Tiefling (CR 1/2)

Medium Outsider (Native)
Alignment: Usually evil (any)
Initiative: +1 (Dex); Senses: darkvision 60 ft.


AC: 15 (+1 Dex, +3 studded leather, +1 small shield), touch 11, flat-footed 14
Hit Dice: 1d8+1 (5 hp)
Fort +3, Ref +1, Will -1
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +2
Attack: Rapier +3 melee; or light crossbow +2 ranged
Full Attack: Rapier +3 melee; or light crossbow +2 ranged
Damage: Rapier 1d6+1/18-20; light crossbow 1d8/19-20
Special Attacks/Actions: Darkness
Abilities: Str 13, Dex 13, Con 12, Int 12, Wis 9, Cha 6
Special Qualities: Fire, cold, and electricity resistance 5
Feats: Weapon Finesse (rapier)
Skills: Bluff +4, Hide +5, Move Silently +1, and Sleight of Hand +1
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or gang (2-4)
Treasure/Possessions: Standard

Source: Monster Manual

Darkness (Sp): A tiefling can use darkness once per day as cast by a sorcerer of 1st level or their character level, whichever is higher.

Skills: Tieflings receive a +2 racial bonus to Bluff and Hide checks.

Native Subtype

A subtype applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence the subtype's name).

Unlike true outsiders, native outsiders need to eat and sleep.