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Howlers live on Pandemonium.

The baying of Howlers can drive a man mad.

This is a little like my earlier comment about creatures with fire attacks living on the Elemental Plane of Fire. It's an ability that really only becomes interesting when you take them out of their original plane.

Other than that, they're pretty straightforward: unintelligent monster, sometimes trained for use as mounts, etc, etc. Not a lot to write home about.

* The PCs must get to one of the deeper layers of pandemonium. It'll take ages by foot, but horses are... well, let's just say "unsuited" to pandemonium's darkness, maddening winds, and sharply twisting tunnels. It'd be far quicker to find someone selling Howler mounts and buy a few. Mind the quills!
* It comes to light one of the PCs' enemies, a brilliant strategist and tactician, once spent a few years trapped in Pandemonium. (It explains a few things, doesn't it?) He's mostly recovered, but the cries of a Howler are treated as exposure to its winds, and could trigger a relapse that breaks his brilliant planning. Just the edge the PCs need?
* "Some wizards claim the howlers sing secrets of the planes, a code concealed in their pitch and their keening. Others think these wizards have been howled mad by their studies." Mad or not, the wizard's coin is good, and he needs more subjects for study. I hope that this isn't in the same place as the artist experimenting with Yeth Hounds, though.
Also known as "Ysgardian Trolls" despite having no relationship to regular trolls. Which makes me suspect that these are probably beasties based on the Trolls of Norse mythology (the turning to stone in sunlight thing I remember from Tolkien, and I know he cribbed a lot of Norse stuff, at least).

There's a lot of interesting bits and hooks to Fensir. They're born in litters, often with several sets of twins, and most of the time a pair of males and pair of females will marry eachother for one big household. (In fact, fensir without a twin often have trouble finding a fensir mate, and will sometimes seek a human bride as substitute.) Fensir are fascinated with the lillendi, sometimes to the point of kidnapping and enslaving them, and it's believed that the blood of a lillend is a vital ingredient in the potion that unpetrifies fensir turned to stone by daylight. When a female fensir gives birth, she turns into a Rakka, or "devourer", eating constantly and growing in size and weight until her family must strip the surrounding countryside bare to support her. And so on.

* A pair of newlywed wives give birth at the same time, resulting in twice the Rakka trouble for the locals. In addition to the rakka's deathcurse, you've also got the twin-bond to worry about: kill one, and send the other into a rage with twice as many attacks and increased damage. This will require some cunning to deal with before the trolls run out of livestock and crops to steal and start considering villagers a fair substitute. (Mmm, halfling stew!)
* The PCs need a rare herb for some potion, spell, magical research, portal key, whathaveyou. The best lead they have is lone hermetic fensir male, a legendary herbalist, but untwinned and thus unable to find a mate among his own people. His price is simple: find him a willing bride, and he'll give you the herbs you need, and then some! (If it helps, he's also an excellent cook.)
* Fensir young don't turn to stone in sunlight. The local family wants to hire some adventurers to watch over them in daylight hours, keeping them out of trouble. Fensir young have a habit of robbing travelers, vandalizing small settlements, etc. But they can pay well: the father's a decent runesmith, and his sister supplies beer and mead to almost all the local taverns, which could do wonders for any problems with tabs the PCs might have.
So Chaos Imps trigger little warning signals to me. "Danger! Wacky Shenanigans incoming!" I will admit, I rarely go for 'zany' in games I run. So the image of a fighter drawing his sword and it being unexpectedly, say, a fish instead, and it flopping downwards with an audible sad-trombone sound, yeah, it's not the sort of thing I'd use. But there are DMs out there who would enjoy that, and that's basically exactly what chaos imps give you: they possess objects, wait until the owners leave Limbo, and then start speaking through the object and/or shapechanging it, in an effort to further chaos and confusion on other planes.



Okay, let's do this.

* The PCs sell some gemstones to buy other loot. Shortly thereafter, the merchant accuses them of selling him false goods, as the gemstones in question, despite not detecting as magical, turned to useless lead minutes after they left! They find it a lot harder to do any sort commerce in Sigil until they can prove it wasn't their fault.
* A magical sword speaks! Sweet deal, it's an intelligent sword, brimming almost tearfully with a tale of its last owner's uncompleted quest! The PCs should go to the obvious plot hook like a fish to a worm, and the hook would of course be a one-way portal to Pandemonium (rather than a two-way portal to Arcadia as the sword claimed), after which the sword goes 'mysteriously' silent.
* An enterprising spiv comes up with a brilliant idea: magically dominated chaos imps! Imagine an object which could be any weapon or tool as needed, on command! They're selling like hotcakes, and he needs some adventurous blokes like the PCs to go to Limbo and "catch" him some more chaos imps to keep up with demand. Of course, when it comes out that the domination isn't, strictly speaking, permanent, he and his associates may catch a bit of flak. But how much trouble could angry adventurers be?
The Chaos Beast entry opens up with a description of a bit under a dozen of the infinite different forms the beast can take. A lot of them are totally golden, and I wouldn't mind seeing them as unique monsters in and of themselves. I mean...

"A towering horror of hooks and fangs, all pulpy flesh and exposed veins. It shambles forward in lurching steps, tottering unsteadily on its three legs. Its face is a shivered mirror, eyes bent and tortured, nose hooked thrice on itself. It bellows in rage, voice ringing in its own pain."

"A slithering mass of ropy tentacles, each tipped in vermillion. Ten eyes swim in a viscous sac at the top of the body, which in turn is surrounded by a ring of smacking mouths. Scores of vestigal wings flitter helplessly, unable to lift its filmy mass from the plane."

"The brilliant moth, its powered wings etched with the stained-glass colors of sanctuaries. Its body is plump with feasting. The coumpound eyes sparkle with a thousand jewels as it scans the land for prey."

"The person to the left."

The chaos beast, regardless of forms, has two attacks which deal surprisingly little damage. However, "the monster has a far more subtle and delicious terror in its arsenal." Actual quote from the entry. Yes, the chaos beast's touch inflicts corporeal instability, the curse of uncontrolled and undirected shapechanging, one's body warping into painful and useless forms even as one's mind breaks under the horror, until the victim eventual loses all Wisdom and becomes one of the "mindless, bodiless horrors of the plane." Yes, delicious. There's a hint, and it's made explicit in 3.5, that those who meet such a fate will eventually transform into chaos beasts themselves, as well. Which is fun.

There's a bit about how your flesh becomes like the stuff of limbo: you need to concentrate on it in order to keep it in the shape you want it to be in. And if you don't want to turn into a bodiless and mindless horror overnight, you need to get someone else to concentrate on you while you're asleep. Also fun!

* A wizard seeking to make potions of shapechanging experimented with chaos beast protoplasm, but has succeeded only in making several potions of corporeal instability, instead. He's invested too much at this point to not find some use for the things. Maybe sell them off as potions of shapechanging for suspiciously low prices under an invented guise?
* The Anarch's Guild is a sect, who operate predominately on Limbo, who become experts on shaping the stuff of chaos, doing so on a vaster scale, and even subconsciously, than most are capable of. A small sect has expanded this mastery to also pertain to those cursed with corporeal instability, allowing them to not just maintain their original forms, but improve upon them. And in addition to become fantasy transhumanist villains, they can also control others suffering under corporeal instability, as well. Unleash a few chaos beasts on an unsuspecting community, and gain a small army of malleable minions. Sweet deal! Just the sort of deal the PCs should probably try to ruin, though.
* A friend of the PCs, or perhaps a friend of somebody with enough money to hire the PCs, has become transformed by the Chaos Beasts. It's curable, with high level magic, but first, you'll have to find him. In Limbo. And he's shapechanging uncontrollable and possibly insane by now. Good luck!
Another "monster" stolen, or at least very loosely inspired by, creatures of myth and legend. The Bacchae are petitioners "possessed by the spirit of Dionysian revelry" driven into a raving and frenzied orgy of violent celebration. And presumably other aspects of the term "orgy" as well, although that's not touched upon in the entry, perhaps understandable.

So they descend upon a place, demand all wine and beer available, and then trash the place, going into a blood frenzy at the slightest excuse. They're pretty much a neverending fantasy Spring Break. They will accept into their tribe only those who are as "dirty, drunken, and frenzied as they are", although they'll make exceptions for musicians and vinters. While joining the revelry is actually a surprisingly efficient way of moving around the countryside (the blur isn't only from too much to drink: they travel at shadow walk speeds when in a group), and presumably is moderately entertaining as well if you like that sort of thing, you risk becoming one of them permanently the longer you stay with them.

I also really enjoy the little detail of the illustration, one of the bacchae tearing up the page, revealed under the illustration of the "tear" the text of the page beneath it.

* The bacchae will descend upon a humble apiarist's estate in a manner of hours! He needs some heroes, very quickly please thank you, to distract their course, or at the very least somehow protect his hives from rampant destruction by the bacchae addled by the scent of honey and/or enraged by the stinging of bees.
* A vinter has been drawn into the Bacchae's revelries, and is almost transformed. His family would like him back, ideally before they'll need to pay for high-end magics to restore his mind. Of course, the mob's halfway across Arborea by now: catching up with them alone will require skill, cunning, and/or luck, let alone infiltrating them and finding the poor bubber.
* They're technically not Fey, but still on good terms with the Seelie Court. So once you're done delivering that message to the Asrai, the noble will also need you to hunt down this Bacchae mob... of course, you'll need to make yourself "approachable", and refusing to join them for a drink while you deliver the invitation would probably be enough to send them into a blood frenzy, so you'll probably need to down a pint or two. Or three. Maybe more. How many Bacchae are in a mob, again? 8d8, you say?
The Chaotic Good water spirits/fey of the River Oceanus along the upper plans! Chaotic Good when they're not seducing sailors away from their posts so they can be amused by the shipwreck that follows, or hypnotizing sailors into falling into the water at which point the sharks and predatory fish that often follow them around for just such opportunities jump in. Hey, Good is complicated! At least they're vegetarian! (It's not out of biology or morality, though, but a greater pack which prevents predators of the deeps from attacking them, even if magically compelled to do so.) They also melt away like ice when exposed to sunlight.

The entry's got a bunch of other facts. Like, they used to be guides to the Oceanus like marraenoloths were guides to the Styx, but were hunted to the point of going into hiding. Hunted because the marraenoloths, as well as hydroloths and slaadi consider them one of the finest delicacies the multiverse have to offer. They also almost never wear clothes, but have magic PG-13 long and flowing hair that moves on its own to cover their modesty. Neat trick, that.

* The PCs get lost sailing to their destination along the river Oceanus. Do we even know what plane we're on? There's a school of Asrai that's been following their ship, mostly up to their usual hypnotic water dance hijinks, but maybe you could try to convince them somehow to guide you to where you're going?
* Evil fishermen seek to capture Asrai for lower planar delicatessens with various herbs, fruits, and vegetables scattered on the water's surface at night: they already have several sealed in darkness-enchanted amphorae. Asrai may be on the really questionable side of Chaotic Good, but nothing deserves that fate, right?
* The Seelie Court is discussing a matter of critical importance to all fey, and one of the nobles hires the PCs with promises of magics and glamors to deliver an invitation to a reclusive deep-sea Asrai tribe. Why can't they send a nixie, selkie, or such? It's complicated. Anyway, good luck!

I will admit, Graz'zt never really grabbed me, as an abyssal lord. Humanoid (although, appreciably, one of the few demonic males described as attractive in the game), rules three layers, sophisticated and urbane when he's not flying into inhuman rages, etc. Most of which fills me with a resounding "eh". I'd like to say reading the entry changed my mind, and there's a few details that I could (and, of course, will) definitely use for plot hooks. So let's jump right into them!

* "Graz'zt enjoys contrasts, oppositions, and mismatches that others find jarring or disgusting, such as a flower among a room full of skulls or a corpse on a gilded throne." Graz'zt's cult seeks to curry his favor by celebrating this... senses of aesthetics. Of course, you can't make a room full of skulls without murdering a couple hundred people. And that's before they decide to get creative.
* Graz'zt's wealth is countless, and his supplies of magical items taken as booty in war or forged in Abyssal hell-furnaces are vast beyond imagining. So it's not entirely implausible when something like a simple chime of opening goes missing, and ends up in the PCs' possession. Simple, that is, except for the subtle and insidious curse placed on it, which cannot be removed until the item is returned to Graz'zt himself....
* The Factol of the Doomguard comes to the PCs with a problem: Graz'zt has been trying to infiltrate and subvert the faction for a while, and having little success, or so she thought. But recently she's just discovered one of her closest and most trusted factotums was actually a polymorphed demon in service of The Lord of Shadows. She can't trust her usual followers to root out any other spies, of course, so needs an outside party to do the job.
* "Ultimately, [Graz'zt] hopes to drag an entire crystal sphere of the Prime over the planar boundary into the Abyss, thus gaining a fourth plane." He's almost on the cusp of victory, having subverted or assassinated all the forces of good in a given world, and corrupted the leadership to make it a twisted place of chaos and evil... when the PCs learn of his plans. Hope they're epic level when you spring this plot hook on them.


Somewhere between 2nd and 3rd edition, Pazrael turned into Pazuzu, an Abyssal Lord whose existence is instrumental in allowing the creation of Pun-Pun, a character build who gets infinite... well, everything, at 1st level. The lion's share of the blame goes to other aspects of the system, like the ill-thought out Sarruhks, and Candles of Invocation, but he's definitely the dude who makes the entire thing possible at first level.

So on the one hand, I have to respect someone who rocks out so hard he breaks the game system. But on the other hand, I can't heard the name "Pazuzu" without hearing Professor Farnsworth's voice calling out questingly, like one looking for a lost cat, in that one episode of Futurama. Which makes it a little hard to take seriously. So let's stick with Pazrael as his incarnation in this monstrous supplement, with that grim spectre of future apocalypses kept as a mere aside.

Pazrael's pretty straightforward with his flying demon-bird-man schtick. He can gate in other flying tanar'ri (Vrocks and Chasme, specifically), has spell-like abilities like Control Weather and call lightning and cloudkill and such. In addition to a 7-foot long two-handed sword +4, he's also got an artifact called The Blinding Claw of Pazrael, a roc's talon embossed with gold and studded with rubies the size of vultures' eggs, whose (known) powers include cause blindness, clairvoyance, true seeing at will, and meteor swarm, reverse gravity, and unholy word once per day, will turn any non-tanar'ri who touches it into a vrock or chasme (barring saving throws, and requiring a system shock if you do fail), and it can be "hung" in mid-air anywhere in the Abyss as a perch. Dang!

* One of Pazrael's cambion sons seeks to curry favor with his father, and knowing his love of "jewelry made of rings and bracers of protection", seeks to find a few. Adventuring parties are always loaded to the gills with those sort of magic items, aren't they?
* The Blinding Claw of Pazrael is quite a potent, if dangerous, artifact. And one of Pazrael's more rebellious children is willing to tell the PCs where he keeps it when on other business. The theft of the century!
* Pazrael opposes Graz'zt's machinations on the Prime. How do you think the PCs found out about Graz'zt on the cusp of victory in the first place? Of course, maybe Graz'zt isn't quite as close as the PCs were lead to believe... Or maybe he knows what Pazrael knows, and it's all part of an even more complicated plan?
The end of Planescape Monstrous Compendium Appendix I! Before I begin delving into Planes of Chaos: Monstrous Supplement, I'd like to open the floor to feedback. What have you liked about the things so far? What would you like to see changed? What have your three favorite plot hooks so far been?

Hulking, broad fiends with powerful limbs, leathery green skin, giant two-handed axes, Nycaloths are the very picture of... um... the observers and reporter of the blood war, watching the battles of the Tanar'ri and Baatezu and reporting this information back to the arcanoloths.

Fun fact: Mated pairs of nycaloths give birth to three young at a time, who are put in a battle to the death with eachother at 100 days of age, with only the victor being allowed to survive to maturity. Awwww.


* The PCs, on another mission in the lower planes, spy a Nycaloth in the distance, wind-walking towards another destination. No doubt carrying important secrets of the Blood War to its masters, which could be both rewarding in a monetary sense, and/or useful to the Forces of Good. Of course, first you'll have to take down something whose spell-like abilities include but are not limited to dimension door, word of recall, and wraithform.... psch, no problem.
* If the PCs have worked with Tanar'ri or Baatezu before (and hey, it's a complicated multiverse), a familiar acquaintance approaches them with a deal: help them deceive a nycaloth, to have it carry back misinformation to its masters.
* A young nycaloth, having just reached vanquished its siblings and reaching maturity, seeks a magical axe to call its own. Hey, those adventuring parties are always loaded to the gills with magical items, aren't they?


"The fish-tailed, walleyed psicoloth has the red, chitinous body of a lboster, the talons of a bird, and the head of a carrion crawler. The piscoloth's arms, though humanoid, end in a set of crab-like pinchers." Said pinchers can, on a natural 20, sever a limb completely, and said carrion-crawler head has save or die poison tentacles, and they've got a number of handy sepll-like abilities, including advanced summoning talents to suit their role as sergeants and overseers.

Life as a Piscoloth kind of sucks, though. They've got easily angered superiors prone to punishing failure with destruction, and resentful (and to be fair, abused) underlings prone to "friendly fire". And thus have the shortest lifepsans, on average, of all yugoloths.

Their reproduction and biology is a mystery, although they're believed to be "the wretched creations of evil generals". Really, it makes me wonder why we do know anything about Nycaloth reproduction. Everything else so far as been a mystery speculated about by sages. Hmmm.

* An old recurring villain who has crossed the PCs before has sent some minions to learn the secrets of Piscoloth creation so he can learn manufacture his own. It'd be a good idea to stop him. It'd be especially cunning to have the minions return with a flawed ritual, but you would need to whip something very quickly that's both convincing on the surface and suitable disastrous when you actually perform it... and how are you going to test if it "works"?
* That old guild of nondescript individuals, always interested in exotic deadly poisons of planar creatures, wants piscoloth tentacle poison, now. I mean, it slows you even if you make the save! Imagine what a sufficiently motivated individual could accomplish with a few doses of that!
* A full company of mezzoloths, led by six piscoloths, are offering their services to the highest bidder at the market. On the one hand, maybe the PCs could use an army? On the other hand, maybe they should be interested in who does, even if they themselves don't.


Strange, enigmatic, faceless, the rulers of the Yugoloth race. I dig, of course, "cerebral and reserved" villains, so Ultroloths are my favorite of the superfiends, compared to Pit Fiends and Balors. Their gaze has an interesting effect: if you fail the save, you're fascinated by the coursing colors and patterns of their fire opal-like eyes. If you make it, they can use a special form of alter self to "appear as a person the victim loves or respects." That's awesomely creepy.

There's also a small, fun note: "Note that the ultroloths actual power, though certainly respectable, does not greatly exceed some others of its kind. However, ultroloths maintain an air of mystery, so that few yugoloths of lesser power know their true abilities. Ultroloths also typically have enormous presence, shrewdness, and force of will, nonmagical qualities that often overshadow the powerful enchantments." After almost every other True Tanar'ri entry mentioned how the being in question hated Balors but dared not act against their terrible power, the idea of the yugoloth rulers maintaining power through a mixture of charisma and disinformation is one that appeals to me. Hmmm.

* An Ultroloth is killed by vengeful subordinates. The vengeful subordinates are killed in turn by other Ultroloths, but they really don't want word getting out that other Greater Yugoloths can accomplish this sort of thing at all. So they pin the murder on the PCs, who suddenly have an undeserved reputation as hard-as-nails bloods, complicating their lives on a number of levels.
* The PCs have acquired a copy of the Book of Keeping in the course of their adventures. There's a number of Ultroloths named and detailed in the book, of course, but there's one who always takes a.. personal interest whenever a copy manages to find its way into new hands. Maybe it has something to do with what's written about it in that book. But which one is it?
* The PCs, after a number of successful adventures involving the Blood War, have come to the attention of the General of Gehenna itself, who disapproves of "amateur meddlers". Now face the subtle machinations of the most powerful Ultroloth in existence!


The guys with the giant arm. You know the ones I mean, right?

The "nobles" of Yugoloth society, whose whims are enforced by the Ultroloths, who are more interested in ruling other yugoloths and machinating against eachother than they are in the Blood War and such things. Hated and despised by other Yugoloths, because, well, they're in charge and the living embodiment of Neutral Evil, did you expect pleasant princes?

Interestingly, they can, by placing their head against an unconscious foe, devour a portion (10-100%) of their "life force", in the form of experience points, hit points, and ability scores (round fractions up). It doesn't say that the yagnoloth's stats go up, but it does say that, once so devoured, you have a day to kill the Yagnoloth in question to recover said lost abilities. That's pretty hot.

* A friend of the PCs had about 90% of his life force devoured by a Yagnoloth. Weak and pathetic, he implores his old friends to kill the Yagnoloth and restore his abilities. Within the next 12 hours. Please.
* The PCs must travel through a Yagnoloth's territory to get where they're going. He doesn't take kindly to uninvited guests, especially ones that don't come bearing gifts.
* Revolution! The Dergholoth/Mezzoloth Union seeks to make an example of the despised Yagnoloth "princes". It's evil fighting evil, so wise people wouldn't get involved. On the other hand, a number of factions have pretty deeply-held opinions about things like rebellion and authority and freedom and such things, and the PCs probably still have superiors in said factions they'd like to curry favor with.
Ah, Yugoloths! The mercenaries and arms dealers of the Blood War, sating their inhuman greed and cruelty by playing both sides against eachother. You have to love them. There's a brief mention of how "not worth a yugoloth" is an unforgivable insult in Sigil, and some details about "The Book of Keeping", penned by an unknown hand, which contains the true names and summoning rituals of several greater Yugoloths. And of course, the fact that Yugoloths are vengeful and have everlasting memories, which is par for the course, really. Fun!


So, when I first started playing RPGs, I was always the spellcaster. The smart guy. Brains over Brawn and Beauty. So Arcanoloths, the record-keepers and contract negotiators and "wizardy" yugoloths, hold a special place in my heart. They've got the usual smorgasbord of spell-like abilities greater fiends enjoy, on top of the spellcasting abilities of a 12th level wizard, poisonous claws and, having a jackal head, they can technically bite (but what arcanoloth would be so crude?). There's a mention of how, when bargaining with somebody, they'll often reveal the details to the other side to offer them an opportunity to counter-offer. There's also a mention of how, in the Book of Keeping, it describes how to make a potion that will "grant success in any venture", requiring a shred of the heart of an arcanoloth, and it is as of yet unknown whether it works or not. So, stuff to work with.

* Success in any venture! That sounds marvelous, doesn't it? The PCs' patron wants them to find a copy of the Book of Keeping (there's only 4 known to exist, but maybe there's a few unknown copies ones out there as well?) and an Arcanoloth heart, so that this thing can be properly tested out.
* An Arcanoloth approaches the PCs with information that someone seeks to hire the yugoloths against them. It's standard practice to give them the opportunity to buy them out, but the PCs' enemy has already purchased rights of anonymity, so they don't know who they're bargaining against. Assuming they're willing to bargain at all.
* What twisted and magical research goes on in the Tower of the Arcanoloths, deep in Gehenna's brimstone wastes? Omens indicate that a certain Arcanoloth is on the verge of developing a magical ritual which could be a tipping point in the balance between good and evil, and the Forces of Good are concerned enough to request the PCs' intervention. Of course, the magical research section of the tower has... let's say "unusual" security measures, as might be expected. Cruel and unusual, of course.


The "Rank and file" mercenaries of the Yugoloth race. Strong. Stupid. Round bodies with 360-degree rotatable insect heads. They can "chatter senselessly by clicking [their] mouth pinchers rapidly", which feebleminds listeners, and enjoy the spell-like abilities available to all Yugoloths, which include at-will animate dead, charm person, improved phantasmal force, etc, etc. Not bad for rank and file, seriously.

Dergholoths are looked down upon by other Yugoloths, which makes them mean, which suits Yugoloth purposes quite well. They fight only because they're compelled to, rather than because they get a share of the profits or believe in yugoloth racial pride or anything like that. It's also a bit of a mystery how dergholoths are formed: it's not from human souls, like Baatezu and most Tanar'ri (the ones that don't breed, anyway), and some sages speculate that Dergholoth is actually something the higher ranks are demoted to, rather than something that eventually gets promoted to hire ranks. It's still an open question, however.

* "Surely I can control this, the least of daemons!" Unfortunately, the wizard couldn't, and while the Dergholoth isn't bright, it can create a small armies of the undead, inflict diseases, weave illusions, start fires, charm the weak-willed, and is happy to use all of these to carve out a nice personal foothold on the Prime, away from the abuse of its former masters. PCs to the rescue!
* A Dergholoth of unusual intelligence learns exactly how much the other Yugoloths are profiting off the dergholoths' hard work. Unionize! Strike! What does this spell for the Blood War? Several factions might be interested in what's going on here, and the PCs are probably members of at least one of them.
* A scholar will pay handsomely for the PCs to uncover the truth behind Dergholoth creation. Evidence to back up their findings would be especially nice.


"Arcanoloth", or "arcane yugoloth". Hydroloth, or "watery yugoloth". I don't recognize if Dhergo means anything, but yeah, some of these yugoloths are pretty straightforwardly named. Enough of that! Let's read the entry!

Hydroloths are froglike daemons, used for amphibian assaults as elite ambushes. A bit unexpectedly, in addition to being excellent swimmers, they've also got underarm gliding flaps (and their dimension-door ability is handy for gaining altitude), a foul yellow liquid they can spit which causes subjects to fall asleep for 1d8 rounds, and nothing will wake them up. Spell-like abilities, like to live in water, fire, or lava (oh yeah, all yugoloths are immune to fire, even dragon fire or magical fire. That's kind of awesome), have several internal organs which are useful for spell components and alchemical mixtures for poisons, etc, etc. Okay!

* A small-time wizard's guild will pay fairly handsomely for a live, but safely captured, Hydroloth. Of course, there's a few factions that might object to that sort of "use" of a sentient being, even a daemonic one, which could complicate the mission if others find out about it. (Or, heck, the PCs could be working for one of said factions, instead of the wizard's guild.)
* A group of hydroloths has been causing trouble to those plying the river Styx using means other than the Marraenoloths' skiffs. Unfortunately, the captain of the ship the PCs chartered neglected to mention that fact. Whoops.
* "Oh, you needed information from that Hydroloth? I think he got summoned by some volcano-worshiping cult on the Prime. Only bound to the place for a few decades, though. I'll let you know when it gets back!"


The mezzoloth entry reads a lot like the dergholoth one. They're the most common yugoloth, lowly and wretched, also something insect-like (although a bit more humanoid than the many-limbed dergholoths), forced into duty by the more powerful yugoloths, and sages aren't quite certain how they're formed, although "They appear to be yugoloth adaptations of some other evil creature". Hmmm.

One thing they have (besides the abilities ubiquitous to all Yugoloths) is the ability to use any magical item, except those with alignment or class restrictions. That was always one of my favorite warlock abilities, although the exception's kind of weak. Isn't the whole point of use any magical item being able to get around such restrictions? I suppose being able to whip out any staff, wand, or scroll is pretty handy.

* The Dergholoth union is gaining steam, and there's rumors of trying to incorporate the Mezzoloths into the fold. Should the PCs help or hinder this? And how would they do so?
* A sage finds a rare and terribly obscure magical item that she can't activate. She wants to hire the services of a mezzoloth to try and do so, but would appreciate an armed escort to Gehenna so she can find some to negotiate with.
* Okay, so, you've found the truth of Dergholoth creation? Interesting, interesting. Now go find out what the deal with Mezzoloths is.