeneration. |
| Tail bud | Silk spinners | Allows the tiefling to spin webs and ignore web traps. |
Prehensile tail
Prehensile tail allows the tiefling to treat two-handed weapons as one-handed, using the tail as an extra grip. It does not grant a combat attack.
Lashing tail
Lashing tail makes one automatic adjacent tail attack each turn, with a 1-in-2 chance to skip the eligible adjacent target. Damage is 1d(2 + level / 3) physical damage.
Stinger tail
Stinger tail adds a 1d4 poisonous sting attack. It uses the same 1-in-8 strength-draining poison chance as venomous fangs.
Snake-headed tail
Snake-headed tail makes one automatic adjacent poisonous attack each turn, with a 1-in-2 chance to skip the eligible adjacent target. It deals 1d6 damage and uses the same 1-in-8 strength-draining poison chance as venomous fangs.
Thieving tail
Thieving tail automatically scans nearby squares each turn. If an adjacent hostile monster has a stealable item, the tail attempts to steal one item. There is a 7-in-8 chance to attempt the theft and a 1-in-8 chance to skip. The effect stops after the first successful theft attempt.
Regeneration
Regeneration from lizard tail increases the tiefling's per-turn HP regeneration rate by the same amount as the regeneration intrinsic. It is suppressed by effects that block regeneration, such as bleeding or extreme encumbrance.
Silk spinners
Silk spinners allow the tiefling to spin webs. The mutation also makes the tiefling immune to being trapped in web traps.
Wings
Wing mutations are mutually exclusive. They are blacklisted from the initial first mutation.
All wing mutations are mechanically identical: they grant permanent flying. They differ only in appearance.
| Forming trait | Final mutation | Effect |
|---|---|---|
| Vestigial wings | Flying | Grants flight on bat-like wings. |
| Vestigial wings | Flying | Grants flight on black-feathered wings. |
| Vestigial wings | Flying | Grants flight on white-feathered wings. |
| Vestigial wings | Flying | Grants flight on red-feathered wings. |
| Vestigial wings | Flying | Grants flight on giant fly's wings. |
Auras
Aura mutations are mutually exclusive and suppressed while polymorphed.
| Forming trait | Final mutation | Effect |
|---|---|---|
| Unsettling aura | Unsettling aura | Grants an AC bonus. |
| Unsettling aura | Resistant aura | Grants a DR bonus. |
| Unsettling aura | Fallen aura | Sears both holy and unholy beings. |
Unsettling aura
Unsettling aura grants an AC bonus:
- Levels 1-13: AC -1
- Levels 14-29: AC -2
- Level 30: AC -3
Resistant aura
Resistant aura grants a DR bonus:
- Levels 1-13: DR +1
- Levels 14-29: DR +3
- Level 30: DR +6
Fallen aura
Fallen aura is one of the three mutually exclusive fallen mutations. While active, the tiefling's aura counts as both holy and unholy, searing both types of vulnerable creatures.
Against unholy creatures that hate holy beings, the tiefling is treated as a holy attacker and deals 3d7 searing damage on melee contact and when striking with a holy weapon.
Against holy creatures that hate unholy beings, the tiefling is treated as an unholy attacker and deals 4d9 searing damage on melee contact and when striking with an unholy weapon.
If the fallen mutation is golden scars, the attack attribution message refers to the tiefling's golden scars instead of their aura.
Appearance
Appearance mutations are mutually exclusive and suppressed while polymorphed.
| Forming trait | Final mutation | Effect |
|---|---|---|
| Attractive appearance | Charming appearance | Allows the tiefling to charm monsters into giving gifts. |
| Attractive appearance | Disarming appearance | Allows the tiefling to seduce monsters into disarming. |
| Attractive appearance | Fallen heritage | Grants the fallen searing effect. |
| Chain-scars | Golden scars | Grants the fallen searing effect, attributed to golden scars. |
Charming appearance
Charming appearance functions while the tiefling is unarmed. It can charm a target into giving up an item. It works on both same-gender and opposite-gender targets in the same general style as nymph seduction.
The effect is blocked by Chastity or an engagement ring. If the target has no inventory the attack proceeds as a normal unarmed hit.
Disarming appearance
Disarming appearance functions while the tiefling is unarmed. It can seduce an opposite-gender target into disarming. On success, the target removes its wielded weapon, swap weapon, and worn armor.
The effect is blocked by Chastity or an engagement ring. If the seduction check fails, the attack proceeds as a normal unarmed hit.
Fallen heritage
Fallen heritage is one of the three mutually exclusive fallen mutations. It grants the same holy-and-unholy searing effect described under fallen aura, with no additional unique mechanics.
Golden scars
Golden scars are one of the three mutually exclusive fallen mutations. They grant the same holy-and-unholy searing effect described under fallen aura. When this effect deals damage, the attribution message refers to the tiefling's golden scars.
Magic breathing
Magic breathing has no body-part slot and does not compete with any other mutation. It is blacklisted from the initial first mutation, but can be granted later.
| Forming trait | Final mutation | Effect |
|---|---|---|
| Drowned appearance | Magic breathing | Grants magical breathing. |
Magic breathing grants the magical breathing intrinsic. This lets the tiefling breathe and survive underwater, and makes them breathless for purposes such as suffocation immunity. The effect is suppressed while polymorphed.
Starting equipment
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Dark fey'ri
Dark fey'ri are a tiefling subtype representing tieflings with drow ancestry. A tiefling who chooses the Healer role is automatically converted into a dark fey'ri at game start.
Dark fey'ri are classified as elves, drow, and demons, rather than as humans and demons. They are chaotic only, and can be male or female.
Dark fey'ri hate holy items, silver, and iron. They have darksight instead of normal night vision or infravision, and are trackers. Their special spell is sleep, with a -5 spellcasting penalty. Fey, other elf factions, and orcs are treated as enemies.
Dark fey'ri have poison resistance from level 1 and gain sleep resistance at level 4. They also gain an elvish regeneration bonus, though it is weaker than that of full elves or drow.
Dark fey'ri use the same mutation system as tieflings, with one exception: they cannot receive the light emission mutation, since emitted light would blind them due to their darksight.
Dark fey'ri attributes
| Character Race |
Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
|---|---|---|---|---|---|---|
| Dark fey'ri | 15 | 20 | 16 | 20 | 16 | 20 |
| HP gain | Starting HP | Pre-cutoff | Post-cutoff |
|---|---|---|---|
| Dark fey'ri | 6 | 1d6 | 1 |
| Energy gain | Starting energy | Pre-cutoff | Post-cutoff |
| Dark fey'ri | 6 | 1d6 | 1d4 |
Dark fey'ri have lower strength and constitution caps than ordinary tieflings, but have higher dexterity, as well as much stronger starting HP, starting energy, and pre-cutoff HP and energy growth.
Strategy
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Origin
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