Hexmage-EN
Legend
4E did roll them into the demon family, which IMO they might as well be.Call them daemons. Problem (mostly) solved.![]()
4E did roll them into the demon family, which IMO they might as well be.Call them daemons. Problem (mostly) solved.![]()
I think it depends on edition. I would agree that most of pre-4e she came across as more NE than CE. 4e doubled down on the crazy and the CE (when the God of Torture thinks you are a maniac....). When haven't seen enough in 5e to know.For the NE Yugoloth, the flavor text would be:
Yugoloth. Fiends who seem like psychopaths, both manipulating group obligations and selfishly betraying groups, whichever happens to bring about the most personal gain.
(Lolth should be NE.)
Eh, that still doesn't feel like much from a thematic standpoint. All three major fiend types should have a strong hook that everyone can understand and which manifests in play.Yugoloth. Fiends who seem like psychopaths, both manipulating group obligations and selfishly betraying groups, whichever happens to bring about the most personal gain.
Some musings ...Eh, that still doesn't feel like much from a thematic standpoint. All three major fiend types should have a strong hook that everyone can understand and which manifests in play.
Whether in combat or roleplay situations, it should be abundantly clear if a fiend is a demon, devil ordaemonyugoloth.
This does, in fact, exist. The ever lovable Flumph is a Lawful Good Aberration in the Revised MM.If the Aberrations arent Fiends, there should be prominent examples of Good Aberrations. Or perhaps, by definition, all Aberrations are Unaligned, literally causing the ethical alignment plane to unravel.
Since nobody has really given you the lore on them, I will do my best. Note that I am not an expert on Planescape, which is where I feel the most and best lore regarding them comes from. I am sure that what I am posting will be incomplete and will likely have some errors in it.I am using a few sometime soon. What you've said is about all I know. They also come in a really weird CR band of 5, 11-13. Nothing higher, nothing lower. There is no unifying biology. It's like someone said "I want to make a fox wizard and an evil Grey and an intelligent mosquito. Let's put them all on the same team!"
If there's more good info on them I'd like to know.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.