The following are racial feats that characters with the Tiefling racial template may select. While theoretically possible for a character to have more than one type of larval fiend, the DM does not encourage this.
The changes to the character's physical appearance are merely suggestions, to be taken as the most extreme of the type.
If the feat gives a bonus to Charisma, it also negates the -2 penalty. Thus, an Alu-Fiend tiefling who rolled a 15 for Charisma would have a Charisma score of 17.

Alu-Fiend [Tiefling]
You have a pair of horns that sprout from your forehead, stunted wings growing from your shoulders, and a shapely, statuesque form. Though your eyes have a malevolent glow to them, you are nonetheless quite pleasing to the eye - if still quite obviously a creature of the Netherworld. The demonic larvae within you is an immature succubus, incubus, or similar fiend that tempts mortals into ruin through seduction and corruption.
Prerequisites: Evil subtype, 1st-level only.
Effect: You gain a +2 racial bonus to Charisma and the ability to use charm person as a spell-like ability 3/day (save DC Charisma-based) so long as you have mana remaining in your pool.
Special: Even if you lose your Evil subtype, you will still retain the benefits of this feat.

Asuran [Tiefling]
You have an almost feline appearance, with a proud and aloof bearing. Your wrists are unusually flexible, able to spin around far more than an ordinary person's, you may even have feline ears and a tail, and your hair is orange with black streaks - much like a tiger's fur. Your eyes smolder with greenish witchfire in the dark or when you channel mana. The fiendish larvae within you is a rakshasa, a race of fiendish shapeshifters, illusionists, and magicians.
Prerequisites: Evil subtype, 1st-level only.
Effect: You gain a +1 bonus to caster level with spells of the illusion school. You gain a +2 bonus on Bluff and Disguise checks.
Special: Even if you lose your Evil subtype, you still retain the benefits of this feat.

Cambion (Babau) [Tiefling]
Your skin is darker than most of your kind's and your ears come to a sharp point, while your skull is somewhat longer than most. Your frame is also gaunt regardless of how much you eat. The demonic larvae within you is an immature babau, demonic assassins who enjoy plotting out others' demise.
Prerequisites: Evil subtype, chaotic alignment, 1st-level only.
Effect: You gain the ability to make a sneak attack like a rogue, dealing an extra +1d6 points of damage whenever a foe is denied his Dexterity bonus, or when you are flanking him. Your surprisingly slick skin also grants you a +2 racial bonus on Escape Artist checks.
Special: Even if you lose your lawful alignment and/or Evil subtype, you will still retain the benefits of this feat.

Cambion (Balor) [Tiefling]
You have ruddy skin that almost seems to smolder with hellfire, horns growing from your temples, thick claws in place of fingernails, and grim face of hard lines and gaunt cheeks. You are the picture of demonic taint, what most people imagine when they think of a tiefling. The immature demon within you is a balor, among the greatest and most terrible of the Netherworld's denizens.
Prerequisites: Evil subtype, chaotic alignment, 1st-level only.
Effect: You gain a +2 racial bonus to Strength and Charisma. All who make contact with your bare skin - such as while grappling or when attacking you with natural weapons - take 1 point of fire damage/level. You can spend an action point to call out more power, sheathing your natural weapons and any melee weapons you wield with hellfire that deals 1d6 points of fire damage on a strike. The fire damage foes making contact with your bare skin increases to 1d6. This ability lasts for a number of rounds equal to 3 + Charisma bonus.
Unfortunately, such a powerful demon drawing on your life-force weakens you - you take a -1 penalty to all saving throws.
Special: Even if you lose your lawful alignment and/or Evil subtype, you will still retain the benefits of this feat.

Cambion (Bebilith) [Tiefling]
Wicked barbs sprout from your hands, while your saliva is unusually viscous and sticky. Your mottled and blotched skin is rough, hardening into thin chitinous plates in places and flaking off painlessly in others. The demonic larvae within you is a bebilith, predatory arachnid demons that hunt other fiends.
Prerequisites: Evil subtype, chaotic alignment, 1st-level only.
Effect: You gain the ability to spit a web a number of times per day equal to half your Constitution bonus (minimum 1/day). This is similar to an attack with a net but has a maximum range of 30 feet, with a range increment of 10 feet. This attack is effective against targets up to one size larger than you. The web anchors the target in place, allowing no movement.
An entangled creature can escape with a successful Escape Artist check or burst the webbing with a successful Strength check. The DCs for both are 10 + 1/2 your HD + your Con modifier. The web has 14 hit points and hardness 0. Unlike normal webbing, your web is not especially susceptible to fire.
Special: Even if you lose your lawful alignment and/or Evil subtype, you will still retain the benefits of this feat.

Cambion (Glabrezu) [Tiefling]
Your dominant hand is mostly normal, if sporting oversized claws on the fingertips, but your off-hand is twisted into a giant pincer. Horns grow from your heavy brow, overshadowing penetrating violet eyes. The demonic larvae within you is an immature glabrezu, a demon that tempts mortals to ruin with promises of power and riches.
Prerequisites: Evil subtype, chaotic alignment, 1st-level only.
Effect: You gain a +2 racial bonus to Strength and one pincer attack that deals 1d8 + 1.5x Strength damage if you are Medium (1d6 if Small, 2d6 if Large). This pincer is always considered a primary natural weapon, but it cannot be used to wield a weapon or for any tasks requiring manual dexterity (imposing a -4 penalty when used for such tasks). You also gain a +2 racial bonus on Listen and Spot checks (increasing any previous racial bonuses you might already have).
Special: Even if you lose your chaotic alignment and/or Evil subtype, you will still retain the benefits of this feat.

Cambion (Hezrou) [Tiefling]
You are squat and stocky, almost toadlike in appearance. Your skin is covered in small horns and warts that release a foul-smelling poison whenever you fight. The sulpheric stink continues to linger about you even after a thorough bath. The demonic larvae within you is a hezrou, a demonic sergeant whose kind oversees the formation of armies and commands units in battle.
Prerequisites: Evil subtype, chaotic alignment, 1st-level only.
Effect: You gain a +2 racial bonus to Strength but take a -4 penalty to all Charisma-based skill checks except Intimidate. In addition, you gain the Stench extraordinary ability. Any living creature within 10 feet of you when you get in a fight must succeed on a Fortitude save or be nauseated as long as it remains within the affected area and for 1d4 rounds afterward. Creatures that successfully save are sickened for as long as they remain in the area. A creature who successfully saves cannot be affected again by your stench for 24 hours. A delay poison or neutralize poison spell removes either condition from one creature. Creatures that have immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is 10 + 1/2 your HD + your Con modifier. A side-affect of this is the fact that you are immune to the stench abilities of other creatures, having long ago become used to your own odors.
Special: Even if you lose your lawful alignment and/or Evil subtype, you will still retain the benefits of this feat.

Cambion (Marilith) [Tiefling]
You appear as an attractive member of your race, hardly seeming to have any demonic influence at all. The demonic larvae within you is a marilith, the half-snake, six-armed generals and tacticians of the demon hordes.
Prerequisites: Evil subtype, chaotic alignment, female, 1st-level only.
Effect: You may treat all of your hands as though they were your primary hand, allowing you your full Strength bonus to damage and to wield two one-handed weapons without additional penalty. You gain a +2 racial bonus on grapple checks, and gain a +2 bonus to damage when you have a foe pinned. Due to an innate tactical awareness, you gain a +1 bonus to attack rolls for attacks of opportunity and while flanking opponents. You may also act as though you had the Multiattack feat if you meet the prerequisites for it.
Special: Even if you lose your lawful alignment and/or Evil subtype, you will still retain the benefits of this feat.

Cambion (Nalfashnee) [Tiefling]
Your appearance is somewhat similar to a half-orc, with jutting tusks and a broad, flat nose. You also have a pair of stunted feathered wings growing from your shoulders, but they are puny - too small to lift your pudgy body. The demonic larvae within you is that of a nalfashnee, the demon judges of the damned.
Prerequisites: Evil subtype, chaotic alignment, 1st-level only.
Effect: You gain a +2 racial bonus to Constitution. You gain the spell-like ability to cast color spray 3/day so long as you have mana remaining in your pool, with a Charisma-based save DC.
Special: Even if you lose your lawful alignment and/or Evil subtype, you will still retain the benefits of this feat.

Cambion (Quasit) [Tiefling]
You have spiky horns on your head, a tail ending in a arrowhead point, and stunted batlike wings. Your frame is slender, and your fingers are unusually long and spidery. A mischievous grin often plays on your features, and you have the ability to magically transform into an animal form.
Prerequisites: Evil subtype, chaotic alignment, 1st-level only.
Effect: You take a -2 racial penalty to Strength but gain the supernatural ability to assume another form at will as a standard action, chosen from the following list: bat, Small or Medium monstrous centipede, toad, or wolf. The alternate form is chosen at 1st level and cannot be later changed. While in alternate form your natural attacks deliver an injury-based poison (initial damage 1d4 Dex, secondary damage 2d4 Dex, save DC 10 + 1/2 HD + Con + 2 racial bonus), replacing any poison that might already be there.
Special: Even if you lose your lawful alignment and/or Evil subtype, you will still retain the benefits of this feat.

Cambion (Vrock) [Tiefling]
You have a lean, sinewy frame, and your hands are twisted and gnarled almost into claws. The demonic larvae growing within you is a vrock, a race of vulture-like warrior demons.
Prerequisites: Evil subtype, chaotic alignment, 1st-level only.
Effect: You gain a +4 racial bonus on all Perform (dance) checks. You are able to cast mirror image as a spell-like ability 1/day by spending an action point.
Special: Even if you lose your lawful alignment and/or Evil subtype, you will still retain the benefits of this feat.

Fiendish Heretic [Tiefling, Flametouched]
You have rejected your innate evil, instead embracing a cause alien to your roots: Good. Though a heretic to your kind, the Argent Flame has seen fit to embrace you as one of its own. Your most overtly demonic features become less so, and the red gemstone in your chest loses all glow; the demon within you is dead and will trouble you no longer.
Prerequisites: Evil subtype, Flametouched Mark, good alignment, Wis 13+.
Effect: You gain the Good subtype, replacing the Evil subtype. Any abilities based around negative energy (such as level drain or negative energy damage) are transformed into their positive energy counterparts (such as the restoration spell and the ability to heal). Darkness-based abilities are likewise changed into their illuminating counterparts, and all abilities that affect good now affect evil (and vise-versa - so a smite good attack becomes a smite evil attack and a protection from good ability becomes a protection from evil ability, and an unholy aura becomes holy aura). Overcoming the conflict within you has strengthened your spirit and resolve, granting you a +2 bonus on Will saves.
You lose your Possessed special quality.
Special: If you ever stray from your good alignment, you lose the benefits of this feat until you atone.

Fiendish Power [Tiefling]
You are able to draw on your larval fiend to provide more power to your spell-like abilities.
Prerequisites: Evil subtype, one or more spell-like abilities.
Effect: The caster level and save DCs of all your spell-like abilities increases by 1 and they gain the Evil descriptor.
Special: If your Evil subtype changes, your spell-like abilities likewise change.

Fiendish Skin [Tiefling]
You have drawn on the larvae within you for a measure of supernatural protection.
Prerequisites: Evil subtype, chaotic or lawful alignment, Con 13+.
Effect: If you are lawful, you gain DR */silver, and if chaotic, you gain DR */cold iron where * is 1 + the number of Tiefling feats you possess. At 5 HD, a magic weapon of +1 or better is needed as well (so DR */+1 [silver] or */+1 [cold iron], respectively).
Special: If your alignment changes, the material required to bypass your damage reduction changes with it. If your alignment becomes neutral, then you lose the benefits of this feat until you become ethically lawful or chaotic again.

Fiendish Summoning [Tiefling]
You have manifested something of your kin's ability to call fiends to do your bidding.
Prerequisites: Evil subtype, Cha 15+.
Effect: You gain the spell-like ability to cast summon monster I 1/day. At 4th level this becomes 3/day and you gain the spell-like ability to cast summon monster II 1/day. You can only summon fiendish creatures with this. Your caster level is equal to your HD.
Special: If your Evil subtype changes, then the creatures you summon change accordingly (celestial creatures if Good, axiomatic creatures if Lawful, and anarchic creatures if Chaotic).

Fiendish Wings [Tiefling]
You have wings that can allow you to glide short distances. These can be leathery, feathered, or even veined insectlike wings, but they are rarely mistaken for anything other than a manifestation of fiendish blood.
Prerequisites: Evil subtype, 1st-level only.
Effect: You have wings that enable you a glide speed equal to your base speed and a maneuverability of clumsy. You descend 5 feet for each increment of your base speed you descend (so a tiefling human with a base speed of 30 ft can glide 30 feet for each 5 ft he descends). No matter how much your maneuverability improves, though, you can never hover while gliding. You can only glide or fly while carrying a light load.
Having these wings also prevents you from taking falling damage, provided you are conscious and have a 10 ft by 10 ft area to spiral down in.
At 6 HD your wings are strong enough for actual flight. Your flight speed becomes double your base speed and your maneuverability improves to average.
Special: Even if you lose your Evil subtype, you will still retain the benefits of this feat.

Nephilim (Barbed Devil) [Tiefling]
You are tall, with short, spiky hair and beady eyes that always seem to shift and dart about. Your hands are deformed into claws, and if you have a tail it is covered with horns and spikes. The larval devil within you is a hamatula, a barbed devil, the guardians of vaults and bodyguards of the most powerful devils.
Prerequisites: Evil subtype, lawful alignment, 1st-level only.
Effect: You have two claw attacks that deal 1d4 damage for a Medium tiefling as well as the Improved Grab extraordinary quality. If you hit with a claw attack, you can immediately initiate a grapple. You gain a +2 racial bonus on Listen, Sense Motive, and Spot checks.
Special: Even if you lose your lawful alignment and/or Evil subtype, you will still retain the benefits of this feat.

Nephilim (Bearded Devil) [Tiefling]
Your skin has a greenish cast to it and feels moist to the touch, with patches of scales growing on your shoulders, arms, and legs. Your hair and beard (if you are male) are long, snaky, and disgusting no matter how much you clean them, with scaly tendrils interspersed with the greasy strands of hair. You also have a tail, though not very long. The larval devil within you is a barbazu, the bearded devils who serve as shock troops in the armies of greater devils. You carry some of that devil's battle-lust.
Prerequisites: Evil subtype, lawful alignment, 1st-level only.
Effect: You have the ability to rage as a berserker of your level by spending an action point. You are not fatigued after raging.
Special: Even if you lose your lawful alignment and/or Evil subtype, you will still retain the benefits of this feat.

Nephilim (Bone Devil) [Tiefling]
Your body is gaunt, almost skeletal, and your sunken eyes and cheeks give you a skull-like visage. The larval devil within you is an osyluth, a bone devil, the police and informers in infernal society.
Prerequisites: Evil subtype, lawful alignment, 1st-level only.
Effect: You constantly radiate a supernatural fear aura that affects any creature with Hit Dice equal to or less than you (hostile or not). This aura has a radius of 5 feet. Affected creatures must make a Will save (DC Charisma-based) or be frightened for 1d4 rounds after you're out of sight. Those who succeed are still shaken for 1 round. A creature that successfully saves cannot be affected again by your fear aura for 24 hours. This ability grants you a +4 bonus on Intimidate checks, but Diplomacy, Handle Animal, and Perform checks all take -4 penalties.
Special: Even if you lose your lawful alignment and/or Evil subtype, you will still retain the benefits of this feat.

Nephilim (Chain Devil) [Tiefling]
You gain an unusual power over chains, the only real outward manifestation of the fiendish parasite feeding off your soul. The infernal larvae within you is an immature kyton, a chain devil that delights in torture - especially with the chains that give it its name.
Prerequisites: Evil subtype, lawful alignment, 1st-level only.
Effect: You have a +2 racial bonus on attack and damage with weapons made mostly from chain (such as a spiked chain, flail, or similar weapons). You also have a +4 racial bonus on all Craft checks involving metalworking.
Special: Even if you lose your lawful alignment and/or Evil subtype, you will still retain the benefits of this feat.

Nephilim (Erinyes) [Tiefling]
You have a statuesque build and flawless skin, with stunted red feathery wings and eyes that glow red in dim light. The infernal larvae within you is an immature erinyes, devils that serve as scouts, servants, and even concubines for greater devils.
Prerequisites: Evil subtype, lawful alignment, 1st-level only.
Effect: You gain a +2 racial bonus to Dexterity, a +4 bonus to Charisma, and the spell-like ability to cast animate rope on any whip you wield by spending an action point. You also gain a +1 bonus on attack rolls with whips, flails, and other such flexible weapons.
Special: Even if you lose your lawful alignment and/or Evil subtype, you will still retain the benefits of this feat.

Nephilim (Horned Devil) [Tiefling]
You have dusky skin, and your teeth are elongated into fangs. A set of horns grows from your brow, while two larger horns grow up and back from your temples. The larval devil within you is a cornugon, a horned devil, the soldiers supreme in the infernal armies and terrible for even other devils to look upon.
Prerequisites: Evil subtype, lawful alignment, 1st-level only.
Effect: You gain a +2 racial bonus to Strength and a +4 racial bonus to Intimidate checks. You can cast fear as a spell-like ability 1/day by spending an action point.
Special: Even if you lose your lawful alignment and/or Evil subtype, you will still retain the benefits of this feat.

Nephilim (Ice Devil) [Tiefling]
Your flesh is unusualy pale and feels chilly to the touch, though you don't notice any discomfort from it. Your hands and feet have claws, while buglike mandibles hide inside your cheeks. Your eyes are large and glitter almost like an insect's compound eyes. The larval devil within you is a gelugon, an ice devil, the troop commanders of the infernal armies.
Prerequisites: Evil subtype, lawful alignment, 1st-level only.
Effect: You gain the spell-like abilities to cast chill touch 1/day and ray of frost at will so long as you have mana remaining in your pool. Save DCs are Charisma-based.
Special: Even if you lose your lawful alignment and/or Evil subtype, you will still retain the benefits of this feat.

Nephilim (Imp) [Tiefling]
You have twisted horns on your head, a tail ending in a stinger. Your frame is slender, and your fingers are unusually long and spidery. A mischievous grin often plays on your features, and you have the ability to magically transform into an animal form.
Prerequisites: Evil subtype, lawful alignment, 1st-level only.
Effect: You take a -2 racial penalty to Strength but gain the supernatural ability to assume another form at will as a standard action, chosen from the following list: boar, Small or Medium monstrous spider, rat, or raven. The alternate form is chosen at 1st level and cannot be later changed.
Your tail can also be used as a secondary natural weapon, a sting attack that deals 1d4 + 0.5x Str piercing damage if you're Medium-sized. It delivers a poison that deals 1d4 Dex initial and 2d4 Dex secondary. The save DC is Constitution-based and includes a +2 racial bonus.
Special: Even if you lose your lawful alignment and/or Evil subtype, you will still retain the benefits of this feat.

Nephilim (Pit Fiend) [Tiefling]
Your skin is ruddy, with red scales in patches all over your body. Your have fangs, almost like a vampire's, and a pair of goat-like horns on your forehead. Though you're not particularly large, you almost glow with the infernal power growing inside you. That infernal power is a larval pit fiend, the greatest and most powerful of the devils.
Prerequisites: Evil subtype, lawful alignment, 1st-level only.
Effect: You gain a +2 racial bonus to Strength and Charisma. All foes who make contact with your bare skin - such as while grappling or when attacking you with natural weapons - take 1 point of fire damage/level. Your spittle is venomous, and you can spit at a target by spending an action point. The spittle has a range increment of 5 feet, requiring a ranged touch attack. Upon contact with an injured foe, he must make a Fortitude save (DC Con-based) or suffer 1 point of Con damage initially, 3d6 Con secondary. A target who fails either saving throw is also nauseated for 1d4 rounds. You can also apply your venom to a weapon, though it loses its potency after 1 minute.
Unfortunately, such a powerful demon drawing on your life-force weakens you - you take a -1 penalty to all saving throws.
Special: Even if you lose your lawful alignment and/or Evil subtype, you will still retain the benefits of this feat.