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Fable Wright
2011-02-03, 09:29 PM
http://2.bp.blogspot.com/_qTxgf8uqjbQ/TOKVbRr8vjI/AAAAAAAALGg/CRnQ9ibCveQ/s1600/phyrexia_Symbol.png
All hail Yawgmoth Karn, the Father of Machines!

So, in honor of the Mirrodin Besieged release tomorrow, I propose statting out as many phyrexian monsters, weapons, armor, tools, corruption/taint, items, and spells (especially necromancy) as we can. Of course, this will take a lot of work, so help would be appreciated in making this. To start, I statted out Necrogen to aid in the Glorious Work.

All hail Phyrexia!

Necrogen
This vile, greenish fog drifts in silent and deadly. It's vile, chemical smell permutates the air, and as it comes seeping into the air, so too does it seep into your head, corrupting and erasing your thoughts, bringing you to madness...

Necrogen is a form of natural gas that seeps from the swamps of mirrodin. In it's natural state it is a greenish chemical fog that causes delirium in those who inhale it. Every 3 rounds, everyone within a cloud of Necrogen gas must make a DC 11 will save or take 1d2 point of wisdom damage and lose 1d3 prepared spells of the highest level the character can cast as their memories become corrupted. Any creature slain by the Necrogen gas is raised as a zombie 1d4+1 rounds later, which will wander around and attack any living creature on sight. Any creature killed within a Necrogen cloud will be raised as a zombie 1d4 minutes later, unless Gentle Repose or a similar preservative magic spell is cast on them. In addition, every minute, an item in a cloud of Necrogen gas must make a DC 12 fortitude save or lost 3 points of hardness and 1d4 hit points.

This is the equivalent of a CR 3 encounter.

Necrogen also exists in a concentrated state that is harnessed from the natural smokestacks that dot the landscape. In this concentrated form, it is often carried in censers or other such devices. Such devices can hold 10 rounds of concentrated necrogen gas. Each round a living creature is exposed to this concentrated gas, they take 2d6 points of damage and 1d4 points of constitution damage as the skin of those infected peel and burn, and the Necrogen corrupts and decomposes the internal organisms of those who breathe it. A successful DC 15 fortitude save negates the constitution damage. Necrogen gas bought in this concentrated form is rare and dangerous, and costs 500gp. Any container capable of not being corrupted by the Necrogen costs upwards of 1500gp.

Phyrexian Grafts
Courtesy of The-Mage-King
Devised to keep the various minions of Phyrexia under control while giving them a boost in power, Phyrexian grafts are crafted from necrotized flesh and/or metal and wooden parts.

Aquiring Phyrexian Grafts

Phyrexian grafts are attached to a non-Phyrexian creature that possess useful abilities and/or powers that cannot be taken by force. Such a creature is to be made a servant of Phyrexia. It must realise the weakness and imperfection of its mortal body and understand the power and benefits it will gain through compleation.*

A Phyrexian priest can create and apply Phyrexian grafts. The priest must be in a quiet and comfortable setting - usually a facility on the Fourth Sphere, but sometimes an installation on another plane. He also needs a supply of material, including glistening oil, and approppriate spare parts. The cost for the materials is subsumed in the cost for creating the graft, which is one-half the price given for the item.*


Drawbacks

As with most things granted by the Phyrexians, these grafts too come with a price.

Every day that a creature, be it living, undead, or even construct, has a Phyrexian graft attached, it must make a DC 15 Fortitude save or acquire a point of Phyrexian corruption. Furthermore, when the graft is first attached, the creature automatically gains a point of Phyrexian corruption, with no save.

*Contributed by Calmar
__________________________

Skinwing

The Skinwing is a graft recently created by the Phyrexians. Made from leather gathered from previous foes, it looks like an oversized bat wing, and attaches to a creature's back.

A creature with a Skinwing grafted on to it may fly with average maneuverability at a rate equal to its base land speed.

Graft Flesh (Phyrexian), Fly. Market price: 6,000 gp.

Deathmantle

A nightmarish graft originally created by the Nim, but adapted by the Phyrexians, this may be attached only to a dead creature. When attached, it animates the corpse as a Necropolitan under the control of the being that attached it to the body. Unlike normal, being turned into a Necropolitan with this does not cause a loss of level or experience points.

Unlike most grafts, the deathmantle can be sundered or destroyed by spells. If it is destroyed (but not suppressed), the Necropolitan created with it is immediately destroyed.

Graft Flesh (Phyrexian), Create Undead. Market Price: 50,000 gp


Phyrexian Exoskeleton
When Phyrexians encountered Necrogen, they realized its potential and put it to good use. One of those uses is the Phyrexian Exoskeleton. The Exoskeleton starts at the base of the skull and works its way done the spine, the back of the limbs, and into the creature's very core. While equipped, the Exoskeleton confers a +1 to attack rolls, a +2 Natural AC bonus, and +2 Constitution. But that is not the extent of the Exoskeleton. Not only does it add Glistening Oil to all of the creature's natural attacks, as a standard action, the owner of this graft may exude a stream of concentrated Necrogen up to 30 feet OR they may release a cloud of Necrogen in a 20 foot radius that lasts for 3+1d4 rounds. The owner of this graft is not subjected to any penalties due to exposure of its own Necrogen gas.

Cost: If this graft is removed, the host immediately dies. As long as this graft is equipped, the host gains 1 point of corruption every 24 hours.

Graft Flesh (Phyrexian), Summon Necrogen, Bear's Endurance, Market Price 16,750gp


Phyrexian Equipment

Skullclamp

Originally of Neurok design, the Skullclamp taps into the user's nervous system, allowing it to control the the Skullclamp has been redesigned by Phyrexian Artificers. At first glance, the Skullclamp looks like a round disk at the base of the spine of the owner. Only with a spot check DC 25 can someone notice the slight bulge under the skin going all the way to the small of the back. As a free action, you may extend or retract the Skullclamp, revealing an articulated metal probe with a serrated blade at the end. The user of the Skullclamp may attack with the Skullclamp, dealing 1d4 piercing damage, scoring a critical hit on a natural 20. However, if an enemy is caught flatfooted or if the user succeeds a bluff check versus the target's sense motive check, it deals a total of 2d4 damage. There are numerous modifications for the Skullclamp, ranging from deadly to useful.

Hollow Blade: Skullclamp may hold a dose of poison.
Extended Blade: As move action, Skullclamp may extend its reach and strike a target from 5 feet away.
Tool: The Skullclamp's blade has been replaced with a variety of tools, granting a +4 to a single craft skill.
Task Hand: The Skullclamp's blade has been replaced with a fully articulate hand, acting just like a normal hand. For all intensive purposes, the user is considered to have a third arm. (Don't know what this grants. But it seems cool.)

Cost: Equipping this item causes the user to lose 2 points of constitution while this is equipped. When the creature dies, the owner of the skullclamp (not necessarily the person who is using it) gains a +4 bonus to intelligence for a number of minutes equal to the creature's HD. If they would gain bonus spells from this increase, they may prepare the bonus spells without taking the time to prepare them. They are lost after the intelligence reverts to normal. In addition, the owner of the skullclamp gains access to all the memories the slain creature possesses. This does not fade after the intelligence bonus does.
Craft Wondrous Items, Mage Hand, Graft Weapon. Market price: 16,500gp.

Phyrexian Plague-blade


This piece of Phyrexian weaponry resembles a rather large sword with wicked spikes at the hilt and dripping with Glistening Oil. This sword has been tempered with Glistening Oil and now drips with it, seeming to create it on its own. When used by a creature that hasn't undergone Phyresis, the Plague-Sword turns on the user, bestowing 1d4 corruption points every hour it is in the person's possession and 1 point of corruption every turn it is held. When held by a creature that has undergone Phyresis, the Plague-Sword shows its potent venom. Whenever the Plague-Sword deals damage to a creature, it bestows corruption points equal to 1/2 the amount of damage done and 1d2 Constitution damage.. For instance, a Phyrexian Crusader attacks a Mirran Crusader and deals 14 damage. The Mirran Crusader would gain 7 corruption points and lose 1d2 Constitution. On a critical hit, the amount of corruption is doubled, giving the target as many corruption points equal to the damage it was dealt. The Plague-Sword's taint also extends to the creature's natural attacks, adding Glistening Oil to all of its natural attacks.

Exotic One Handed Melee Weapon (Exotic)
Critical: 19-20x2
Damage: 1d10

Craft Magical Arms and Armor, Contagion, Maker must have Medium corruption, Market Price 13,000gp.

Contagion Clasp
"This device resembles a tick that's a bit larger than a human fist constructed of metal and glass, filled with a strange black liquid."

Of Phyrexian design, the Contagion Clasp is designed specifically to infect the desired target with Glistening Oil. The Contagion Clasp holds 6 doses of Glistening Oil and when attached to a victim, it injects a single dose of Glistening Oil every hour for six hours. If the Contagion Clasp is forcibly removed before the six hours are up, then it inflicts 4 points of Constitution damage to the victim. Contagion Clasps may be applied as a touch attack or be thrown as a ranged touch attack with a range of 10 plus X (Where X is the Strength Modifier times 5) If it hits, then the Contagion Clasp takes hold and immediately injects a dose of Glistening Oil.

Creatures of Phyrexia


Phyrexian Hulk
Size/Type: Large Construct
Hit Dice: 8d10 (78 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 24 (-1 size, +0 Dex, +15 natural)
Base Attack Bonus/Grapple: +7/+17
Attack: Slam +12 melee (2d6+6)
Full Attack: Slams +12 melee (2d6+6)
Space/Reach: 10 ft./10 ft.
Special Qualities: Construct traits, damage reduction 5/adamantine
Saves: Fort +2, Ref +2, Will +3
Abilities: Str 22, Dex 10, Con -, Int 11, Wis 12, Cha 10
Skills: Listen +14, Spot +14
Feats: Alertness, Improved Initiative, Improved Toughness
Environment: Any land or underground
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -
"They are convenient in having no souls, but less so in having spirit." -Volrath

Devouring Strossus
Size/Type: Huge Aberration
Hit Dice: 18d8+162 (243 hp)
Initiative: +5
Speed: 30 ft. (6 squares), fly 60 ft. (average)
Armor Class: 28 (-2 size, +1 Dex, +19 natural), flatfooted 27, touch 9
Base Attack/Grapple: +12/+29
Attack: Claw +19 melee (2d6+9)
Full Attack: 2 claws +19 melee (2d6+9) and bite +19 melee (1d10+4) and 2 wings +19 melee (1d6+4)
Space/Reach: 15 ft./15 ft.
Special Attacks: Breath weapon, dread gaze
Special Qualities: Damage reduction 10/good and bludgeoning, regeneration 15
Saves: Fort +20, Ref +6, Will +13
Abilities: Str 29, Dex 13, Con 28, Int 12, Wis 14, Cha 15
Skills: Intimidate +23, Listen +23, Spot +23
Feats: Ability Focus (dread gaze), Awesome Blow, Improved Bullrush, Improved Initiative, Improved Multiattack, Multiattack, Power Attack
Environment: Any land
Organization: Solitary
Challenge Rating: 13
Alignment: Always chaotic evil
Treasure: Standard
Advancement: 19-27 HD (Huge); 28-42 HD (Gargantuan)
Level Adjustment: -

Breath Weapon (Su)
Once every 1d4 rounds, a Devouring Strossus may expel a cloud of noxious gas in a 60 ft. cone. All creatures caught in the cone must make a DC 28 Reflex or take 12d6 acid damage and become sickened. A successful save halves the damage and negates the sickened effect.

Dread Gaze (Su)
Once per round as a free action, a Devouring Strossus may fix a creature with its red, doom-filled eyes. If the creature fails a DC 23 Will save, they are paralyzed with fear for 1d6 rounds. Regardless of whether or not they failed the save, the creature is immune to further dread gazes from that Devouring Strossus for 24 hours. This is a mind-affecting gaze attack.

Skittering Horror
Size/Type: Large Aberration
Hit Dice: 9d8+27 (67 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 15 (-1 size, +6 natural), flatfooted 15, touch 9
Base Attack/Grapple: +6/+15
Attack: Claw +10 melee (1d6+5)
Full Attack: Claw +10 melee (1d6+5) or bite +10 melee (drain)
Space/Reach: 10 ft./10 ft.
Special Attacks: Blood drain
Special Qualities: Abomination (DC 14), vulnerability to magic
Saves: Fort +9, Ref +3, Will +6
Abilities: Str 21, Dex 11, Con 16, Int 5, Wis 10, Cha 10
Skills: Listen +6, Spot +6
Feats: Ability Focus (abomination), Power Attack
Environment: Underground
Organization: Solitary or colony (4-12)
Challenge Rating: 3
Alignment: Always neutral
Treasure: Standard
Advancement: 10-15 HD (Large); 16-24 HD (Huge)
Level Adjustment: -
"This monstrosity will do-for now." -Davvol, Evincar of Rath

Abomination (Ex)
The mere sight of a skittering horror is enough to send most lesser minds into madness. Any creature that sees a skittering horror and fails a DC 14 Will save becomes shaken for the rest of the combat.

Blood Drain (Ex)
Whenever a Skittering Horror makes a successful bite attack, it sinks in its proboscis and begins to drain the blood of the creature, dealing 1 point of Constitution damage.

Vebulid
Small Aberration
HD 1d8 (4 hp)
Speed 50 ft. (10 squares)
Init: +2
AC 13; touch 12; flat-footed 11 (+2 Dex, +1 Natural)
BAB +0; Grp +0
Attack Piercing Arm +2 melee (1d4)
Full-Attack Piercing Arm +2 melee (1d4)
Space 5 ft.; Reach 5 ft.
Special Attacks: Death Throws
Special Qualities: Mindless
Saves Fort +0 Ref +2 Will +2
Abilities Str 10, Dex 14, Con 11, Int -, Wis 11, Cha 1
Skills: Spot +1, Listen +1.
Feats: Weapon Finesse (b)
Environment: Phyrexia (any)
Organization Solitary
Challenge Rating 1/3
Treasure None.
Alignment Always Lawful Evil
Advancement by Hit Dice (2-3 HD medium, 4-7 HD large, 9-13 HD huge, 14+ HD gargantuan)
Level Adjustment –
This creature resembles nothing more than a pulsating mass of organs, lungs, brain, intestines, etc, which have somehow taken to life on their own. It walks on three long stilt-like legs which end in sharpened spikes.

Combat: A vebulid fights by attacking with its stilt-like legs stabbing out with the sharp points ending each limb. They attack en masse hoping that their acidic death throes will be enough to finish off their enemies. As they age these creatures grow larger, and although the largest known are gargantuan it is uncertain if this is actually an upper limit.
Death Throws (Ex): When a vebulid is killed it explodes in a burst of acid dealing 1d6 acid damage per hit dice to all creatures within 10-ft (Ref DC 10; the DC is Con based).
Skills: A vebulid gains a +1 racial bonus to Spot and Listen per racial hit die.
Advancement: A vebulid gains a +5-ft increase to its speed per 2 hit dice gained.

Dross Ripper
Dross Ripper
Medium Construct
HD 6d10+26 (59 hp)
Speed 50 ft. (10 squares)
Init: +3
AC 18; touch 14; flat-footed 16 (+3 Dex, +5 Natural)
BAB +4; Grp +8
Attack Bite +9 melee (1d6+6)
Full-Attack Bite +9 melee (1d6+6)
Space 5 ft.; Reach 5 ft.
Special Attacks: Trip
Special Qualities: Magic Augmentation, Construct traits, scent
Saves Fort +2 Ref +5 Will +3
Abilities Str 18, Dex 17, Con -, Int 4, Wis 12, Cha 6
Skills: Spot +5, Listen +6, Survival +1*
Feats: Track (B), Weapon Focus (Bite), Power Attack, Improved Toughness
Environment: Mirrodin (any)
Organization Solitary, Pair, Pack (3-12)
Challenge Rating 3
Treasure None.
Alignment Always Lawful Evil
Advancement by Hit Dice (7-10 HD medium, 11-15 HD large)
Level Adjustment –

Combat:

Magic Augmentation (Su): Any spell or effect that would grant a dross ripper an enhancement bonus to an ability score or a skill check instead grants an enhancement bonus +2 higher.

Glistening Oil
Corruption effects
Glistening oil, in it's natural form, is a glistening black liquid that seeps into the skin, and moves towards any life nearby it. It is highly adaptable, and any creature touched by it becomes corrupted by it's essence.
{table=head]Con Score|No Taint|Mild Taint|Moderate Taint|Severe Taint|Phyresis
1–4|0|1|2–5|6–13|14+
5–8|0|1–3|4–11|12–27|28+
9–12|0|1–5|6–17|18–41|42+
13–16|0|1–7|8–23|24–55|56+
17–20|0|1–9|10–29|30–69|70+
21–24|0|1–11|12–35|36–83|84+
25–28|0|1–13|14–41|42–97|98+
29–32|0|1–15|16–47|48–111|112+
33–36|0|1–17|18–53|54–125|126+[/table]

No taint: You have not been exposed to phyrexian oil.
Mild taint: You occasionally receive visions of the Father of Machines' plans for you. Whenever you see a creature touched by phyrexian oil, you must make a DC 8 will save or be charmed, as the spell, by them, though they cannot give you commands. Each day, you must make a DC 11 will save or desire to use the oil more. There are no other effects.
Moderate taint: The oil has become well integrated into your system, manifesting itself in your anatomy and seeping out through you. Glistening oil seeps through you now and then, and manifests itself by seeping through your pores. You now gain 2 points of corruption each day as it begins to manufacture itself in your body. You must make a DC 13 will save or desire to use the oil again. If you desire it and cannot obtain it, you take 1d2 points of wisdom damage. Finally, it strengthens your body and begins to enhance it. You gain a -2 penalty to wisdom and charisma, but a +1 bonus to strength and dexterity. You also manifest one natural weapon of your choice, implemented by the phyrexian oil. If this is visible, you get a -2 penalty on all charisma-based skill checks except for intimidate and UMD. You gain a +2 bonus on all intimidate checks with the adaptation showing. Each day, you must make a DC 11 will save or be affected as by a suggestion effect from your corresponding Praetor.
Severe taint: Each day, you gain 4 points of corruption. In addition, each creature struck by a natural weapon you possess must make a DC 13 fortitude save or contract Glistening Oil, as the disease, and you may produce a small, steady stream of Glistening Oil at will. If you pin an opponent in combat, each round you pin them you give them 1 dose of Glistening Oil. You gain an additional +2 bonus to strength and constitution. Each day, you must make a DC 15 will save or be dominated, as the spell, by your corresponding Praetor. However, you take 6 points of charisma and wisdom damage. If you are killed by this damage, you reach Phyresis.
Phyresis: Your thoughts and memories are affected as by Programmed Amnesia, reset by your commanding Praetor, and you must obey every command that a Phyrexian above you gives. You are often subject to much modification at the behest of your phyrexian master. Your charisma score is 3 or as it was before, whichever was higher. Each of your natural atacks carries the Glistening Oil disease (DC 15), and you gain another 2 natural weapons. Your Praetor may lower your stats at will, or make you Mindless.
Welcome to Phyrexia. You have been made Compleat.

Glistening Oil: The merest touch of the oil bestows 1 point of corruption onto the touching creature. A dose of the oil bestows 1d3 points of corruption upon them. This damage may not be reduced.
Weaponized Glistening Oil
Glistening Oil not only can augment the flesh of those it touches, but it can be used to forcibly convert resistors to fight for Phyrexia. When corruption is not a viable option, Glistening Oil naturally converts to this form to obtain more carriers.

Glistening Oil
Disease (DC 15, save every 8 hours, incubation time 8 hours, 1d2 con drain). Whenever a creature's constitution is reduced to 0 by Phyrexian oil, that creature will die and immediately be reanimated as a zombie of it's HD, obedient to the master of the creature who infected it. Each of the zombie's natural attacks causes the creature hit to be exposed to Phyrexian oil. Saving successfully does not remove the disease- it remains until it is removed by magical means.

Eldan
2011-02-04, 05:09 AM
Phyrexia is coming back? Sweet!

Still not getting me back into magic, though. I don't have the money. Might use these thigns in a campaign, though. I wonder how people would react if I had a group of them overrun the Outlands.

Mulletmanalive
2011-02-04, 07:43 AM
Phyrexia is coming back? Sweet!

Still not getting me back into magic, though. I don't have the money. Might use these thigns in a campaign, though. I wonder how people would react if I had a group of them overrun the Outlands.

In my case? "Sweet, I see nothing but improvement on this boring Prime wannabe place!"

I've looked through the previews and this being the first set, there's actually annoyingly little Phyrexian themed stuff in this one, though i suspect the subsequent expansions will have a lot more, as the war progresses and what not.

Calmar
2011-02-04, 11:10 AM
All hail Yawgmoth Karn, the Father of Machines!

Is this merely thy own speculation, or didst thou shamelessly spoiler us?


So, in honor of the Mirrodin Besieged release tomorrow, I propose statting out as many phyrexian monsters, weapons, armor, tools, corruption/taint, items, and spells (especially necromancy) as we can. Of course, this will take a lot of work, so help would be appreciated in making this. To start, I statted out Necrogen to aid in the Glorious Work.

All hail Phyrexia!

That sounds like a great idea! :smallsmile:
Phyrexia is so cool, I wonder why there isn't any D&D conversion so far.

Do you want to stick to stuff that has been detailed in cards and novels, or are own creations/interpretations allowed (old Phyrexia tended to develop purpose-built creatures for specific tasks, after all).

Lets post some nice Phyrexian artworks, for inspiration and to give unknowing playgrounders some clue what this is all about. :smallsmile:




All Will Be One!


http://2.bp.blogspot.com/_qTxgf8uqjbQ/TOKVbRr8vjI/AAAAAAAALGg/CRnQ9ibCveQ/s1600/phyrexia_Symbol.png

Squark
2011-02-04, 11:19 AM
^Yes, Karn is back. Whether or not he's actually the leader of Phyrexia remains to be seen. At this point, he's held captive by the Phyrexians, who are slowly poisoning his mind.


Phyrexia is coming back? Sweet!

Still not getting me back into magic, though. I don't have the money. Might use these thigns in a campaign, though. I wonder how people would react if I had a group of them overrun the Outlands.

Correct- Scars of Mirrodin was 79.5% Mirran, 19.5% Phyrexian, 1% Planeswalkers (who aren't directly alligned with either side, but all three SoM Planeswalkers are all clearly fighting for Mirrodin)

Mirrodin Besieged is 49.5% Mirran, 49.5% Phyrexian, >1% Planeswalkers (The only 'walker in Mirrodin Besieged is Tezzeret, Agent of Bolas, who is on his own side (read: Allied with whoever wins, in all likelyhood))

The third and Final set, New Phyrexia/Mirrodin Pure, will presumably similar to SoM, but we won't know which way until later, since WoTC claims they've created two sets, but only one will be pubished based on "who wins," whatever that means.

Frankly, I hope Mirrodin wins. Magic needs a booping happy ending for once (The last true happy ending was three blocks ago). And frankly, a Phyrexia vs. Nicol Bolas conflict just doesn't appeal to me.

Calmar
2011-02-04, 11:39 AM
Phyrexia, with its technological advantage, its superior production capacities, its vast amount of raw materials from countless exploited worlds and its versatile fightinig forces should be able to negate any opposition.
However, this is no 4x-game, so they are pretty much doomed. :smallfrown:

Fable Wright
2011-02-04, 11:56 AM
Do you want to stick to stuff that has been detailed in cards and novels, or are own creations/interpretations allowed (old Phyrexia tended to develop purpose-built creatures for specific tasks, after all).

Any and all things that are either phyrexian, using phyrexian themes, or anything that might be cool in D&D phyrexia is good here.

Also, it was found that Phyrexia was more popular than mirrodin on the polls on the wizards site. So Phyrexia might yet be born anew!

Yora
2011-02-04, 12:00 PM
Someone care to enlighten me, what this thread is about?

Fable Wright
2011-02-04, 12:46 PM
It is about converting Phyrexia (http://en.wikipedia.org/wiki/Phyrexia)into D&D 3.5.

Calmar
2011-02-04, 05:59 PM
Phyrexia is coming back? Sweet!

Still not getting me back into magic, though. I don't have the money. Might use these thigns in a campaign, though. I wonder how people would react if I had a group of them overrun the Outlands.

If you don't want them in their typical role as primary adversary of... well, everything else, I think Phyrexia can without be converted into an Abyssal layer (or nine layers clustered together with Yawgmoth/new boss as a demon lord).

How about a list of the things needed to actually use Phyrexia in a game? I cast brainstorm:


Do we need to flesh out Phyrexia by ourselves, or are we going to collect stuff from the net? (Does it even still exist, or has the plane been destroyed? So far I've only read the story to the point where Rath is created....)

Monsters: What creatures serve Phyrexia? What creature types do we use to represent them?


Demons: Gix, Croag, and others directly below the Ineffable. They are fully compleated, cannot die "naturally" (?) and are fully inhuman. They are not mindless, however. The outsider type might suit them best (modrons are outsiders, too).
Negators: They come in all shapes and carry weaponry and equipment designed to counter their targets' strengths and to exploit their weaknesses. I think a normal single creature does not suit them well. Instead, they should work in a modular way similar to the animated objects, or even somehow like a class. Construct (living construct (http://www.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_livingconstructsubtype&alpha=)) should be the perfect creature type for negators and other more or less compleated Phyrexians. Specific weaknesses of the living construct Subtype can be removed for specific kinds of Phyrexians.
Vat Priests and other 'servant'-types: Don't know much about them. I guess they don't appear much in the novels, or the card game, because they don't serve combat purposes and are not much of a threat to heroes, much like NPC-classes. They can probably simply be treated as "negators without combat abilities.
Constructs: I feel the actual construct type might be in fact ill-suited, because Phyrexians, except for the rather awkward dragon engines, all have a living core (?). However, the dragon engines, and other constructs from the first sphere that resemble natural lifeforms, were there before Yawgmoth came, so we can mostly discard this type of creature.
Templates and Grafts: Acquired mechanical body parts used to compleat newly created newts and defectors of non-Phyrexian origin, like Davvol.
Undead: I suppose Phyrexia's connection to Black Mana suggests some affinity with undead. Maybe they use grafts and templates to re-animate and compleat corpses.






http://fc00.deviantart.net/fs71/i/2010/339/d/b/errante_perforante_by_arevish-d349g7m.jpg

http://fc05.deviantart.net/fs71/f/2011/024/5/8/scourge_servant_by_daarken-d37ykvs.jpg

Fable Wright
2011-02-04, 06:19 PM
From my understanding, Phyrexia is destroyed, and Yawgmoth is either dead or in the servitude of Karona from the Apocalypse block. But he's not appearing for a while, so that won't really come up...

However, important things to note: Vatmothers are most likely the creatures that make and specialize the lesser races. That's their thing, to my understanding. Also, one thing to note after the oil (which we need to stat sometime...) hit mirrodin, we got robot zombies. Thus, the necrogen...

My plan was to stat out some of the old phyrexian monsters, as well as the new mirrodin-phyrexians as well (Now in 4 colors!), as well as some of their most important weapons. Like plagues, phyrexian oil, and any other weapons. I was thinking that the grafts could be classified under the oil; I was thinking a taint-type effect, myself, but no bonus feats. Taking damage from it results in constitution drain (And if you die from the damage, but not other effects, you become reanimated), but using the oil by itself, possibly through an experiment or through conversion by a phyrexian agent, you gain some semi-random bonuses and penalties, as well as becoming a servant of Phyrexia (Think Charm effects, then suggestion effects, then dominate and possibly a complete reprogramming at the end). Possibly also add other types graft, like those in Libris Mortis, as well.

The-Mage-King
2011-02-04, 07:29 PM
(Now in 4 colors!)

*BZZT*

I'm sorry, DMoD, you're wrong.

It's all five colors.


As for the rest of this idea, I approve fully.

As my contribution, I'll look over some things and make some grafts- those are, oddly, my strong suit. Prehaps an corpse animating one...
All will be one.

Fable Wright
2011-02-04, 07:38 PM
*BZZT*

I'm sorry, DMoD, you're wrong.

It's all five colors.

*BZZT*

I'm sorry TMK, you're wrong.

While, in theory, there are 5 colors of the new phyrexia, the red praetor and his servants have yet to make an appearance. So far, there is no red phyrexian card. You can check. There are none yet. I left red out for a reason; it was not an oversight.

With that done, I shall be manufacturing phyrexian oil and it's effects, and possibly creation costs.

The-Mage-King
2011-02-04, 07:47 PM
*BZZT*

I'm sorry TMK, you're wrong.

While, in theory, there are 5 colors of the new phyrexia, the red praetor and his servants have yet to make an appearance. So far, there is no red phyrexian card. You can check. There are none yet. I left red out for a reason; it was not an oversight.



*BZZT*

I'm sorry, DMoD, but you are still wrong.

Into the Core (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=213788) and Metallic Mastery (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=213812) would like to be acknowledged.


I do give you the fact that no red Phyrexian creatures have appeared, but really.

Fable Wright
2011-02-04, 07:53 PM
*BZZT*

I'm sorry, DMoD, but you are still wrong.

Into the Core (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=213788) and Metallic Mastery (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=213812) would like to be acknowledged.


I do give you the fact that no red Phyrexian creatures have appeared, but really.
Fair enough. We do know the Praetor's name now... but still, they could easily have gone either way (Phyrexian or Mirrodin). I don't know how I missed those... but I'll concede the point.
TMK: 1
DMoD: 0

Zaydos
2011-02-04, 08:52 PM
Demons: Gix, Croag, and others directly below the Ineffable. They are fully compleated, cannot die "naturally" (?) and are fully inhuman. They are not mindless, however. The outsider type might suit them best (modrons are outsiders, too).

While I agree that some of the highest ranking phyrexians ought to be outsiders, but at least the official base modrons from Dragon 354 are construct (I don't have the Dungeon which has a hierarch modron).

I'd say, though, that unless they are an artifact creature they probably shouldn't be a construct. The others should vary. The creature type line ought to give us some help, such as Phyrexian Crusader is a Zombie Knight so should probably be undead, meanwhile Phyrexian Hydra is a Hydra so should probably be a magical beast, and Phyrexian Digester is a Construct so should probably be a construct.

Also I'm rooting for Phyrexians since if they lose to Mirrodin they will never be a legitimate threat again.

Edit: I'm guessing creatures with the Horror subtype would be Outsider (Evil).

Fable Wright
2011-02-04, 08:56 PM
I have compleated the weaponized form of Phyrexian oil.

Disease (DC 15, save every 8 hours, incubation time 8 hours, 1d2 con drain). Whenever a creature's constitution is reduced to 0 by Phyrexian oil, that creature will die and immediately be reanimated as a zombie of it's HD, obedient to the master of the creature who infected it. Each of the zombie's natural attacks causes the creature hit to be exposed to Phyrexian oil. Saving successfully does not remove the disease- it remains until it is removed by magical means.

Early tests have shown this to kill off your average wyvern in about 6~7 days, and a commoner in ~2.5 days. A warrior, assuming 14 con, survives for around 4~5 days. This is as was intended in phyrexia. Weaker warriors with 13 con will likely die off quicker. The three saves makes it so that it will still be something to worry about at higher (planeswalker) levels, though not quite as potent as it was before. Any comments/critiques?

Edit: Actually, I think horrors would be better off as aberrations, if you ask me...

Zaydos
2011-02-04, 09:06 PM
Edit: Actually, I think horrors would be better off as aberrations, if you ask me...

I'd say it varies.

Abyssal Gatekeeper, Abyssal Horror would be Outsiders. Blistergrub would be an aberration or magical beast. So actually Horror might not be the easiest to give a flat decision. For the phyrexian ones I'll admit I suggested Outsider because it was already on my mind and aberration might very easily be more appropriate.

Yora
2011-02-05, 07:36 AM
It is about converting Phyrexia (http://en.wikipedia.org/wiki/Phyrexia)into D&D 3.5.
Yeah, it's been a while since I played 5th Edition. :smallbiggrin:

Calmar
2011-02-05, 08:24 AM
While I agree that some of the highest ranking phyrexians ought to be outsiders, but at least the official base modrons from Dragon 354 are construct (I don't have the Dungeon which has a hierarch modron).

I don't know the Dragon magazine version. In the old Manual of the Planes web enhancement (http://www.wizards.com/default.asp?x=dnd/we/20010921a) they are outsiders.


I'd say, though, that unless they are an artifact creature they probably shouldn't be a construct. The others should vary. The creature type line ought to give us some help, such as Phyrexian Crusader is a Zombie Knight so should probably be undead, meanwhile Phyrexian Hydra is a Hydra so should probably be a magical beast, and Phyrexian Digester is a Construct so should probably be a construct.

Yeah. As I already said, construct without the (living construct subtype) does not fit most of the time, in my opinion. The Magic creature types do not necessarily translate well into D&D creature types. For example, the Phyrexian Hulk (http://ertaislament.files.wordpress.com/2010/08/phyrexian_hulk.jpg) counts as artifact creature, but as the Phyrexian it, is it still has biological parts that appear to be vulnerable to sneak attacks ~ well, fluffwise, at least. That's what we want, isn't it?


Aaand, before I waste our time... we aren't talking solely about the new material, but older stuff, as well, are we? :smallconfused:


ϕ

Mulletmanalive
2011-02-05, 01:20 PM
Why not just create a Phyrexian subtype and be done with it?

I've seen several takes on undead constructs and bio-constructs before so how about i suggest a really wacky suggestion?

How about we use MULTICLASS monsters for the Phyrexians? Say a Minion might be a Humanoid 3, Construct 2 creature?

Perhaps the Phyrexian subtype would grant even Constructs and Undead a Con score but allow them to retain their invulnerabilities [barring crits and sneak attack...possibly]...

On the subject of old stuff, I'd really like to see stats or at least some form of mechanical kernal for the Phyrexian Devourer (http://magiccards.info/ai/en/167.html)

Zaydos
2011-02-05, 02:10 PM
Yeah. As I already said, construct without the (living construct subtype) does not fit most of the time, in my opinion. The Magic creature types do not necessarily translate well into D&D creature types. For example, the Phyrexian Hulk (http://ertaislament.files.wordpress.com/2010/08/phyrexian_hulk.jpg) counts as artifact creature, but as the Phyrexian it, is it still has biological parts that appear to be vulnerable to sneak attacks ~ well, fluffwise, at least. That's what we want, isn't it?


Aaand, before I waste our time... we aren't talking solely about the new material, but older stuff, as well, are we? :smallconfused:


ϕ

I agree living construct might often be necessary, but that's what it's there for.

Also my examples were new because I had been looking at Mirrodin Besieged cards on Gatherer in another tab when I checked the forums so I had them right in front of me.

Fable Wright
2011-02-05, 05:34 PM
Yeah. As I already said, construct without the (living construct subtype) does not fit most of the time, in my opinion. The Magic creature types do not necessarily translate well into D&D creature types. For example, the Phyrexian Hulk (http://ertaislament.files.wordpress.com/2010/08/phyrexian_hulk.jpg) counts as artifact creature, but as the Phyrexian it, is it still has biological parts that appear to be vulnerable to sneak attacks ~ well, fluffwise, at least. That's what we want, isn't it?
I agree. Things should be decided on a case-by-case basis, but we should probably make new types to accommodate phyrexian anatomy. For example, there could be undead living constructs (not too hard), organic constructs, and so on. However, I agree with mulletmanalive: monsters with multiple monster classes could definitely work, and then add more abilities later. For example, if we were trying to make Hellboy as a phyrexian, we could make him as a half-fiend orc 1/goat 1 with class levels. It would work out well; he has the racial abilities of all of them, and we just modify his appearance somewhat. That could work well for the "WTF" phyrexians.


Aaand, before I waste our time... we aren't talking solely about the new material, but older stuff, as well, are we? :smallconfused:
Any and all things phyrexian, old and new. ϕ

Eldan
2011-02-05, 06:34 PM
My suggestion?

Undead living construct.

Or rather, a living construct, but one healed by negative energy.

Dencero
2011-02-05, 06:52 PM
I..... I love you. Really, I do. I love all of you.

There's something about Phyrexia that just enthralls me. I love everything about it. I started to work on some Phyrexia stuff for Admiral Squish's Tome of Iron MK 2, since it seemed appropriate, but then I stumbled across this. So I'll try to add something. Hell. I'll just drag and drop what I was working on.

Also, a question. I'm actually thinking about getting a tattoo of the Phyrexian symbol on my biceps. I like it for what it represents. What do you think?


Phyrexia

"From void evolved Phyrexia. Yawgmoth, Father of Machines, saw its perfection. Thus the Grand Evolution began."
-Phyrexian Scriptures


Phyrexia represents the pinnacle of evolution, the epitome of predation, and a force capable of bringing entire worlds to their knees. Phyrexia itself is a massive artificial plane formed from nine hollow spheres, each darker and more unpleasant than the last. While the Baator may be referred to by some as the Nine Hells, Phyrexia itself is the True Nine Hells. The creatures of Phyrexia are always looking for a way into other worlds, hoping to "colonize" them and spread Phyrexia throughout the multiverse.

Table of Contents:
1.0 New Plane: Phyrexia
1.1 New Substance: Glistening Oil
1.2 New Template: Phyrexian
1.3 New Prestige Classes
1.4 New Equipment
1.5 New Creatures
1.6 Phyrexian History


New Plane: Phyrexia

Phyrexia is a plane home to many abominations, plagues, demons, and artificial monstrosities that can break even the strongest of heroes. Phyrexia itself is a plane made up of nine hollow spheres, each with a specific purpose and with their own brand of creatures. Those who enter Phyrexia willingly best prepare for the horrors of Phyrexia and steel themselves, lest they fall and join the ranks of Phyrexia.
Traveler's Tip: Phyrexians are hostile to anything that is not Phyrexian and will actively seek out to kill and add outsiders to their ranks. Expect combat, subterfuge, powerful magics, disease, and poison. Although, their are rare instances of those of dark natures and black hearts, or those of exceptional power and skill, who are accepted into the ranks of Phyrexia without struggle, conducting an elaborate ceremony and swearing their allegiance to Phyrexia and the Father of Machines, Yawgmoth. Those that do find themselves stronger then they could have ever imagined.

Entering Phyrexia:

Entering Phyrexia is harder than it sounds. Being an artificial plane, Phyrexia is inherently unstable and as such, normal planar travel to Phyrexia will not work. For this, you must acquire the Phyrexian Scriptures (Equipment). The Phyrexian Scriptures contain the necessary incantations to enter Phyrexia from any plane and back. Refer to the Phyrexian Scriptures in the Equipment section for exact details.

Population:

The exact number of residents in Phyrexia is unknown, but there are certain categories that they fall in. Although, this may overlap since most Phyrexians are part machine and part undead.

(Source: http://wiki.mtgsalvation.com/article/Phyrexia)

Newts

The first stage of any Phyrexian's life is that of the Newt. These creatures are grown in vats of glistening oil, and appear as androgynous, hairless humans. They are grown to adulthood then prepared and released for life in the dark plane. Newts are later put through a process called completion. At this point, they are transformed into other forms of Phyrexians to serve any of a number of purposes for Yawgmoth.

Sleeper Agents

Sleeper agents are fully grown and sometimes genetically modified newts who have not been completed, appearing as regular human beings, sent to spy on other planes and perform clandestine operations outside of Phyrexia. Some are completely unaware of their status and task, simply dropped off on other planes to be used as hidden cameras.

Cults

Yawgmoth and the Phyrexians have active cults around the planes who worshiped machines and the power of artifice. The Cult of Gix was one such example, which existed for the later duration of the Brothers' War. Those who participated in the cult would augment themselves with metal, embedding it in their skin in all sorts of ways, as a sign of their willingness to become machine from flesh. Gix orchestrated the Cult from its center and even gave Phyrexian technology and instruction to his worshipers. Similar cults were active on various planes and areas at different times up until the Phyrexian Invasion.

Gremlins

Among the lowliest of lifeforms, the Gremlins are small, bat-eared creatures that torment artificers and pull apart unwanted artifacts. They also serve as menial labor.

Minions

These are the agents and specialized creations of Yawgmoth, created as versatile instruments in his mad war against all biological life. Minions serve a number of purposes, such as assassins, spies, or shock troops.

Undead

Phyrexia employs zombies, skeletons, and other forms of walking dead in its fight against the Multiverse. Some are made to function through the adding of artificial improvements. Some of them are noxious and harmful to life even through a touch.

Carriers

Biomechanical constructs used to spread Phyrexian-engineered plagues. They can all be utilized as suicide strikers, destroying themselves to release their pathogenic load upon the battlefield.

Mechanical constructs

Phyrexian inhabitants and creations usually involve mechanical parts and additions, but some are entirely mechanical in nature. These are the massive devices and war machines used to wipe out any resistance left after the initial wave of primary combat troops and the release of the plagues. The Dragon Engines, War Beasts, Hulks, and Colossi all fall under this category. The largest and most brutal of Yawgmoth's monstrosities is the Phyrexian Dreadnought, another totally mechanical part of the arsenal.

Horrors

Horrors are frightening monstrosities, sometimes combinations of creatures listed above. Many of them are free-willed and may live apart from the other Phyrexians, not taking part in the efforts of the rest of the plane. They can be dangerous to even their peers.

Knights

The most elite of warriors, those that are more intelligent and capable than mere killing devices, are the Knights. They have their human mental attributes, such as free will, but still remain under the command of Yawgmoth. Phyrexian Knights are composed of a few different Orders: the Eastern Paladins, dedicated to eradicating all natural life; the Western Paladins, avid destroyers of all societies that are not of Phyrexia; and the Order of Yawgmoth, the prestigious guard of the Ineffable himself.

Demons

The most powerful and loyal servants of Phyrexia were the Demons, beings of immeasurable evil. These terrible entities made up the greater part of Yawgmoth's Inner Circle, and included the Ineffable's most trusted minion, Gix. Other, lesser Phyrexian demons existed as well, fleshy, mindless things whose only purpose was to scour other worlds for resources to be used on Phyrexia.

Eldan
2011-02-05, 06:58 PM
So, being an artificial plane, I'd expect Phyrexia to be a demiplane in D&D. Of course, in 3rd, there are astral demiplanes now, so we have to decide on that.

Fable Wright
2011-02-05, 07:40 PM
Glistening oil corruption effects:

{table=head]Con Score|No Taint|Mild Taint|Moderate Taint|Severe Taint|Phyresis
1–4|0|1|2–5|6–13|14+
5–8|0|1–3|4–11|12–27|28+
9–12|0|1–5|6–17|18–41|42+
13–16|0|1–7|8–23|24–55|56+
17–20|0|1–9|10–29|30–69|70+
21–24|0|1–11|12–35|36–83|84+
25–28|0|1–13|14–41|42–97|98+
29–32|0|1–15|16–47|48–111|112+
33–36|0|1–17|18–53|54–125|126+[/table]

No taint: You have not been exposed to phyrexian oil.
Mild taint: You occasionally receive visions of the Father of Machines' plans for you. Whenever you see a creature touched by phyrexian oil, you must make a DC 8 will save or be charmed, as the spell, by them, though they cannot give you commands. Each day, you must make a DC 11 will save or desire to use the oil more. There are no other effects.
Moderate taint: The oil has become well integrated into your system, manifesting itself in your anatomy and seeping out through you. Glistening oil seeps through you now and then, and manifests itself by seeping through your pores. You now gain 2 points of corruption each day as it begins to manufacture itself in your body. You must make a DC 13 will save or desire to use the oil again. If you desire it and cannot obtain it, you take 1d2 points of wisdom damage. Finally, it strengthens your body and begins to enhance it. You gain a -2 penalty to wisdom and charisma, but a +1 bonus to strength and dexterity. You also manifest one natural weapon of your choice, implemented by the phyrexian oil. If this is visible, you get a -2 penalty on all charisma-based skill checks except for intimidate and UMD. You gain a +2 bonus on all intimidate checks with the adaptation showing. Each day, you must make a DC 11 will save or be affected as by a suggestion effect from your corresponding Praetor.
Severe taint: Each day, you gain 4 points of corruption. In addition, each creature struck by a natural weapon you possess must make a DC 13 fortitude save or contract Glistening Oil, as the disease, and you may produce a small, steady stream of Glistening Oil at will. If you pin an opponent in combat, each round you pin them you give them 1 dose of Glistening Oil. You gain an additional +2 bonus to strength and constitution. Each day, you must make a DC 15 will save or be dominated, as the spell, by your corresponding Praetor. However, you take 6 points of charisma and wisdom damage. If you are killed by this damage, you reach Phyresis.
Phyresis: Your thoughts and memories are affected as by Programmed Amnesia, reset by your commanding Praetor, and you must obey every command that a Phyrexian above you gives. You are often subject to much modification at the behest of your phyrexian master. Your charisma score is 3 or as it was before, whichever was higher. Each of your natural atacks carries the Glistening Oil disease (DC 15), and you gain another 2 natural weapons. Your Praetor may lower your stats at will, or make you Mindless.
Welcome to Phyrexia. You have been made Compleat.

Glistening Oil: The merest touch of the oil bestows 1 point of corruption onto the touching creature. A dose of the oil bestows 1d3 points of corruption upon them. This damage may not be reduced.

firemagehao
2011-02-05, 10:50 PM
Hey Zaydos, could you make some dragons to represent the praetors?

Fable Wright
2011-02-06, 01:27 AM
Hey Zaydos, could you make some dragons to represent the praetors?
I don't think this is a good idea, until we know what they look like. They probably don't have breath weapons or wings (on most of them) anyways, and no idea what their powers are or what they look like. We will see them in Phyrexia Reborn, and then stat them out.

Dencero
2011-02-06, 02:24 AM
I don't think this is a good idea, until we know what they look like. They probably don't have breath weapons or wings (on most of them) anyways, and no idea what their powers are or what they look like. We will see them in Phyrexia Reborn, and then stat them out.

:smallbiggrin:

I'm actually working on the Praetors as we speak. They're to work with the Glistening Oil that you just created, giving those affected certain powers and abilities based on the Praetor. No idea when it'll be up. I just finished Elesh Norn, Grand Cenobite and am now working on Jin Gitaxias, Core Augur.

Fable Wright
2011-02-06, 02:49 AM
:smallbiggrin:

I'm actually working on the Praetors as we speak. They're to work with the Glistening Oil that you just created, giving those affected certain powers and abilities based on the Praetor. No idea when it'll be up. I just finished Elesh Norn, Grand Cenobite and am now working on Jin Gitaxias, Core Augur.

I stand corrected... >.>

Dencero
2011-02-06, 03:18 AM
I stand corrected... >.>

Lols. Well, monsters of the Praetors is definitely worth doing. What I'm working on isn't the monsters, just the Praetor's influence on those corrupted by Glistening Oil. For instance, those who are influenced by Elesh Norn, Grand Cenobite seek to unify the world with Glistening Oil and can deliver touch attacks of Glistening Oil. At higher levels of taint, they can actually charm people and convince them that Phyresis is the best course of action. Jin Gitaxias, Core Augur will bring out the artificer in those influenced by them, creating new and odd contraptions and grafts and taking apart whatever or whoever they get their hands on. Sheoldred, Whispering One will make those influenced by her seek to oppress those not exposed to Glistening Oil and force them into Phyresis. Urabrask, the Hidden will make those influenced create entire stockpiles of weapons, ammunition, and grafts to arm fellow Phyrexians and Vorinclex, Voice of Hunger will bring out the inner predator in those under his influence and turn them into a perfect killing machine.

Zaydos
2011-02-06, 03:47 AM
Hey Zaydos, could you make some dragons to represent the praetors?

Are the praetors dragons or related to dragons in any way? I honestly don't know (I've tried looking them up and can find their names and basic philosophies that's all).

I think I'm going to have to agree with the others that until we know more about them making monsters for them is a little premature.

Fable Wright
2011-02-06, 03:54 AM
The problem with Urabrask is that he hasn't actually shown any monster traits yet, and so it's hard to determine what the converted creatures are going to try to do. And judging by Unctus's description in the service of Jin Gitaxis, they aren't really going for making grafts or anything. I mostly based by corruption effects on him; most effects of the taint aren't noticed until phyresis, which is when I think that the specialization should kick in. I stand by that belief; not until phyresis should anything be specialized. In this case, vorinclex would probably cause those under him to just gain general stat bonuses like power/toughness. A trend of the green phyrexians is they all have different, unique abilities- either epic power, regeneration, etc.; a list of choices would be best in his domain, as each has their specialty. Possibly some improved sundering, taunting abilities, regeneration, size growth, or a haste effect (w/decreased toughness), or having stats directly trying a creature's con/str to it's hit points could all work. Sheoldred was the source of the pinning+infecting bit, as well as the additional natural weapons (like, Skithyrix getting 2 rake attacks and a sting, and more accurately the blackcleave goblins getting a bite attack and 2 claw attacks). Jin Gitaxis could work for an acquisition of knowledge-type buffs, as well as assimilation. So, telepathy/mindreading and the ability to increase corruption and speed up the glistening oil disease, possibly forcing creatures with the oil to makean saving throws against the oil's abilities when fighting a creature with oil in them, probably just 1/monster, using the phyresis'd person's intelligence modifier to determine the DC (this ability coming directly from the Fuel for the Cause card). Priests of norn is a tough one, I'll grant you, but it mostly seems to be redeeming the unworthy with blessings and spreading the oil and phyrexia around and selecting the worthy from the unworthy. The charming people is out, but the ability to perhaps give Glistening Oil, as the disease or effect, at a distance, possibly with a corresponding healing effect. But really, the white and red phyrexian abilities are very loosely defined and hard to give mechanical abilities that define them while preserving the flavor, and I think those would be best passed on right now.

Dencero
2011-02-06, 04:34 AM
The problem with Urabrask is that he hasn't actually shown any monster traits yet, and so it's hard to determine what the converted creatures are going to try to do. And judging by Unctus's description in the service of Jin Gitaxis, they aren't really going for making grafts or anything. I mostly based by corruption effects on him; most effects of the taint aren't noticed until phyresis, which is when I think that the specialization should kick in. I stand by that belief; not until phyresis should anything be specialized. In this case, vorinclex would probably cause those under him to just gain general stat bonuses like power/toughness. A trend of the green phyrexians is they all have different, unique abilities- either epic power, regeneration, etc.; a list of choices would be best in his domain, as each has their specialty. Possibly some improved sundering, taunting abilities, regeneration, size growth, or a haste effect (w/decreased toughness), or having stats directly trying a creature's con/str to it's hit points could all work. Sheoldred was the source of the pinning+infecting bit, as well as the additional natural weapons (like, Skithyrix getting 2 rake attacks and a sting, and more accurately the blackcleave goblins getting a bite attack and 2 claw attacks). Jin Gitaxis could work for an acquisition of knowledge-type buffs, as well as assimilation. So, telepathy/mindreading and the ability to increase corruption and speed up the glistening oil disease, possibly forcing creatures with the oil to makean saving throws against the oil's abilities when fighting a creature with oil in them, probably just 1/monster, using the phyresis'd person's intelligence modifier to determine the DC (this ability coming directly from the Fuel for the Cause card). Priests of norn is a tough one, I'll grant you, but it mostly seems to be redeeming the unworthy with blessings and spreading the oil and phyrexia around and selecting the worthy from the unworthy. The charming people is out, but the ability to perhaps give Glistening Oil, as the disease or effect, at a distance, possibly with a corresponding healing effect. But really, the white and red phyrexian abilities are very loosely defined and hard to give mechanical abilities that define them while preserving the flavor, and I think those would be best passed on right now.

And there goes 3 hours of work down the tube. -_-

Ah well, nothing to pine over. I agree. It was just something that I thought I could do to add a little to the Glistening out. I was going for what I translated it as after reading this and the articles that the person posted. http://forum.tcgplayer.com/showthread.php?250560-Phyrexian-Praetors

I just thought it would have been interesting to see the early effects of the Praetors on players. That's sort of what I was going for. I've got a campaign planned out that has a lot to do with Phyrexia, so I kind of want to get this right the first time.

Fable Wright
2011-02-06, 04:52 AM
And there goes 3 hours of work down the tube. -_-

Ah well, nothing to pine over. I agree. It was just something that I thought I could do to add a little to the Glistening out. I was going for what I translated it as after reading this and the articles that the person posted. http://forum.tcgplayer.com/showthread.php?250560-Phyrexian-Praetors

I just thought it would have been interesting to see the early effects of the Praetors on players. That's sort of what I was going for. I've got a campaign planned out that has a lot to do with Phyrexia, so I kind of want to get this right the first time.

Well, white's unity is pretty hard to express. They believe in uniting the people, under the banner of Norn, and on debilitating those unfaithful until they convert. Perhaps they have the ability to change the Glistening Oil disease, and alter the stats it targets. Said infection would, in addition to it's normal effects, instill a corruption until they convert and the priests remove it. Would that work for you?

Dencero
2011-02-06, 10:51 AM
Well, white's unity is pretty hard to express. They believe in uniting the people, under the banner of Norn, and on debilitating those unfaithful until they convert. Perhaps they have the ability to change the Glistening Oil disease, and alter the stats it targets. Said infection would, in addition to it's normal effects, instill a corruption until they convert and the priests remove it. Would that work for you?

Honestly at this point, I don't know. I think we need to take a step back and stop look at this.

Once you hit Moderate taint via Glistening Oil, your Praetor has sway over your mind and body. This is represented by suggestion and then when you hit Severe taint, domination.

I figured that since they had sway over you, they could also grant you boons, based on their ideologies: Unity, Experimentation, Enslavement, Industry, and Predation.

Elesh Norn, Grand Cenobite sounds to me like a, for lack of a better term, person who could be comparable to a Spanish Inquisitor. Search out those among them who believe and punish the Heretics. And they don't believe in uniting people under the Banner of Norn, but under the banner of Phyrexia. Each faction just has a different way of doing things. And I really don't see Priests of Norn giving someone an infection and then threatening the person to join and then they'll remove it. What I DO see is the Priests of Norn secretly instilling a plague among the masses and the show up as everyone is on their deathbed and cure them, getting praise and respect. It's sort of like what the Ori did on Stargate SG-1. As soon as people realized that the Ori could heal them from a dire plague, they started not only submitting to their demands, but doing it zealously.

Hmm....

What about this? No fluff, just how Elesh Norn would influence someone if they had him as a Praetor.

Moderate Taint:
May administer a Dose of Glistening Oil as a Touch Attack, 1d3
Inflict Light Wounds ?/Day (Carries Glistening Oil and affects all enemies within range of spell, acting as if they had come into contact with it.)
Cure Light Wounds ?/Day (Carries Glistening Oil and affects all allies within range of spell, acting as if they had come into contact with it.)
Command ?/Day
Severe Taint:
May administer a Dose of Glistening Oil as a Touch Attack, 1d4
Enthrall ?/Day (Speak Phyrexian Scriptures as
Lesser Restoration ?/Day
Phyresis:
May administer a Dose of Glistening Oil as a Touch Attack, 1d6
Contagion ?/Day (Glistening Oil being one of the choices for disease, bringing about Moderate Taint if successful)
Remove Disease ?/Day

This is all open for editing. What do you think DM? I'm still going for those under Elesh Norn to have the ability to change one's way of thinking and influencing your mind. Like for instance, a beggar is injured pretty bad and a Priest of Norn happens along. A crowd gathers. The Priest of Norn put's his hands on the beggar. Wounds are healed. Crowd is amazed. Beggar grateful. Beggar soon to be part of Phyrexia. Along with the crowd, who have now lined up to be healed.

Fable Wright
2011-02-06, 05:12 PM
I think that could definitely work. I'm thinking they may cure or inflict a total of 3 times/day, total. For example, 2 heals/1 hurt. Command 1/day. Enthrall 3/day, lesser restoration 1/day. Contagion 3/day, remove disease 1/week. How's that sound?

Dencero
2011-02-06, 05:35 PM
I think that could definitely work. I'm thinking they may cure or inflict a total of 3 times/day, total. For example, 2 heals/1 hurt. Command 1/day. Enthrall 3/day, lesser restoration 1/day. Contagion 3/day, remove disease 1/week. How's that sound?

Sounds good. I'm a little bushwhacked from doing revisions and checks for an online game, so I'm not up for doing anything right now. But I do have the ideas and you see now what I'm trying to do.

What I was also thinking was some will saves that you needed to make, or have Elesh Norn influence your life. Like for Moderate Taint, each morning, you begin to write out long, elaborate sermons involving the Phyrexian Scriptures. You write with wahtever you have on hand, even drawing it in the dirt if you have to. While writing, people claim you mumble in an alien language that can't be identified by normal means and when confronted, you have no knowledge of writing it or speaking that language. You get what I'm after. Little stuff that's nothing more than role playing material.

Dencero
2011-02-06, 05:49 PM
And seriously! I am surprised this thread hasn't received more attention! You people need inspiration! Here, some okay, a lot of cards from Mirrodin Besieged.

http://media.wizards.com/images/magic/tcg/products/mbs/340yi8fw8k_en.jpg
http://media.wizards.com/images/magic/tcg/products/mbs/kkw6hg2a9k_en.jpg
http://media.wizards.com/images/magic/tcg/products/mbs/7ftjkqva3x_en.jpg
http://media.wizards.com/images/magic/tcg/products/mbs/nl02yio7lk_en.jpg
http://media.wizards.com/images/magic/tcg/products/mbs/pvflmzwnpe_en.jpg
http://media.wizards.com/images/magic/tcg/products/mbs/9i67vgv1l0_en.jpg
http://media.wizards.com/images/magic/tcg/products/mbs/tcl178xhkz_en.jpg
http://media.wizards.com/images/magic/tcg/products/mbs/tukjndfxif_en.jpg
http://media.wizards.com/images/magic/tcg/products/mbs/j7nmatburj_en.jpg
http://media.wizards.com/images/magic/tcg/products/mbs/2k479e4nt0_EN.jpg
http://media.wizards.com/images/magic/tcg/products/mbs/4wo2oqtgh5_en.jpg
http://media.wizards.com/images/magic/tcg/products/mbs/0jzbrld04f_en.jpg
http://media.wizards.com/images/magic/tcg/products/mbs/2iyiw195a1_en.jpg
http://media.wizards.com/images/magic/tcg/products/mbs/lu55pvlbct_en.jpg
http://media.wizards.com/images/magic/tcg/products/mbs/4njnv0w0yc_en.jpg
http://media.wizards.com/images/magic/tcg/products/mbs/fcqq853lr5_en.jpg
http://media.wizards.com/images/magic/tcg/products/mbs/wkrtj1o208_en.jpg
http://media.wizards.com/images/magic/tcg/products/mbs/9f6wlxfo38_en.jpg
http://media.wizards.com/images/magic/tcg/products/mbs/j7h62mbsp1_en.jpg

Calmar
2011-02-06, 05:54 PM
My suggestion?

Undead living construct.

Or rather, a living construct, but one healed by negative energy.

That's AWESOME! :smallsmile:


Is it just me, or are the new Phyrexian creatures a lot less mechanical than the old ones? :smallconfused:
I hope they aren't heading for some too high-tech flavour, for I liked the clunky nightmare-machinery quite a lot.

ϕ

Dencero
2011-02-06, 06:25 PM
That's AWESOME! :smallsmile:


Is it just me, or are the new Phyrexian creatures a lot less mechanical than the old ones? :smallconfused:
I hope they aren't heading for some too high-tech flavour, for I liked the clunky nightmare-machinery quite a lot.

ϕ

It depends, you see. The original Phyrexia was a plane of flesh and metal. After it was destroyed, Phyrexia began to colonize Mirrodin, a plane made out of metal, where even the people have hunks of metal growing naturally out of their body. But if you look at the Phyrexian Rager and Phyrexian Vatmother, you definitely see metal and flesh.

And while I'm thinking about what about Grafts? Has anyone thought about making some new Grafts for Phyrexians? More and more am I seeing these glass tubes filled with an unknown liquid, embedded in the skin of Phyrexians. Hmmmm...... I have an idea. Brb.

Dencero
2011-02-06, 07:54 PM
Note, this is just the bare bones. Not only that, this is the first template I've ever done ever, so I have no idea what I'm doing. Help would be appreciated. When I've got time, I'll fluff it out.

Phyrexian Machination
(Construct Template)

Glistening Oil corrupts all it touches and it's no surprise that even constructs are susceptible to the corruption that Glistening Oil brings about. Constructs, though, don't reach Phyresis, as organic life does when exposed to Glistening Oil. Instead, their design, their directives, and personality (If they had one) change to suit Phyrexian needs. Below are two circumstances that detail the process of a Construct undergoing Phyrexian Machination.

When a Construct without a Constitution score is exposed to Glistening Oil, they immediately gain corruption as it seeps into every pore of their body. Constructs without a Constitution score are more easily changed by Glistening Oil, only needing a corruption score equal to their Hit Die. For example, a mage has a run in with a creature who has reached Phyresis. The mage uses an Iron Golem under his command to destroy this creature, but his Iron Golem has now been exposed to a full dose of Glistening Oil and has gained 1d3 points of corruption, totaling 2 points of Corruption. The Iron Golem has a threshold of 18 points of corruption before it undergoes Machination. The mage, never having seen this creature before takes the creature back to his home for study. The mage decides to retire for the night and locks up the creature's remains in his study and orders the Iron Golem to watch over it. The next morning, the mage finds that the remains of the creature have been broken into. When he asks his Iron Golem who did this, it does not respond and does not follow his orders. Throughout the night, it had exposed itself to more and more Glistening Oil from the creature and has gained the Phyrexian Machination template.
(Long story short: Mindless Constructs without a Constitution score are more easily corrupted by Glistening Oil and the need to find and use it actually overrides any orders given to it by it's master.)

When a Construct with a Constitution score or a Living Construct is exposed to Glistening oil, it functions and corrupts the construct in in the same way it does an organic creature. For example, Weld, a Level 6 Fighter Construct is exposed to Glistening Oil while mining. He comes into contact with it and immediately know something is awry. His Constitution score is 18, meaning that he would need another 69 corruption points to undergo Phyrexian Machination. For the next week, Weld starts to go back into the mine and handle the Glistening Oil, never being able to find a reason as to why. He finally gains another 69 corruption points and gains the Phyrexian Machination template.

A Construct with the Phyrexian Machination Template gains the following:


Gains 2 Natural Attacks
+4 Strength
+2 Dexterity
+3 Hit Points for every Hit Die and every Hit Die gained afterwords
Healed by Repair and Negative Energy Spells
-4 to Charisma, Wisdom, and Intelligence
Under constant dominated effect by the Praetors.


ELA: ???

Zaydos
2011-02-07, 03:23 AM
I'd change it to constant charm instead of dominate, and allow the Praetor's to Dominate any of them at-will as a free action. This gives them more ability to act on their own initiative.

Or maybe make it a constant Charm with the caveat that they must obey any (even suicidal) orders from their praetors.

Doresain
2011-02-08, 01:01 PM
Maybe the Necrotech Construct subtype from Iron Kingdoms would work for Phyrexians?

I've been using it for my own Phyrexia-ish faction for a few months now, and it works pretty well

Zaydos
2011-02-08, 10:37 PM
Well I'm starting two campaigns soon and some of my players in each play magic (2 out of 4 or 5 in one and 1 serious player and 4 casual players in the other) and I'd kind of like to throw phyrexians at them so if people could point me at old phyrexian cards (I never got Weatherlight Block cards, only have a few from Uzra's and only knew phyrexians were invading at the time because of the flavor text on Ancient Silverback) that would fit in well at the CR 3 to 10 range I'd be willing to try to make some.

Edit: Is the necrotech construct subtype in the monsternomicon because I'm not finding it.

Edit: First attempt; based it on Order of Yawgmoth (2/2 fear, when it deals damage that player discards a card, for 2BB; zombie knight).
Order of Yawgmoth
Medium Undead
HD 6d12+18 (57 hp)
Speed 30 ft. (6 squares)
Init: +2
AC 24; touch 12; flat-footed 22 (+2 Dex, +4 Natural, +8 armor)
BAB +6; Grp +15
Attack Scythe +13 (2d6+7 and mind rot, 20/x4)
Full-Attack Scythe +13/+8 (2d6+7 and mind rot, 20/x4)
Space 5 ft.; Reach 5 ft.
Special Attacks: Mind Rot
Special Qualities: Undead Traits, DR 5/adamantine, Battle Wrought, Vulnerable to Rusting Grasp, Armored Plating, Powerful Build
Saves Fort +5 Ref +4 Will +6
Abilities Str 21, Dex 14, Con -, Int 10, Wis 12, Cha 6
Skills: Spot +10, Listen +10, Hide +10, Move Silently +10, Spellcraft +2
Feats: Mage Slayer, Pierce Magical Protection, Weapon Focus (Scythe)
Environment: Phyrexia (any)
Organization Solitary, Pair, Squad (4-20)
Challenge Rating 4
Treasure Standard plus a masterwork large scythe.
Alignment Always Lawful Evil
Advancement by Character Class; Favored Class Paladin of Tyranny
Level Adjustment –

This creature hulks at over seven feet tall, its metal plates rising far above its inhuman skull. Its skeletal body has been reinforced all over with metal plates and it carries a massive scythe in its long, spindly, bony fingers. Its eyes glow a bright red within its sockets as they focus upon you, a cold urge to kill within.

Order of Yawgmoth are knights of the Phyrexian forces which once served as guards of the Ineffable himself. They have had metallic elements fused onto their undead frames to give them better protection against enemy attacks, and the dark sorceries of their creation have led them to be able to disperse magical energies within their enemies. Honestly I haven’t read the novels and my knowledge base is low for writing the fluff so would someone better qualified to do that portion please help out with this? If you’d like to write descriptions too I wouldn’t mind.

Combat:
A member of the Order of Yawgmoth carries a masterwork large scythe at all times which it uses to attack foes. Foes struck by a member of the Order suffer a loss of magical energy which can prove crippling.
Mind Rot (Su): Any creature damaged by an Order of Yawgmoth (not counting subdual damage) immediately loses one random spell of its highest level available as if they had cast it. A psionic creature struck in this way loses power points equal to the minimum required to manifest their highest level power.
Battle Wrought: An Order of Yawgmoth has a BAB from racial hit dice equal to its racial hit dice instead of ½ like normal for undead, in addition it gains +3 hp per hit dice and a +3 racial bonus to all Fortitude saves.
Armored Plating: An Order of Yawgmoth’s physical form has been augmented by a network of metal which act as full-plate for the creature. This armor may be enchanted as normal for full-plate but has no Armor Check Penalty, Max Dex, or effect upon the Order of Yawgmoth’s base land speed like normal armor would.

Vulnerable to Rusting Grasp (Ex): Due to the metallic elements infused into the Order of Yawgmoth’s physical form it is subject to harmful effects from a rusting grasp spell. A Rusting Grasp spell deals 1d6 damage per caster level to the Order of Yawgmoth and negates its armor bonus from armor plating (but not any enhancement bonus applied to it) for 1 round per caster level. They are similarly vulnerable to supernatural rust effects which use the user’s hit dice instead of CL for determining damage and duration of the effect.

Doresain
2011-02-09, 09:15 AM
It's in the Monsternomicon Vol. 2

The-Mage-King
2011-02-09, 09:34 AM
Finished a pair of grafts for Phyrexia. Not sure of the balance (mostly of the second one), but I'm posting them... now.

I'm currently working on some more, and will edit them into this post when I finish them.

_____________________________

Phyrexian Grafts

Devised to keep the various minions of Phyrexia under control while giving them a boost in power, Phyrexian grafts are crafted from necrotized flesh and/or metal and wooden parts.



Aquiring Phyrexian Grafts

Phyrexian grafts are attached to a non-Phyrexian creature that possess useful abilities and/or powers that cannot be taken by force. Such a creature is to be made a servant of Phyrexia. It must realise the weakness and imperfection of its mortal body and understand the power and benefits it will gain through compleation.*

A Phyrexian priest can create and apply Phyrexian grafts. The priest must be in a quiet and comfortable setting - usually a facility on the Fourth Sphere, but sometimes an installation on another plane. He also needs a supply of material, including glistening oil, and approppriate spare parts. The cost for the materials is subsumed in the cost for creating the graft, which is one-half the price given for the item.*


Drawbacks

As with most things granted by the Phyrexians, these grafts too come with a price.

Every day that a creature, be it living, undead, or even construct, has a Phyrexian graft attached, it must make a DC 15 Fortitude save or acquire a point of Phyrexian corruption. Furthermore, when the graft is first attached, the creature automatically gains a point of Phyrexian corruption, with no save.


*Contributed by Calmar
__________________________

Skinwing

The Skinwing is a graft recently created by the Phyrexians. Made from leather gathered from previous foes, it looks like an oversized bat wing, and attaches to a creature's back.

A creature with a Skinwing grafted on to it may fly with average maneuverability at a rate equal to its base land speed.

Graft Flesh (Phyrexian), Fly. Market price: 6,000 gp.



Deathmantle

A nightmarish graft originally created by the Nim, but adapted by the Phyrexians, this may be attached only to a dead creature. When attached, it animates the corpse as a Necropolitan under the control of the being that attached it to the body. Unlike normal, being turned into a Necropolitan with this does not cause a loss of level or experience points.

Unlike most grafts, the deathmantle can be sundered or destroyed by spells. If it is destroyed (but not suppressed), the Necropolitan created with it is immediately destroyed.

Graft Flesh (Phyrexian), Create Undead. Market Price: 50,000 gp.

Calmar
2011-02-09, 12:06 PM
Aquiring Phyrexian Grafts

???

(No clue what to put)

I believe, grafts might be best suited to creatures of non-Phyrexian origin. Phyrexians probably advance in their compleation through additional HD and templates. As far as I have read the books, they're given to powerhungry mortals in order to make them servants of the Ineffable.
Anyway, here's my idea:

Aquiring Phyrexian Grafts[/SIZE]

Phyrexian grafts are attached to a non-Phyrexian creature that possess useful abilities and/or powers that cannot be taken by force. Such a creature is to be made a servant of Phyrexia. It must realise the weakness and imperfection of its mortal body and understand the power and benefits it will gain through compleation.
A Phyrexian priest can create and apply can create and apply Phyrexian grafts. The priest must be in a quiet and comfortable setting - usually a facility on the Fourth Sphere, but sometimes an installation on another plane. He also needs a supply of material, including glistening oil, and approppriate spare parts. The cost for the materials is subsumed in the cost for creating the graft, which is one-half the price given for the item.

Zaydos
2011-02-09, 01:17 PM
Is a vebulid http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5688 actually considered a phyrexian. I know that it is Urza Block and it's a horror so I was curious. Also if it is, is there any fluff about them not on the card I should know before making them as monsters?

Calmar
2011-02-09, 02:03 PM
Is a vebulid http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5688 actually considered a phyrexian. I know that it is Urza Block and it's a horror so I was curious. Also if it is, is there any fluff about them not on the card I should know before making them as monsters?

Looking for a bigger version of the picture, I found this website (http://bogleech.blogspot.com/2010/07/magic-gathering-vebulid.html), that says it's Phyrexian (for what its worth).

According to this thread (http://www.phyrexia.com/forum/messages/11/5329.html?1041134066) on Phyrexia.com, these are cards that depict Phyrexian creatures, spells, and the like:


Abyssal Horror (US)
Annihilate
Ascendant Evincar
Attrition
Befoul (US)
Belbe's Armor
Belbe's Portal
Bereavement (US)
Blood Pet (TE)
Blood Vassal
Body Snatcher
Bog Raiders (US)
Bone Shredder
Breach
Brink of Madness
Bubbling Muck
Cackling Fiend
Carnival of Souls
Carrion Beetles
Chime of Night
Claws of Gix
Coiled Tinviper
Coercion (TE)
Commander Greven il-Vec
Contamination
Corrupt (US)
Crazed Skirge
Culling the Weak
Cursed Flesh (IN)
Damping Engine
Dark Hatchling
Dark Ritual (US)
Darkest Hour (US)
Dead Ringers
Death Bomb
Desolation Angel
Devouring Strossus
Diabolic Intent
Diabolic Servitude
Discordant Dirge
Draco
Dueling Grounds
Duress (US)
Eastern Paladin (US)
Erratic Portal
Encroach
Endoskeleton
Engineered Plague (UL)
Ensnaring Bridge (ST)
Eradicate
Ertai the Corrupted
Excavator
Exhume
Evincar's Justice
Eviscerator
Eye of Y@wgmoth
Festering Wound
Fevered Convulsions
Flesh Reaver
Gate to Phyrexia
Grafted Skullcap (US)
Grim Monolith
Heartstone
Helm of Possession
Hollow Dogs (US)
Hypnotic Cloud
Ill-Gotten Gains
Kill Switch
Lobotomy (IN)
Looming Shade (US)
Lurking Evil
Lurking Jackals
Lurking Skirge
Marauding Knight
Mask of Intollerance
Massacre
Memory Crystal
Metallic Sliver
Mind Extraction
No Mercy
No Rest for the Wicked
Oppression
Order of Y@wgmoth
Ostracize (UL)
Parallax Inhibitor
Parasitic Bond
Persecute (US)
Pestilence (US)
Phyrexian Altar
Phyrexian Arena
Phyrexian Battleflies
Phyrexian Bloodstock
Phyrexian Boon-1
Phyrexian Boon-2
Phyrexian Broodlings
Phyrexian Colossus (7E)
Phyrexian Colossus (US)
Phyrexian Debaser
Phyrexian Defiler
Phyrexian Delver
Phyrexian Denouncer
Phyrexian Devourer
Phyrexian Dreadnought
Phyrexian Driver
Phyrexian Furnace
Phyrexian Gargantua
Phyrexian Ghoul
Phyrexian Gremlins
Phyrexian Grimoire
Phyrexian Hulk (7E)
Phyrexian Hulk (TE)
Phyrexian Infiltrator
Phyrexian Lens
Phyrexian Marauder
Phyrexian Monitor
Phyrexian Negator
Phyrexian Plaguelord
Phyrexian Portal
Phyrexian Processor
Phyrexian Prowler
Phyrexian Purge
Phyrexian Rager
Phyrexian Reaper
Phyrexian Reclamation
Phyrexian Scuta
Phyrexian Slayer
Phyrexian Splicer
Phyrexian Tower
Phyrexian Tribute
Phyrexian Tyranny
Phyrexian Vault
Phyrexian Walker
Phyrexian War Beast-1
Phyrexian War Beast-2
Plague Dogs
Plague Spitter
Plague Spores
Planar Despair
Planar Portal
Portcullis
Predator, Flagship
Priest of Gix
Priest of Y@wgmoth
Purging Scythe
Rackling
Rain of Filth
Rathi Assassin
Rathi Fiend
Rathi Intimidator
Ravenous Skirge
Reckless Assault
Reckless Spite
Reclusive Wight
Regeneration Chamber
Reprocess
Ring of Gix
Ritual of the Machine
Sanguine Guard
Scavenged Weaponry
Shifting Wall
Shivan Zombie
Sick and Tired
Sicken
Skirge Familiar
Skittering Horror
Skittering Skirge
Slay
Sleeper Agent
Sleeper's Guile
Sleeper's Robe
Slinking Skirge
Smokestack
Soul Burn (IN)
Soul Feast (UD)
Spinal Embrace
Spinal Graft
Spineless Thug
Spiteful Bully
Spined Fluke
Spreading Plague
Stronghold Assassin
Subversion
Swat (UL)
Tainted Ζther
Telethopter
Tethered Skirge
Thopter Squadron
Thrull Surgeon
Trench Wurm
Tsabo Tavoc
Tsabo's Assassin
Tsabo's Decree
Tsabo's Web
Unnerve
Unworthy Dead
Urza's Guilt
Vebulid
Victimize
Vile Requiem
Viseling
Vodalian Zombie
Volrath the Fallen
Volrath's Dungeon
Volrath's Laboratory
Wall of Junk
Warped Devotion
Watchdog
Western Paladin (US)
Wheel of Torture
Wirecat
Witch Engine
Y@wgmoth Demon
Y@wgmoth's Agenda
Y@wgmoth's Bargain
Y@wgmoth's Edict (7E)
Y@wgmoth's Edict (US)
Y@wgmoth's Will

Fable Wright
2011-02-09, 02:48 PM
Wait, I believe that the Skullclamp (which is actually an old Mirrodin Card) would be better written as (Nim) Deathmantle. That's just my opinion, though. Skullclamp was the +1/-1, if the creature dies you get a card, remember?

Zaydos
2011-02-09, 03:00 PM
Thanks; especially for the picture (I had only seen two legs and was wondering how they'd balance).

Despite it being large in the picture I went with Small and advance-able by hit dice (as it advances it gets bigger) and their kamikaze ability was a little hard (I used negative energy death throes) if anybody has advice on how to make it better please give it because I might actually use them as cannon fodder in a campaign. Also the fluff is... I don't know enough of the official fluff for phyrexians, I like them and I can pump out monster stats when I want to but I'm going to leave the fluff for those who know the books better.

Vebulid
Small Aberration
HD 1d8 (4 hp)
Speed 50 ft. (10 squares)
Init: +2
AC 13; touch 12; flat-footed 11 (+2 Dex, +1 Natural)
BAB +0; Grp +0
Attack Piercing Arm +2 melee (1d4)
Full-Attack Piercing Arm +2 melee (1d4)
Space 5 ft.; Reach 5 ft.
Special Attacks: Death Throws
Special Qualities: Mindless
Saves Fort +0 Ref +2 Will +2
Abilities Str 10, Dex 14, Con 11, Int -, Wis 11, Cha 1
Skills: Spot +1, Listen +1.
Feats: Weapon Finesse (b)
Environment: Phyrexia (any)
Organization Solitary
Challenge Rating 1/3
Treasure None.
Alignment Always Lawful Evil
Advancement by Hit Dice (2-3 HD medium, 4-7 HD large, 9-13 HD huge, 14+ HD gargantuan)
Level Adjustment –
This creature resembles nothing more than a pulsating mass of organs, lungs, brain, intestines, etc, which have somehow taken to life on their own. It walks on three long stilt-like legs which end in sharpened spikes.

Combat: A vebulid fights by attacking with its stilt-like legs stabbing out with the sharp points ending each limb. They attack en masse hoping that their acidic death throes will be enough to finish off their enemies. As they age these creatures grow larger, and although the largest known are gargantuan it is uncertain if this is actually an upper limit.
Death Throws (Ex): When a vebulid is killed it explodes in a burst of acid dealing 1d6 acid damage per hit dice to all creatures within 10-ft (Ref DC 10; the DC is Con based).
Skills: A vebulid gains a +1 racial bonus to Spot and Listen per racial hit die.
Advancement: A vebulid gains a +5-ft increase to its speed per 2 hit dice gained.

Edit:
Also Dross Ripper
Dross Ripper
Medium Construct
HD 6d10+26 (59 hp)
Speed 50 ft. (10 squares)
Init: +3
AC 18; touch 14; flat-footed 16 (+3 Dex, +5 Natural)
BAB +4; Grp +8
Attack Bite +9 melee (1d6+6)
Full-Attack Bite +9 melee (1d6+6)
Space 5 ft.; Reach 5 ft.
Special Attacks: Trip
Special Qualities: Magic Augmentation, Construct traits, scent
Saves Fort +2 Ref +5 Will +3
Abilities Str 18, Dex 17, Con -, Int 4, Wis 12, Cha 6
Skills: Spot +5, Listen +6, Survival +1*
Feats: Track (B), Weapon Focus (Bite), Power Attack, Improved Toughness
Environment: Mirrodin (any)
Organization Solitary, Pair, Pack (3-12)
Challenge Rating 3
Treasure None.
Alignment Always Lawful Evil
Advancement by Hit Dice (7-10 HD medium, 11-15 HD large)
Level Adjustment –

Combat:

Magic Augmentation (Su): Any spell or effect that would grant a dross ripper an enhancement bonus to an ability score or a skill check instead grants an enhancement bonus +2 higher.

Calmar
2011-02-09, 04:23 PM
I think your vebulid looks nice*!

Some ideas: To me it seems the vebulid consists mainly of bubbles full of its acid, rather than actual organs (as far as that makes any sense... :smalltongue:). Since it's furthermore primarily a walking biological weapon, it could actually be mindless.
The MtG vebulid is a golden creature; maybe it might deal 1d6 points of damage per HD and have far greater speed, to represent this dangerousness. So far it seems to be easily repelable by defenders with ranged weapons.

What does poor balance do?

edit: * the dross ripper also, I think.

I hope I'll be able to create some Phyrexian creatures for PEACHing soon. :smallsmile:

The-Mage-King
2011-02-09, 04:41 PM
Wait, I believe that the Skullclamp (which is actually an old Mirrodin Card) would be better written as (Nim) Deathmantle. That's just my opinion, though. Skullclamp was the +1/-1, if the creature dies you get a card, remember?

No, it's the "if any opponent has a number of cards in their hand not equal to 3 or 4 in their upkeep, they take 2 damage".

Hence, animating it's victim as a minion of the attacher.

Dencero
2011-02-09, 05:07 PM
Wait, I believe that the Skullclamp (which is actually an old Mirrodin Card) would be better written as (Nim) Deathmantle. That's just my opinion, though. Skullclamp was the +1/-1, if the creature dies you get a card, remember?


No, it's the "if any opponent has a number of cards in their hand not equal to 3 or 4 in their upkeep, they take 2 damage".

Hence, animating it's victim as a minion of the attacher.

Sorry, but you're both wrong. Only DMofDarkness was the closest. I'm holding Skullclamp right now and it says

"Equipped creature gets +1/-1"

"When equipped creature is put into a graveyard, draw two cards."

Don't believe me? Here. Tell 'em Skullclamp.

http://www.wizards.com/magic/images/mtgcom/fcpics/features/DS_skullclamp.jpg

And I could totally see this as a Phyrexian graft. I'm re-flavoring it and making it now.

Skullclamp

Originally of Neurok design, the Skullclamp taps into the user's nervous system, allowing it to control the the Skullclamp has been redesigned by Phyrexian Artificers. At first glance, the Skullclamp looks like a round disk at the base of the spine of the owner. Only with a spot check DC 25 can someone notice the slight bulge under the skin going all the way to the small of the back. As a free action, you may extend or retract the Skullclamp, revealing an articulated metal probe with a serrated blade at the end. The user of the Skullclamp may attack with the Skullclamp, dealing 1d4 piercing damage, scoring a critical hit on a natural 20. However, if an enemy is caught flatfooted or if the user succeeds a bluff check versus the target's sense motive check, it deals a total of 2d4 damage. There are numerous modifications for the Skullclamp, ranging from deadly to useful.

Hollow Blade: Skullclamp may hold a dose of poison.
Extended Blade: As move action, Skullclamp may extend its reach and strike a target from 5 feet away.
Tool: The Skullclamp's blade has been replaced with a variety of tools, granting a +4 to a single craft skill.
Task Hand: The Skullclamp's blade has been replaced with a fully articulate hand, acting just like a normal hand. For all intensive purposes, the user is considered to have a third arm. (Don't know what this grants. But it seems cool.)

Cost: Equipping this item causes the user to lose 4 points of constitution while this is equipped. When the creature dies, the owner of the skullclamp (not necessarily the person who is using it) gains a +2 bonus to intelligence for a number of minutes equal to the creature's HD. If they would gain bonus spells from this increase, they may prepare the bonus spells without taking the time to prepare them. They are lost after the intelligence reverts to normal.
Graft Flesh (Phyrexian), Mage Hand, Graft Weapon. Market price: 14,500gp.

Alrighty then. I definitely know what I'm doing next. Don't know what I'll have, but you'll get the idea from this:

http://media.wizards.com/images/magic/tcg/products/scarsofmirrodin/k5cnfyic5x_en.jpg

Zaydos
2011-02-09, 05:09 PM
I think your vebulid looks nice*!

Some ideas: To me it seems the vebulid consists mainly of bubbles full of its acid, rather than actual organs (as far as that makes any sense... :smalltongue:). Since it's furthermore primarily a walking biological weapon, it could actually be mindless.
The MtG vebulid is a golden creature; maybe it might deal 1d6 points of damage per HD and have far greater speed, to represent this dangerousness. So far it seems to be easily repelable by defenders with ranged weapons.

What does poor balance do?

edit: * the dross ripper also, I think.

I hope I'll be able to create some Phyrexian creatures for PEACHing soon. :smallsmile:

Bad Balance was a left over from when I thought it had 2 legs (it was the opposite of stability; and gave it a penalty to balance thus making balance a class skill ironically). I like the idea of making it mindless, and I decided to just go pure acid instead of flip-flopping between acid and negative energy as I did in the description. I like the idea of it improving by hit die instead of size, and I improved their speed. I do need to put notes on the CR increase for advancement as the acid damage means that their CR will increase quicker than normal (+1/2 HD instead of per 4 HD).

Dencero
2011-02-09, 05:11 PM
Oh snap, sorry The Mage King, didn't even see your Skullclamp.

Wow... This is awkward....

The-Mage-King
2011-02-09, 05:15 PM
Actually, I meant Skullcage.

Not Skullclamp.


Yeah.

This one. (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=220537)

Editing post now.

Fable Wright
2011-02-09, 05:17 PM
Skullclamp

Originally of Neurok design, the Skullclamp taps into the user's nervous system, allowing it to control the the Skullclamp has been redesigned by Phyrexian Artificers. At first glance, the Skullclamp looks like a round disk at the base of the spine of the owner. Only with a spot check DC 25 can someone notice the slight bulge under the skin going all the way to the small of the back. As a free action, you may extend or retract the Skullclamp, revealing an articulated metal probe with a serrated blade at the end. The user of the Skullclamp may attack with the Skullclamp, dealing 1d4 piercing damage, scoring a critical hit on a natural 20. However, if an enemy is caught flatfooted or if the user succeeds a bluff check versus the target's sense motive check, it deals a total of 2d4 damage. There are numerous modifications for the Skullclamp, ranging from deadly to useful.

Hollow Blade: Skullclamp may hold a dose of poison.
Extended Blade: As move action, Skullclamp may extend its reach and strike a target from 5 feet away.
Tool: The Skullclamp's blade has been replaced with a variety of tools, granting a +4 to a single craft skill.
Task Hand: The Skullclamp's blade has been replaced with a fully articulate hand, acting just like a normal hand. For all intensive purposes, the user is considered to have a third arm. (Don't know what this grants. But it seems cool.)
Well, it could work. However, you forgot something:
Cost: Equipping this item causes the user to lose 4 points of constitution while this is equipped. When the creature dies, the owner of the skullclamp (not necessarily the person who is using it) gains a +2 bonus to intelligence for a number of minutes equal to the creature's HD. If they would gain bonus spells from this increase, they may prepare the bonus spells without taking the time to prepare them. They are lost after the intelligence reverts to normal.
Graft Flesh (Phyrexian), Mage Hand, Graft Weapon. Market price: 14,500gp.

This is better as an item, instead of a graft IMO, as it was designed to be removed.

And I still believe that the skullcage should be the Nim Deathmantle, instead.

The-Mage-King
2011-02-09, 05:26 PM
And I still believe that the skullcage should be the Nim Deathmantle, instead.

Alright, that I can see now that I look at the card.

Editor, away!


EDIT: Also, Calmar, I'm stealing the "Aquiring Phyrexian Grafts" thing you wrote. And giving credit, of course.



All will be one.

Fable Wright
2011-02-09, 05:35 PM
All will be one.

And in the first post.

Eldan
2011-02-09, 05:45 PM
On the skull clamp:

How about we interpret it a bit more liberally:

It gives a -4 penalty to constitution. If the creature dies while the clamp is attached, the clamp automatically casts crystalize memory (I think that was the name, the spell that extracts memories as crystals) on the creature. The crystal is stored in the clamp and can be retrieved later.

Dencero
2011-02-09, 06:33 PM
Well, it could work. However, you forgot something:
Cost: Equipping this item causes the user to lose 4 points of constitution while this is equipped. When the creature dies, the owner of the skullclamp (not necessarily the person who is using it) gains a +2 bonus to intelligence for a number of minutes equal to the creature's HD. If they would gain bonus spells from this increase, they may prepare the bonus spells without taking the time to prepare them. They are lost after the intelligence reverts to normal.
Graft Flesh (Phyrexian), Mage Hand, Graft Weapon. Market price: 14,500gp.

This is better as an item, instead of a graft IMO, as it was designed to be removed.

And I still believe that the skullcage should be the Nim Deathmantle, instead.

Thanks DMofDarkness, I like the revisions. I'll add them in ASAP.

And The-Mage-King, I'm liking the Deathmantle. While I'm still in a Homebrewin' mood, here's a piece of Phyrexian equipment and another Graft.

Phyrexian Plague-Sword
http://fivewithflores.com/wp-content/uploads/2010/12/PhyrexianCrusader.jpg

This piece of Phyrexian weaponry resembles a rather large sword with wicked spikes at the hilt and dripping with Glistening Oil. This sword has been tempered with Glistening Oil and now drips with it, seeming to create it on its own. When used by a creature that hasn't undergone Phyresis, the Plague-Sword turns on the user, bestowing 1d4 corruption points every hour it is in the person's possession and 1 point of corruption every turn it is held. When held by a creature that has undergone Phyresis, the Plague-Sword shows its potent venom. Whenever the Plague-Sword deals damage to a creature, it bestows corruption points equal to 1/2 the amount of damage done and 1d2 Constitution damage.. For instance, a Phyrexian Crusader attacks a Mirran Crusader and deals 14 damage. The Mirran Crusader would gain 7 corruption points and lose 1d2 Constitution. On a critical hit, the amount of corruption is doubled, giving the target as many corruption points equal to the damage it was dealt. The Plague-Sword's taint also extends to the creature's natural attacks, adding Glistening Oil to all of its natural attacks.

Exotic One Handed Melee Weapon (Exotic)
Critical: 19-20x2
Damage: 1d10

Craft Magical Arms and Armor, Contagion, Maker must have Medium corruption, Market Price 13,000gp.

Phyrexian Exoskeleton
Graft (Phyrexian)

When Phyrexians encountered Necrogen, they realized its potential and put it to good use. One of those uses is the Phyrexian Exoskeleton. The Exoskeleton starts at the base of the skull and works its way done the spine, the back of the limbs, and into the creature's very core. While equipped, the Exoskeleton confers a +1 to attack rolls, a +2 Natural AC bonus, and +2 Constitution. But that is not the extent of the Exoskeleton. Not only does it add Glistening Oil to all of the creature's natural attacks, as a standard action, the owner of this graft may exude a stream of concentrated Necrogen up to 30 feet OR they may release a cloud of Necrogen in a 20 foot radius that lasts for 3+1d4 rounds. The owner of this graft is not subjected to any penalties due to exposure of its own Necrogen gas.

Cost: If this graft is removed, the host immediately dies. As long as this graft is equipped, the host gains 1 point of corruption every 24 hours.

Graft Flesh (Phyrexian), Summon Necrogen, Bear's Endurance, Market Price 16,750gp[/

Fable Wright
2011-02-09, 06:47 PM
Pretty good, methinks. However, I think that having a more powerful form of weaponized Glistening Oil would be better for the sword; perhaps 1d2 con drain per hit, as well as the 1/2 damage (Which is not included in the initial description, mind you- you skipped it).

Also, the grafted skeleton increases toughness, not weaken it... I think we should establish a standard rate for equipment: for a +1/+1 equipment, it grants +2 STR, +2 CON, a +2/-1 grants +4 STR/-2CON, etc. And with that, I edit my description of the skullclamp to add the -2 con, rather than the -4...

In the case of the exoskeleton, I think that what you have right now for offensive bonuses are good enough. The necrogen does add the +2 edge to combat. For the defensive end, I would say add +2 to CON (this is reinforcing the skin and muscle and bone of the being, not weakening them!), and perhaps DR 2/- as well on the attack rolls. Finally, it needs to gain the ability to add Glistening Oil weapon to all the creature's attacks. In fact, that should be added to the sword, too- that mechanic should represent poison, IMO. Or that was the intent, anyways. It's your choice.

On prices: I would place the sword:
Craft Magical Arms and Armor, Contagion, Maker must have Medium corruption, Market Price 13,000gp.

The Exoskeleton (withe the changes)
Graft Flesh (Phyrexian), Summon Necrogen, Bear's Endurance, Market Price 16,750gp

Dencero
2011-02-09, 07:09 PM
Pretty good, methinks. However, I think that having a more powerful form of weaponized Glistening Oil would be better for the sword; perhaps 1d2 con drain per hit, as well as the 1/2 damage (Which is not included in the initial description, mind you- you skipped it).

Also, the grafted skeleton increases toughness, not weaken it... I think we should establish a standard rate for equipment: for a +1/+1 equipment, it grants +2 STR, +2 CON, a +2/-1 grants +4 STR/-2CON, etc. And with that, I edit my description of the skullclamp to add the -2 con, rather than the -4...

In the case of the exoskeleton, I think that what you have right now for offensive bonuses are good enough. The necrogen does add the +2 edge to combat. For the defensive end, I would say add +2 to CON (this is reinforcing the skin and muscle and bone of the being, not weakening them!), and perhaps DR 2/- as well on the attack rolls. Finally, it needs to gain the ability to add Glistening Oil weapon to all the creature's attacks. In fact, that should be added to the sword, too- that mechanic should represent poison, IMO. Or that was the intent, anyways. It's your choice.

On prices: I would place the sword:
Craft Magical Arms and Armor, Contagion, Maker must have Medium corruption, Market Price 13,000gp.

The Exoskeleton (withe the changes)
Graft Flesh (Phyrexian), Summon Necrogen, Bear's Endurance, Market Price 16,750gp

I'm on it! Thanks for the revisions. I was also thinking of another use for the Exoskeleton. Like as a punishment. Seriously. If I was Phyrexian and was attacked by someone trying to purge my kind, I would catch them graft it to them, and send them out as a warning to others. I'm changing it now. And loving what's coming to fruition. I've got a game tomorrow, and I'm throwing my players into a Phyrexian Lab. They're gonna have to fight their way out without being utterly corrupted.

Since it's at school, I gotta be careful on what I do... So, they're not gonna be fighting anything living, which could be construed as violence towards others, but they'll be fighting Constructs. The first thing they're going to come across is the Dross Hound, which will be feeding on a dessicated corpse. That's the only thing I hate about playing at School. Gotta be careful on what I do. Or they get angry. -_-

Well, I'm gonna go eat dinner, mull over some other grafts, equipment, spells, and Prestige Classes I've got on my mind, finish my maps and encounters and post something else before I go to bed.

Peace out for now.

Dencero
2011-02-11, 05:29 PM
Please don't tell me this thread is slowing down. -_-

Okay, here's another piece of Phyrexian gear; The Contagion Clasp!

Contagion Clasp
Phyrexian Equipment
Magic Item

"This device resembles a tick that's a bit larger than a human fist constructed of metal and glass, filled with a strange black liquid."

Of Phyrexian design, the Contagion Clasp is designed specifically to infect the desired target with Glistening Oil. The Contagion Clasp holds 6 doses of Glistening Oil and when attached to a victim, it injects a single dose of Glistening Oil every hour for six hours. If the Contagion Clasp is forcibly removed before the six hours are up, then it inflicts 4 points of Constitution damage to the victim. Contagion Clasps may be applied as a touch attack or be thrown as a ranged touch attack with a range of 10 plus X (Where X is the Strength Modifier times 5) If it hits, then the Contagion Clasp takes hold and immediately injects a dose of Glistening Oil.

Schylerwalker
2011-02-12, 05:35 PM
Hello Playground. It's been awhile since I've stretched the ol' homebrewin' muscle, so let's see what I can do! I actually like converting Magic cards into D&D monsters, so I had most of these sitting around.

Phyrexian Hulk
Size/Type: Large Construct
Hit Dice: 8d10 (78 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 24 (-1 size, +0 Dex, +15 natural)
Base Attack Bonus/Grapple: +7/+17
Attack: Slam +12 melee (2d6+6)
Full Attack: Slams +12 melee (2d6+6)
Space/Reach: 10 ft./10 ft.
Special Qualities: Construct traits, damage reduction 5/adamantine
Saves: Fort +2, Ref +2, Will +3
Abilities: Str 22, Dex 10, Con -, Int 11, Wis 12, Cha 10
Skills: Listen +14, Spot +14
Feats: Alertness, Improved Initiative, Improved Toughness
Environment: Any land or underground
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -
"They are convenient in having no souls, but less so in having spirit." -Volrath

Devouring Strossus
Size/Type: Huge Aberration
Hit Dice: 18d8+162 (243 hp)
Initiative: +5
Speed: 30 ft. (6 squares), fly 60 ft. (average)
Armor Class: 28 (-2 size, +1 Dex, +19 natural), flatfooted 27, touch 9
Base Attack/Grapple: +12/+29
Attack: Claw +19 melee (2d6+9)
Full Attack: 2 claws +19 melee (2d6+9) and bite +19 melee (1d10+4) and 2 wings +19 melee (1d6+4)
Space/Reach: 15 ft./15 ft.
Special Attacks: Breath weapon, dread gaze
Special Qualities: Damage reduction 10/good and bludgeoning, regeneration 15
Saves: Fort +20, Ref +6, Will +13
Abilities: Str 29, Dex 13, Con 28, Int 12, Wis 14, Cha 15
Skills: Intimidate +23, Listen +23, Spot +23
Feats: Ability Focus (dread gaze), Awesome Blow, Improved Bullrush, Improved Initiative, Improved Multiattack, Multiattack, Power Attack
Environment: Any land
Organization: Solitary
Challenge Rating: 13
Alignment: Always chaotic evil
Treasure: Standard
Advancement: 19-27 HD (Huge); 28-42 HD (Gargantuan)
Level Adjustment: -

Breath Weapon (Su)
Once every 1d4 rounds, a Devouring Strossus may expel a cloud of noxious gas in a 60 ft. cone. All creatures caught in the cone must make a DC 28 Reflex or take 12d6 acid damage and become sickened. A successful save halves the damage and negates the sickened effect.

Dread Gaze (Su)
Once per round as a free action, a Devouring Strossus may fix a creature with its red, doom-filled eyes. If the creature fails a DC 23 Will save, they are paralyzed with fear for 1d6 rounds. Regardless of whether or not they failed the save, the creature is immune to further dread gazes from that Devouring Strossus for 24 hours. This is a mind-affecting gaze attack.

Skittering Horror
Size/Type: Large Aberration
Hit Dice: 9d8+27 (67 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 15 (-1 size, +6 natural), flatfooted 15, touch 9
Base Attack/Grapple: +6/+15
Attack: Claw +10 melee (1d6+5)
Full Attack: Claw +10 melee (1d6+5) or bite +10 melee (drain)
Space/Reach: 10 ft./10 ft.
Special Attacks: Blood drain
Special Qualities: Abomination (DC 14), vulnerability to magic
Saves: Fort +9, Ref +3, Will +6
Abilities: Str 21, Dex 11, Con 16, Int 5, Wis 10, Cha 10
Skills: Listen +6, Spot +6
Feats: Ability Focus (abomination), Power Attack
Environment: Underground
Organization: Solitary or colony (4-12)
Challenge Rating: 3
Alignment: Always neutral
Treasure: Standard
Advancement: 10-15 HD (Large); 16-24 HD (Huge)
Level Adjustment: -
"This monstrosity will do-for now." -Davvol, Evincar of Rath

Abomination (Ex)
The mere sight of a skittering horror is enough to send most lesser minds into madness. Any creature that sees a skittering horror and fails a DC 14 Will save becomes shaken for the rest of the combat.

Blood Drain (Ex)
Whenever a Skittering Horror makes a successful bite attack, it sinks in its proboscis and begins to drain the blood of the creature, dealing 1 point of Constitution damage.

Triscuitable
2011-02-12, 07:42 PM
Hail (Karn) yeah! PHYREXIA IN DnD 3.5e!

Fable Wright
2011-02-12, 08:59 PM
Updated the first post.

Surrealistik
2011-02-12, 09:15 PM
Devouring Strossus should probably be on the level of an epic monster. These things are 9/9 monstrosities with trample, which translates into being physically far superior to dragons, demons and angels of legendary power.

Schylerwalker
2011-02-13, 05:27 PM
Devouring Strossus should probably be on the level of an epic monster. These things are 9/9 monstrosities with trample, which translates into being physically far superior to dragons, demons and angels of legendary power.

True, but I didn't design it for epic level games; I don't play at those levels, so I designed it at a level of play that my player are far more likely to face such a monstrosity.

Fable Wright
2011-02-13, 05:33 PM
Devouring Strossus should probably be on the level of an epic monster. These things are 9/9 monstrosities with trample, which translates into being physically far superior to dragons, demons and angels of legendary power.

Actually, it's not much stronger than the behemoths of green. I would actually place, off hand, the strossus as a CR 15 creature. There are much more powerful things in the multiverse... I would save the epic challenge ratings for Eldrazi, Blightsteel Colossus, and other such "OH MY GOD WE'RE GOING TO DIE" creatures. All the other ones should just be high-level.

Zaydos
2011-02-13, 05:41 PM
Actually, it's not much stronger than the behemoths of green. I would actually place, off hand, the strossus as a CR 15 creature. There are much more powerful things in the multiverse... I would save the epic challenge ratings for Eldrazi, Blightsteel Colossus, and other such "OH MY GOD WE'RE GOING TO DIE" creatures. All the other ones should just be high-level.

I second this; although actually I'd have put it as a CR 18 (about on the level of a balor) due to flying, trample, and regeneration but when Kalonian Behemoth is a 9/9 too I'd have to agree it's not Epic. Now Emrakul would be Epic with a capital E.

BladeofOblivion
2011-02-13, 05:52 PM
I second this; although actually I'd have put it as a CR 18 (about on the level of a balor) due to flying, trample, and regeneration but when Kalonian Behemoth is a 9/9 too I'd have to agree it's not Epic. Now Emrakul would be Epic with a capital E.

Emrakul practically has Divine Rank...

Zaydos
2011-02-13, 06:04 PM
Emrakul practically has Divine Rank...

He's an abomination.

Progenitus might be one too.

Edit: What language do phyrexians speak? I'm currently working with common as the assumption.

Blood Pet
Small Aberration
HD 2d8+2 (11 hp)
Speed 20 ft. (4 squares)
Init: +1
AC 14; touch 12; flat-footed 13 (+1 size, +1 Dex, +2 Natural)
BAB +1; Grp -4
Attack Bite +4 melee (1d4-1)
Full-Attack Bite +4 melee (1d4-1)
Space 5 ft.; Reach 5 ft.
Special Attacks: -
Special Qualities: -
Saves Fort +3 Ref +2 Will +3
Abilities Str 8, Dex 14, Con 13, Int 5, Wis 11, Cha 6
Skills: Spot +2, Listen +2, Jump +4
Feats: Weapon Finesse (b), Great Fortitude
Environment: Phyrexia (any)
Organization Solitary
Challenge Rating 1/3
Treasure None.
Alignment Always Lawful Evil
Advancement -
Level Adjustment –
This creature resembles a giant toad with fangs and tiny claws at the end of its hands. Above its mouth a small horn rises from its nose.
Blood pets speak common.
Combat: Blood pets strive to avoid combat. When pressed they will defend themselves with their sharp teeth.
Skills: Blood pets have a +8 racial bonus to Jump checks and may use Dex instead of Str for the purposes of making Dex checks.

As Familiars: A wizard with a CL of 3 or higher and the Improved Familiar feat may select a blood pet as a familiar. If they do so they may as part of casting a spell sacrifice its life force to retain the spell slot/spell prepared; doing so increases the casting time to a full-round action. If the blood pet is sacrificed in this way the master does not lose experience as normal for the death of a familiar but they are stunned for 1 round afterwards if they fail the save and dazed if they succeed; they may also call a new familiar after 1 week instead of after a year and a day.

Surrealistik
2011-02-13, 06:50 PM
Actually, it's not much stronger than the behemoths of green. I would actually place, off hand, the strossus as a CR 15 creature. There are much more powerful things in the multiverse... I would save the epic challenge ratings for Eldrazi, Blightsteel Colossus, and other such "OH MY GOD WE'RE GOING TO DIE" creatures. All the other ones should just be high-level.

6/6s such as Crosis, Akroma and Darigaaz are opponents I'd consider to be about CR 20. Anything better than that is definitely low epic at least.

Zaydos
2011-02-13, 06:58 PM
6/6s such as Crosis, Akroma and Darigaaz are opponents I'd consider to be about CR 20. Anything better than that is definitely low epic at least.

I wouldn't. A grizzly bear is a 2/2 (a CR 4) yet 3 of them can kill Crosis or Darigaaz and 6 can kill Akroma (i.e. an EL 7 or 9 encounter). Or if you want to say that because it lacks flying and therefore can't block them then how about a dragon whelp which ought to be about equivalent to a wyrmling dragon (CR 5 if a red dragon) and is a 2/4 that can be buffed to 4/4. Two of them can kill Crosis or Darigaaz, and 3 can kill Akroma (an EL 7 or 8 encounter).

Also remember that with legendary creatures depending upon writer you aren't summoning the creature itself but merely a much weaker duplicate.

Surrealistik
2011-02-13, 07:02 PM
I wouldn't. A grizzly bear is a 2/2 (a CR 4) yet 3 of them can kill Crosis or Darigaaz and 6 can kill Akroma (i.e. an EL 7 or 9 encounter). Or if you want to say that because it lacks flying and therefore can't block them then how about a dragon whelp which ought to be about equivalent to a wyrmling dragon (CR 5 if a red dragon) and is a 2/4 that can be buffed to 4/4. Two of them can kill Crosis or Darigaaz, and 3 can kill Akroma (an EL 7 or 8 encounter).

Also remember that with legendary creatures depending upon writer you aren't summoning the creature itself but merely a much weaker duplicate.

And 13 peasants can apparently bring down a Krosan Cloudscraper. Each +1/+1 of difference should in reality translate to a geometric or exponential increase in physical prowess when translating over to 3.5

Zaydos
2011-02-13, 07:07 PM
And 13 peasants can apparently bring down a Krosan Cloudscraper. Each +1/+1 of difference should in reality translate to a geometric or exponential increase in physical prowess when translating over to 3.5

Which is why I use 1/1 ~ 2 CR as 2 CR is supposed to be ~ doubling in power (hence 2 CR 4 = EL 6 and so does 1 CR 6). Which still puts 6/6 at ~ CR 12.

Surrealistik
2011-02-13, 07:11 PM
Which is why I use 1/1 ~ 2 CR as 2 CR is supposed to be ~ doubling in power (hence 2 CR 4 = EL 6 and so does 1 CR 6). Which still puts 6/6 at ~ CR 12.

That's still a linear increase.

Zaydos
2011-02-13, 07:16 PM
That's still a linear increase.

It's a linear increase in CR but CR itself is, at least according to the designers, a geometric increase in combat power. Hence 2 CR 5 = 1 CR 7. CR 10 is not twice as strong as a CR 5, a CR 10 will tear through half a dozen CR 5s, or at least it's supposed to. Kind of like how a 4/4 with trample will totally mess up your opponent's day if they rely on 1/1s.

Surrealistik
2011-02-13, 07:21 PM
The ratings really depend on the general amount of progression from CR to CR then. That said though, I think I have made my point that it's completely disingenious to assert that the ability of 3 Grizzly Bears to beat down a 6/6 legendary creature in MTG has any real bearing on a 9/9's comparative CR rating in 3.5.

A Devouring Strossus would be one of those lesser epic aberrants, hovering a little over CR 20. While the Dreadnought and Blightsteel Golem would be the absolute top of Phyrexia's line (Yawgmoth excepted).

Fable Wright
2011-02-13, 07:41 PM
I disagree. When you say that this creature is stronger than Akroma or one of the dragons of legendary might, I counter with the following: While they themselves may seem weaker, they have all sorts of abilities to make up for it. For example, they have the multiple-activation abilities that they can use to devastate. Their challenge ratings would almost certainly be higher than Strossus- because of all the special abilities layered on to them. Like clerical spellcasting abilities, or the ability to fly and pound on opponents from range. Strossus is nowhere near epic, save for in an E6 game.

Zaydos
2011-02-13, 07:49 PM
Also you have legendary creatures which are 2/2s (Thelon of Havenwood), 2/3 (Mirri), or even 1/1 (Barrin, Master Wizard).

Legendary doesn't mean powerful; Legendary means unique. Also I know that officially now you don't summon anything but that they work more like a D&D Summon school spell (you know where you get a not 100% there/real creature) and that Legendary creatures you summon are not at full power. So it's more like summoning Aspect of Bel than summoning Bel.

A note on planeswalkers is that they don't actually die, they get fed up with fighting for you and leave.

Surrealistik
2011-02-13, 08:56 PM
I disagree. When you say that this creature is stronger than Akroma or one of the dragons of legendary might, I counter with the following: While they themselves may seem weaker, they have all sorts of abilities to make up for it. For example, they have the multiple-activation abilities that they can use to devastate. Their challenge ratings would almost certainly be higher than Strossus- because of all the special abilities layered on to them. Like clerical spellcasting abilities, or the ability to fly and pound on opponents from range. Strossus is nowhere near epic, save for in an E6 game.

Akroma has a crap ton of awesome abilities that might conceivably put her at a higher CR than a Strossus (and possibly early/early-mid epic territory). Darigaaz (and most of the legendary Dragons actually) not so much.


Also you have legendary creatures which are 2/2s (Thelon of Havenwood), 2/3 (Mirri), or even 1/1 (Barrin, Master Wizard).

Legendary doesn't mean powerful; Legendary means unique. Also I know that officially now you don't summon anything but that they work more like a D&D Summon school spell (you know where you get a not 100% there/real creature) and that Legendary creatures you summon are not at full power. So it's more like summoning Aspect of Bel than summoning Bel.

A note on planeswalkers is that they don't actually die, they get fed up with fighting for you and leave.

I never claimed legendary necessitates being powerful. My point is that these are formidable opponents that would likely prove a formidable challenge to a high level party (15-20) that isn't using broken optimization, and yet the Strossus is stronger (Akroma being a possible exception).

Zaydos
2011-02-13, 09:08 PM
I never claimed legendary necessitates being powerful. My point is that these are formidable opponents that would likely prove a formidable challenge to a high level party (15-20) that isn't using broken optimization, and yet the Strossus is stronger (Akroma being a possible exception).

Why would they be a challenge to a 15th level party? So far you haven't given one reason they should be above CR 7 (yes I think that's much too low myself) except they're legendary. Even the +1/+1 should be geometric increase in power (which doesn't work with M:tG but seems more in fitting with the fluff) actually only equates to ~ +2 CR. Then you have things like Ancient Silverback is a 6/5 but would just be a legendary ape (CR 7) in D&D terms (I'm now sad as I love using that card).

And really it's a matter of personal opinion, so instead of trying in vain to argue each person's idea of what CR they should be why don't we work on making stuff?

Edit: Especially since different play styles will need them to be different CRs anyway.

firemagehao
2011-02-13, 09:20 PM
Here is some stuff modified from heroes of horror.

Feat: Infectious
Prerequisites: Natural attack dealing ability damage, ability drain, or energy drain.
Benefit: Your natural attack that deals ability damage, ability drain, or energy drain increases the target of the damage's corruption by 1. If the attack would bestow more than one negative level, it increases the corruption of the target by 2.

Feat: Mirran Soul
Prerequisites: Non-evil alignment, no corruption
Benefit: Gain immunity to Glistening oil and effects that bestow corruption.


Spells:

All Will be One
Abjuration
Level 3: Ranger/Paladin/Cleric/Druid/Wizard/Sorcerer
Componets: V,S,DF
Casting time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10min/level
Saving throw: Fortitude negates
SR: Yes
This spell bestowes a -4 penalty to saving throws made to resist glistening oil, and the effects of corruption.

We Will Endure
Abjuration
Level 3: Ranger/Paladin/Cleric/Druid/Wizard/Sorcerer
Componets: V,S,DF
Casting time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10min/level
Saving throw: Fortitude negates
SR: Yes
This spell bestowes a +4 bonus to saving throws made to resist glistening oil, and the effects of corruption.

Surrealistik
2011-02-13, 10:56 PM
Why would they be a challenge to a 15th level party? So far you haven't given one reason they should be above CR 7 (yes I think that's much too low myself) except they're legendary. Even the +1/+1 should be geometric increase in power (which doesn't work with M:tG but seems more in fitting with the fluff) actually only equates to ~ +2 CR. Then you have things like Ancient Silverback is a 6/5 but would just be a legendary ape (CR 7) in D&D terms (I'm now sad as I love using that card).

And really it's a matter of personal opinion, so instead of trying in vain to argue each person's idea of what CR they should be why don't we work on making stuff?

Edit: Especially since different play styles will need them to be different CRs anyway.

Yes I have: stats; particularly as compared to other similar monsters in MTG (so a trend is established; Dragons are reliably 4/4-6/6), and their DnD equivalents (hell Akroma is probably comparable to a CR 23 Solar or higher after abilities are factored in). The Ancient Silverback card does not negate a stat based argument as I'm pretty sure that's a magical creature; either that or R&D was smoking something pretty strong when they came up with the flavour for that card.

Second, you don't even know the rate of geometric increase differentiating one level of CR to the next to come up with a meaningful translation of +1/+1 to CR; a 2 : 1 ratio of the latter to the former is essentially arbitrary and crude.

Lastly, even if we were to assume your system was satisfactorily accurate, the Strossus would be CR 18 on the basis of Power and Toughness alone. After you factor in its abilities, that should increase the CR even further, most likely into low epic CRs (21-25) which is what I suggested it should be rated at.

Schylerwalker
2011-02-14, 07:49 PM
Again, I posted the Strossus at the CR and power level that it is because I don't play epic level games, I prefer a generally lower level of campaign Instead of arguing so much about my version of the Strossus ,you should all design your own versions of the creature and use what you want; my homebrew design is not the final design and is certainly not irrefutable. The same goes the rest of the creatures I posted.

Hazzardevil
2011-02-15, 04:21 PM
I like this idea a lot. I think I can fit this into my eberron campaign and my forgotten realms campaign, it fits considering this will be after the spellplauge.

Oh and I have one thing left to say:
"How can we harness this power steven?"

Dencero
2011-02-15, 05:58 PM
Losing my mind. Sick as hell, hallucinating, and in pain. Not a good combo to homebrew to. BUT I WILL TRY ANYWAY.

Virulent Wound
Level: Sor/Wiz 1
Components: V, S, M
Casting time: 1 standard action
Range: 50 ft. + 10 ft./level
Target: Creature
Duration: 1 round/level (D)
Saving Throw: DC 15
Spell Resistance: No

The mage finished his spell and with a single gesture, black oozing sores appeared over the paladin's body. "Welcome to Phyresis" said the mage.

A creature affected by this spell has Glistening Oil enter their body and fester, spreading the contagion throughout them. If a creature fails the saving throw, it immediately gains 1d4 corruption points. After which, for 1 round + for ever spellcaster level the caster possess, they gain 1 more corruption point.

firemagehao
2011-02-15, 07:20 PM
Losing my mind. Sick as hell, hallucinating, and in pain. Not a good combo to homebrew to. BUT I WILL TRY ANYWAY.

Virulent Wound
Level: Sor/Wiz 1
Components: V, S, M
Casting time: 1 standard action
Range: 50 ft. + 10 ft./level
Target: Creature
Duration: 1 round/level (D)
Saving Throw: DC 15
Spell Resistance: No

The mage finished his spell and with a single gesture, black oozing sores appeared over the paladin's body. "Welcome to Phyresis" said the mage.

A creature affected by this spell has Glistening Oil enter their body and fester, spreading the contagion throughout them. If a creature fails the saving throw, it immediately gains 1d4 corruption points. After which, for 1 round + for ever spellcaster level the caster possess, they gain 1 more corruption point.

Way too powerful for 1st level.

Dencero
2011-02-15, 07:53 PM
Way too powerful for 1st level.

And THAT's why you don't homebrew with a fever, kids! Now, uncle firemagehao, what would you recommend this spell level to be?

firemagehao
2011-02-16, 07:54 PM
And THAT's why you don't homebrew with a fever, kids! Now, uncle firemagehao, what would you recommend this spell level to be?

4. That is because that is the level of contagion, the most similar spell.

Dencero
2011-02-16, 08:18 PM
4. That is because that is the level of contagion, the most similar spell.

HMMMM... Well, I have no idea where I was going with this spell, but I see your point, even through the fever delusions.

I think I just wanted something that bestowed corruption. WAIT I GOT IT!

Instead of 1d4 points of corruption, 1 point seems better.... What do you think?

firemagehao
2011-02-16, 09:08 PM
I think that would be 1st level, depending on the save and SR, range, and similar parameters.

Dencero
2011-02-16, 09:31 PM
Virulent Wound
Level: Sor/Wiz 1
Components: V, S, M
Casting time: 1 standard action
Range: Touch Attack
Target: Creature
Duration: 1 round/level (D)
Saving Throw: DC 15
Spell Resistance: No

The mage finished his spell and with a single gesture, black oozing sores appeared over the paladin's body. "Welcome to Phyresis" said the mage.

A creature affected by this spell must make a saving throw (Fortitude DC 15) or gain one point of corruption.

How's that?

BladeofOblivion
2011-02-16, 10:50 PM
Virulent Wound
Level: Sor/Wiz 1
Components: V, S, M
Casting time: 1 standard action
Range: Touch Attack
Target: Creature
Duration: 1 round/level (D)
Saving Throw: DC 15
Spell Resistance: No

The mage finished his spell and with a single gesture, black oozing sores appeared over the paladin's body. "Welcome to Phyresis" said the mage.

A creature affected by this spell must make a saving throw (Fortitude DC 15) or gain one point of corruption.

How's that?

Saving Throws for Spells aren't usually set. For saving throw, you would simply put "Fortitude."

The formula for a saving throw happens to be 10+(Spell Level)+(Casting Stat Modifier).

Dencero
2011-02-17, 08:35 AM
Saving Throws for Spells aren't usually set. For saving throw, you would simply put "Fortitude."

The formula for a saving throw happens to be 10+(Spell Level)+(Casting Stat Modifier).

TAKE 3!

Virulent Wound
Level: Sor/Wiz 1
Components: V, S, M
Casting time: 1 standard action
Range: Touch Attack
Target: Creature
Duration: 1 round/level (D)
Saving Throw: Fortitude
Spell Resistance: No

The mage finished his spell and with a single gesture, black oozing sores appeared over the paladin's body. "Welcome to Phyresis" said the mage.

A creature affected by this spell must make a saving throw or gain one point of corruption.

I reeeeaaaalllllyyyy hope that's the last time I correct that.

Fable Wright
2011-02-17, 12:12 PM
If it's an instantaneous effect, why does it have a duration of 1 round/level? Also, it's usually denoted as "Touch", and the saving throw is usually "Fort negates". Target is usually adjacent creature, living creature, or something else. Finally, what's the material component?

I would personally set it to 1d4 points of corruption, BTW, but whatever.

Gullintanni
2011-02-17, 12:26 PM
This thread badly needs some Phyrexian Colossus. :smallbiggrin:

Mulletmanalive
2011-02-17, 01:04 PM
As random guideling suggestion, how about [attack + defence - 1] for a guideline for CR?

Powerful secondary abilities might boost it a little higher.

firemagehao
2011-02-17, 05:38 PM
This thread badly needs some Phyrexian Colossus. :smallbiggrin:
Warforged with a level of warrior. Make it colossal. half its damage is in points of corruption.

Mulletmanalive
2011-02-17, 05:48 PM
Warforged with a level of warrior. Make it colossal. half its damage is in points of corruption.

More likely a massively advanced Warforged Titan with a set of additional tentacle attacks. I really don't see the corruption though; it's a brute force monster.

firemagehao
2011-02-18, 11:25 PM
I was thinking more along the lines of Blightsteel Colossus.

Maho-Tsukai
2011-02-19, 11:17 AM
One thing I would like to see is a PC playable Phyrexian type race. Now I know MOST Phyrexians where horrible monsters but I feel that there should be some options for PCs as far as actually BEING a Phyrexian gose that are more then just some random grafts? Perhaps instead of making Phyrexians a playable race there should be a LA-free template that can be added on to PCs in a way similar to the Necropolitian that would basicly be the equivalent of several grafts. Then from that base point you could augment yourself with further grafts.

Likewise, instead of doing it through templates you could go the base class route and have "Phyrexian" base classes. I can already see two basic ones. One would be a "Phyrexian warrior" class which would focus on obtaining more and more combat grafts and alterations as you level up, changing your character from his base form to a inhuman Phyrexian war machine that's more construct then flesh. Likewise, I also see a Phyrexian Priest and/or Phyrexian Mage type class which, much like the "Phyrexian Warrior" gets grafts but rather then using said grafts for combat they would be more a way to supplement their casting and give them something else for leveling up rather then just spells.(So they would give stuff like something that mimics the Deathbound Domain power for Necro Phyrexians, or something that boosts spell DCs ect...)

Not sure if those are good ideas but I thought I would throw them out there..

Also, somebody has to stat the Order of Yawgmoth and Yawgmoth Demon. Those two cards are awesome and have great art.(Order of Yawgmoth is one of my favorite arts in the game and the newest art for Yawgmoth demon is *******.(The old one is good too but the new one with the wings and staff just looks totally awesome.))

Calmar
2011-02-19, 01:37 PM
One thing I would like to see is a PC playable Phyrexian type race. Now I know MOST Phyrexians where horrible monsters but I feel that there should be some options for PCs as far as actually BEING a Phyrexian gose that are more then just some random grafts? Perhaps instead of making Phyrexians a playable race there should be a LA-free template that can be added on to PCs in a way similar to the Necropolitian that would basicly be the equivalent of several grafts. Then from that base point you could augment yourself with further grafts.

In the storyline there are sleepers, but they appear mostly human, for they are, it seems, Phyrexians without any mechanical augmentation.

I don't think anything more Phyrexian than a renegade sleeper would be suited for a player race, because Phyrexian advancement and activities are regulated by the priests and their demonic superiors. They need priests to become more compleated.


Likewise, instead of doing it through templates you could go the base class route and have "Phyrexian" base classes. I can already see two basic ones. One would be a "Phyrexian warrior" class which would focus on obtaining more and more combat grafts and alterations as you level up, changing your character from his base form to a inhuman Phyrexian war machine that's more construct then flesh. Likewise, I also see a Phyrexian Priest and/or Phyrexian Mage type class which, much like the "Phyrexian Warrior" gets grafts but rather then using said grafts for combat they would be more a way to supplement their casting and give them something else for leveling up rather then just spells.(So they would give stuff like something that mimics the Deathbound Domain power for Necro Phyrexians, or something that boosts spell DCs ect...)

I agree. I had a similar idea suggested on the first page for the negators (the specialised Phyrexian hunter-killers from the novels; in the TCG they seem to work differently...). Unless someone beats me to it, I'll try to create them sometime soon.

The priests are, according to the novels I know, more akin to specialists and skilled engineers, rather than D&D clerics, but I agree that pen-and-paper - Phyrexia needs clerical support. This leads to an important question:
We regard Yawgmoth* as a literal deity, don't we?

For as far as I know, his powers originate from the powers Phyrexia as a device grants him; unless he's in the centre of Phyrexia he seems to be a normal dude.

* Him, or whatever takes over the Grand Evolution after his demise, respectively.

Zaydos
2011-02-19, 03:15 PM
Also, somebody has to stat the Order of Yawgmoth and Yawgmoth Demon. Those two cards are awesome and have great art.(Order of Yawgmoth is one of my favorite arts in the game and the newest art for Yawgmoth demon is *******.(The old one is good too but the new one with the wings and staff just looks totally awesome.))

Order of Yawgmoth was the first monster stated out.

http://www.giantitp.com/forums/showpost.php?p=10336119&postcount=46

Hawk7915
2011-02-26, 12:56 AM
Some various feats aimed at making a playable Phyrexian character (or super-charging a Phyrexian NPC to make something a bit more threatening). I tried to focus on things that seemed like they should be feats and not grafts; some of these will be debatable (especially Flayer's Carapace and Horrific Visage). Thoughts?

============================
Compleat [Phyrexian]- You become a true champion of the Father of Machines. All will be one.
Prerequisite: Glistening Oil corruption Moderate or higher.
Benefit: You do not suffer the listed ability score modifications of Glistening Oil Corruption. Instead you gain +2 Strength, +2 Dexterity, -2 Charisma. This does not change any of the other benefits or penalties of Phyrexian corruption, such as the subservience to a Praetor or access to natural weapons.

Flayer's Carapace [Phyrexian, Fighter] - The Glistening Oil in your body forms a rigid, bony carapace that protects you from harm
Prerequisite: Compleat
Benefit: You gain +1 Natural Armor and +1 Hitpoint for each Phyrexian feat you have, including this one.

Ichor Blood [Phyrexian] - The glistening oil can make repairs to your body.
Prerequisite: Compleat
Benefit: You gain Fast Healing 1 for each two Phyrexian feats you have, minimum 1 and including this feat. You also get a +2 on saves versus disease at all times.

Horrific Visage [Phyrexian] - Your face and eyes are altered, tattooed, and warped into an appearance that gives glory to the Father of Machines.
Prerequisite: Phyrexian corruption Moderate or higher
Benefit: You gain Darkvision 30'. If you already have Darkvision, it improves by 30'. You also gain a +1 bonus to Intimidate, Spot, and Listen for each Phyrexian feat you have, but you suffer a -4 penalty on Diplomacy and Bluff checks at all times.

Phyrexian Perfection [Phyrexian] - You reach the pinnacle of Phyrexian evolution
Prerequisite: Character level 9th, at least 2 Phyrexian feats
Benefit: You get a +2 inherent bonus to your highest ability score. In addition, you gain a +1 bonus on will saves against the abilities of all non-Praetors for every two Phyrexian feats you have (rounded down and including this one).

Dark Grip [Phyrexian, Fighter] - Your natural weapons dig deep into a foe and hold them in place.
Prerequisite - Phyrexian corruption Moderate or higher; Claw, Pincer, or Bite attack
Benefit: Choose your Bite, Claw, or Pincer attack. You gain the Improved Grab ability when you successfully hit with that attack.

Glistening Weapons [Phyrexian, Fighter] - Ooze seeps from your body into your weapons
Prerequisite: Compleat, Base Attack Bonus +4
Benefit: When you make an attack with a manufactured weapon, you may take a -2 penalty on your attack rolls in order to make each successful hit spread Glistening Oil, as the disease.

Corrupted Summoning [Phyrexian, Metamagic] - Your summoned monsters are empowered with Phyrexian magic
Prerequsite: Compleat
Benefit: The summoned monster's natural attacks inflict Glistening Oil. It receives a +2 bonus to Strength and Dexterity, but a -4 penalty to Charisma and Wisdom.
A Corrupted Summoning spell takes up a spell slot 1 higher than the spell's actual level.

Corrupted Spell [Phyrexian, Metamagic] - Your spells spread the glorious ooze.
Prerequisite: Compleat
Benefit: This spell inflicts a dose of glistening oil (1d3 points of corruption) in addition to its normal effects.
Corrupted Spell causes no increase in spell level.

cabbagesquirrel
2011-02-26, 03:31 AM
There are phyrexian sleeper cells, there's even a black rare card from the urza's saga block if i do recall, xancha in the book. They're basically people with phyrexian artificial organs, namely a heart.
In the books a planeswalker (super wizard shapeshifter teleporter immortal) took a phyrexian heart and put it in a golem to give it sentience.

You could probably make a sleeper agent a playable race, but then what happens when good old daddy yawgmoth wakes you up with a command word, do you suddenly turn on your party, or go nutters with all those conflicting emotions from your now former life.

firemagehao
2011-03-05, 08:27 PM
Just throwing it out there that pictures of the praetors have been released, making them much easier to homebrew, especially in conjunction with their descriptions in the card list included in fat packs, and the information on the mirrodin site.

Zaydos
2011-04-10, 12:36 AM
Phyrexian Crusader
Phyrexian Crusader
Medium Undead
HD 6d12+18 (57 hp)
Speed 30 ft. (6 squares)
Init: +7
AC 21; touch 13; flat-footed 18 (+3 Dex, +4 Natural, +4 armor)
BAB +6; Grp +14
Attack Large Longsword +12 (2d6+5, 19-20/x2) or Claw +10 (1d8+5 and poison)
Full-Attack Large Longsword +12/+7 (2d6+5, 19-20/x2) and claw +5 (1d8+2 and poison)
Space 5 ft.; Reach 5 ft.
Special Attacks: Poison
Special Qualities: Undead Traits, DR 5/adamantine, Battle Wrought, Vulnerable to Rusting Grasp, Armored Plating, Powerful Build, Fire Resistance 10, Electricity Resistance 10, Magic Circle against Chaos, Magic Circle against Good
Saves Fort +5 Ref +5 Will +6
Abilities Str 19, Dex 16, Con -, Int 10, Wis 12, Cha 10
Skills: Spot +10, Listen +10, Intimidate +9, Balance +12
Feats: Improved Initiative (B), Ability Focus (Poison), Hold the Line, Weapon Focus (Longsword)
Environment: Phyrexia (any)
Organization Solitary, Pair, Squad (4-20)
Challenge Rating 4
Treasure Standard plus a masterwork large longsword.
Alignment Always Lawful Evil
Advancement by Character Class; Favored Class Paladin of Tyranny
Level Adjustment –

Combat:
Poison (Su): A phyrexian crusader’s claw has a potent form of necrotic poison. Even creatures normally immune to poison must save versus its effects, albeit with a +8 bonus. Its initial damage is 1d3 Str and Con Drain and its secondary damage is 1d4 Str and Con Drain. The poison cannot be neutralized by magic such as Neutralize Poison but its effects can be cured by effects that cure ability drain.
Battle Wrought: A phyrexian crusader has a BAB from racial hit dice equal to its racial hit dice instead of ½ like normal for undead, in addition it gains +3 hp per hit dice and a +3 racial bonus to all Fortitude saves.
Armored Plating: An phyrexian crusader’s physical form has been augmented by a network of metal which act as chain shirt for the creature. This armor may be enchanted as normal for full-plate but has no Armor Check Penalty, Max Dex, or effect upon the phyrexian crusader’s base land speed like normal armor would.
Vulnerable to Rusting Grasp (Ex): Due to the metallic elements infused into the phyrexian crusader’s physical form it is subject to harmful effects from a rusting grasp spell. A Rusting Grasp spell deals 1d6 damage per caster level to the phyrexian crusader and negates its armor bonus from armor plating (but not any enhancement bonus applied to it) for 1 round per caster level. They are similarly vulnerable to supernatural rust effects which use the user’s hit dice instead of CL for determining damage and duration of the effect.
Magic Circle (Spu): A phyrexian crusader has both a continuous Magic Circle against Chaos and Magic Circle against Good active at all times with a CL of 6. If either is dispelled it automatically resumes in 1d4 rounds.


Should still be a week or two shy of necromancy.

Fable Wright
2011-04-10, 01:39 AM
You messed up a bit on the armor class; full plate gives a +8 bonus, not a +4... Also, I don't really see why the resistance to Fire or Electricity when it's half metal...

Zaydos
2011-04-10, 01:40 AM
You messed up a bit on the armor class; full plate gives a +8 bonus, not a +4... Also, I don't really see why the resistance to Fire or Electricity when it's half metal...

Changed it to chain shirt and for the other I was trying to figure out how to do Protection from Red.

Fable Wright
2011-04-10, 02:09 AM
Changed it to chain shirt and for the other I was trying to figure out how to do Protection from Red.

Ah, so protection from white was divine spell resistance. What I would do is a constant Magic Circle Against Good and Magic Circle Against Chaos effect, which keeps creatures out, even if it moves closer to the Knight, drop the Divine SR, and give it immunity to positive energy and improved evasion. Because, let's face it, most of red does is area of effect spells, and things that target reflex saves, with a few ranged touch attacks.

Zakaroth
2011-04-10, 09:40 AM
Btw guys, the red preator is known now: http://forums.mtgsalvation.com/attachment.php?attachmentid=116630&d=1301957740

Urabrask, the Hidden

Legendary Creature - Praetor

Creatures you control have Haste.
Creatures your opponents control enter the battlefield tapped.

Zaydos
2011-04-11, 12:41 AM
Ah, so protection from white was divine spell resistance. What I would do is a constant Magic Circle Against Good and Magic Circle Against Chaos effect, which keeps creatures out, even if it moves closer to the Knight, drop the Divine SR, and give it immunity to positive energy and improved evasion. Because, let's face it, most of red does is area of effect spells, and things that target reflex saves, with a few ranged touch attacks.

I disagree on red being mostly AoE; it tends to have a lot of single target kill spells (disintegrate, lightning bolt, tarfire, lava ax, riftbolt, blaze, etc) with comparatively few AoEs (fireball off the top of my head, but I don't play red much). I do agree that the Magic Circle effects and immunity to positive energy work better than what I had, though.

Lieforcsplitter
2011-05-09, 07:41 PM
DUDE!!! I freaking love Phyrexia, they totally pwn every magic set to date, with the exception of Alara. can't wait till New Phyrexia comes out. :mitd: <--he is really a phyrexian just saying...

BladeofOblivion
2011-05-09, 07:58 PM
Corrupted Spell [Phyrexian, Metamagic] - Your spells spread the glorious ooze.
Prerequisite: Compleat
Benefit: This spell inflicts a dose of glistening oil (1d3 points of corruption) in addition to its normal effects.
Corrupted Spell causes no increase in spell level.

Locate City. :smallamused:

The-Mage-King
2011-05-13, 12:58 AM
So... Any stats for the ceramic phyrexian subrace or the black chitin shelled phyrexian subrace yet? Or will I need to do that?

Fable Wright
2011-05-13, 12:58 AM
So... Any stats for the ceramic phyrexian subrace or the black chitin shelled phyrexian subrace yet? Or will I need to do that?

Black Chitin shells?

The-Mage-King
2011-05-13, 01:07 AM
Black Chitin shells?

Yeah. (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=204958)

These (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=213735) guys. (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=218040)


EDIT: Well, chitin looking shells...

Though it could be their skin...

Fable Wright
2011-05-13, 01:14 AM
Yeah. (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=204958)

These (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=213735) guys. (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=218040)


EDIT: Well, chitin looking shells...

Though it could be their skin...

Not so much for the Skinrender... the next one is a surgeon, and the one after that is a Servitor. Each of them is a completely different species... (more info (http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/stf/139)).

So, next up: Porcelain Legionary.

The-Mage-King
2011-05-13, 01:18 AM
Not so much for the Skinrender... the next one is a surgeon, and the one after that is a Servitor. Each of them is a completely different species... (more info (http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/stf/139)).

So, next up: Porcelain Legionary.

Whoops!



Anyway, yah, the porcelain phyrexians look neat.

They actually might not be that bad for a low LA race...

Dawn-Dusk
2011-05-13, 07:03 PM
Here are the Praetors as of New Phyrexia.

Elesh Norn, Grand Cenobite (http://magiccards.info/query?q=!Elesh+Norn%2C+Grand+Cenobite) - White
Jin-Gitaxias, Core Augur (http://magiccards.info/query?q=!Jin-Gitaxias%2C+Core+Augur) - Blue
Sheoldred, Whispering One (http://magiccards.info/query?q=!Sheoldred%2C+Whispering+One) - Black
Urabrash, The Hidden (http://magiccards.info/query?q=!Urabrask+the+Hidden) - Red
Vorinclex, Voice of Hunger (http://magiccards.info/query?q=!Vorinclex%2C+Voice+of+Hunger) - Green

That should help with stating them out...

Fable Wright
2011-05-13, 08:36 PM
Hm... for the Praetor abilities:
Urabrask: Swift-action haste at will, Draconic Aura (Awareness), and Cha-to-Init with a high dex as well, plus frightful presence, which causes creatures to cower rather than just be frightened. You can only be forced to save once, so that's in line with his ability...

Jin-Gitaxis: Spellcasting ability stacking with racial HD, surrounded by a selective antimagic field (read: He + allies may cast, you can't), and the ability to recover three expended spell slot from random levels as a swift action. Might work.

Elesh Norn: Creatures obeying her orders gain a +6 bonus to strength and constitution, and creatures who disobey her take a -6 penalty to strength and constitution. In addition, she has a ranged attack that causes the opponent to become flayed and take damage, and an AoE attack with porcelain shards.

Sheoldred: Aura of Implosion. Also, Swift Reach Ressurection at will. Will negates the effect, and if the creature comes back, they are affected by Programmed Amnesia. Also, amongst her At Wills, enervation, and modify memory. Finally, surrounded by a permanent Aura of Truth that only affects her enemies.

Vorinclex: ...I'm not even sure how to approach this, but perhaps this: Allied creatures who cast spells have a +2 bonus to the save DCs and caster level, plus their spells are Empowered. All other casters must make concentration effects as if they were within the effects of a 9th level spell effect.

jguy
2011-05-13, 08:46 PM
Each of those guys should either be CR 20s or in the realm of a Solar and be CR 23. They are equivalent to phyrexia's manifestation of a color of mana. Very, very strong.

BladeofOblivion
2011-05-14, 02:22 AM
With the above Ideas, I could see Jin-Gitaxias becoming one of the hardest late-game bosses ever. Considering he himself is probably a High-level Wizard, and not even a blaster. But shutting down the Party's Wizard too? Ouch.

Hawk7915
2011-05-14, 07:47 PM
Thought I'd take a crack at the Praetors, starting with Elesh Norn. Special abilities heavily influenced by DMofDarkness :smallbiggrin:

ELESH NORN


http://ccg-emporium.mybigcommerce.com/product_images/i/397/ELESH-NORN-TOUR-DECK-140__77911_thumb.gif
"May our blessings sever the tongues of the forsaken."

Large Aberration (Augmented, Praetor, Evil)
Hit Dice: 20d8+140 (224 HP)
Speed: 30'
Initiative: +5
Armor Class: 33; 10 Touch; 33 Flat-footed
(10+23 Natural - 1 Size + 1 Dex)
Base Attack/Grapple: +15/+23
Attack: Claw +18, 1d10+4
Full Attack: 2 Claws +18, 1d10+4 (+1d6 Con damage); Crit 19-20, x2
Space: 10'; Reach: 10'
Special Attacks: Flaying Strike, Spellcasting
Special Qualities: Praetor Traits, Damage Reduction 10/Epic and Good, Blindsense 60', Grand Cenobite's Aura, Marrow Shards, Aberration Traits
Saves: +13/+7/+20
Abilities: Str 18, Dex 12, Con 24, Int 13, Wis 22, Cha 17
Skills: Concentrate +19, Knowledge: Religion +24, Knowledge: The Planes +13, Spellcraft +13, Sense Motive +17
Feats: Extend Spell, Improved Critical (Claw), Improved Initiative, Improved Natural Armor, Improved Natural Attack, Iron Will, Practiced Spellcaster
Environment: New Phyrexia
Challenge Rating: 18
Treasure: Triple Standard
Alignment: Lawful Evil

COMBAT:
Elesh Norn is typically followed by an entourage of exarchs and priests. She will use her aura and spellcasting to support them, preaching the glory of Phyrexia to her foes. She attempts to maneuver such that she can weaken her enemies with her aura and hinder them with offensive spells, while still enhancing her followers with magic and her aura's bonuses. If anyone makes a move to attack her, Elesh Norn will immediately and unrepentantly destroy them with her claw attacks. Heroes that are faint of heart and weak of body are in danger of getting torn apart very quickly by her aura, flaying strikes, and marrow shards ability.

Flaying Strike (Ex): Elesh Norn's claws are particularly vicious, tearing through armor and rending the body. She makes all claw attacks as melee touch attacks, and her claw attacks inflict 1d6 points of Constitution damage.

Spellcasting (Su): Elesh Norn casts spells as an 16th level Cleric with the Law and Evil domains. Her caster level is 20 (thanks to her Practiced Spellcaster feat).

Aberration Traits: (Ex): Like all aberrations, Elesh Norn possess Darkvision out to 60'.

Grand Cenobite's Aura (Su): All friendly creatures within 100' of Elesh Norn (but not Elesh Norn herself) receive a +6 Profane Bonus to Strength, Dexterity, and Constitution. Unfriendly creatures within 100' of Elesh Norn immediately take a -6 penalty to Strength, Dexterity, and Constitution. This ability allows no save and ignores spell resistance, but lasts only for as long as the creatures are within 30' of Elesh Norn.

Marrow Shards (Su): As master of the plains of New Phyrexia, Elesh Norn can fire off shards of razor-sharp bone and porcelain at will. She may use this attack as a standard action to fire off a swarm of shards at creatures within 200'. She makes three ranged touch attacks split as she wishes amongst up to three targets; each successful attack inflicts 5d6 points of slashing damage.

In addition, any creature that enters Elesh Norn's threatened area or targets her with an attack or ability while within 200' of her is dealt 1d6 slashing damage (no attack roll needed).

Praetor's Traits (Ex): Like all members of the New Phyrexia hierarchy, Elesh Norn possess natural resistances against many forms of attack. She is immune to paralysis, sleep, stunning, and death effects, has resistance 20 to Acid damage, has Damage Reduction 10/ Epic and Good, and receives a +4 bonus on saves versus mind-affecting spells and abilities.

Thoughts? Am I on the right track? Should I try taking a crack at the other four?

EDIT: Cha-cha-changes: Based on feedback, Elesh Norn gained a ranged pseudo-Scorching Ray style attack, +10 Natural Armor, +70' range on her "Grand Cenobite's Aura", and now casts as a 16th level cleric instead of an 11th level cleric. Oh, and her "flaying claws" now deal 1d6 con damage to really punish people that try to go toe-to-toe with her. She also is only CR 18.

EDIT #2: Aura changed to +6/-6.

BladeofOblivion
2011-05-14, 10:35 PM
Thought I'd take a crack at the Praetors, starting with Elesh Norn. Special abilities heavily influenced by DMofDarkness :smallbiggrin:

ELESH NORN


http://ccg-emporium.mybigcommerce.com/product_images/i/397/ELESH-NORN-TOUR-DECK-140__77911_thumb.gif
"May our blessings sever the tongues of the forsaken."

Large Aberration (Augmented, Praetor, Evil)
Hit Dice: 20d8+140 (224 HP)
Speed: 30'
Initiative: +5
Armor Class: 23; 10 Touch; 23 Flat-footed
(10+13 Natural - 1 Size + 1 Dex)
Base Attack/Grapple: +15/+23
Attack: Claw +18, 1d10+4
Full Attack: 2 Claws +18, 1d10+4 (+1d3 Con damage); Crit 19-20, x2
Space: 10'; Reach: 10'
Special Attacks: Flaying Strike, Spellcasting
Special Qualities: Praetor Traits, Damage Reduction 10/Epic and Good, Blindsense 60', Grand Cenobite's Aura, Marrow Shards, Aberration Traits
Saves: +13/+7/+20
Abilities: Str 18, Dex 12, Con 24, Int 13, Wis 22, Cha 17
Skills: Concentrate +19, Knowledge: Religion +24, Knowledge: The Planes +13, Spellcraft +13, Sense Motive +17
Feats: Extend Spell, Improved Critical (Claw), Improved Initiative, Improved Natural Armor, Improved Natural Attack, Iron Will, Practiced Spellcaster
Environment: New Phyrexia
Challenge Rating: 21
Treasure: Triple Standard
Alignment: Lawful Evil

COMBAT:
Elesh Norn is typically followed by an entourage of exarchs and priests. She will use her aura and spellcasting to support them, preaching the glory of Phyrexia to her foes. She attempts to maneuver such that she can weaken her enemies with her aura and hinder them with offensive spells, while still enhancing her followers with magic and her aura's bonuses. If anyone makes a move to attack her, Elesh Norn will immediately and unrepentantly destroy them with her claw attacks. Heroes that are faint of heart and weak of body are in danger of getting torn apart very quickly by her aura, flaying strikes, and marrow shards ability.

Flaying Strike (Ex): Elesh Norn's claws are particularly vicious, tearing through armor and rending the body. She makes all claw attacks as melee touch attacks, and her claw attacks inflict 1d3 points of Constitution damage.

Spellcasting (Su): Elesh Norn casts spells as an 11th level Cleric with the Law and Evil domains. Her caster level is 15 (thanks to her Practiced Spellcaster feat).

Aberration Traits: (Ex): Like all aberrations, Elesh Norn possess Darkvision out to 60'.

Grand Cenobite's Aura (Su): All friendly creatures within 30' of Elesh Norn (but not Elesh Norn herself) receive a +4 Profane Bonus to Strength, Dexterity, and Constitution. Unfriendly creatures within 30' of Elesh Norn immediately take a -4 penalty to Strength, Dexterity, and Constitution. This ability allows no save and ignores spell resistance, but lasts only for as long as the creatures are within 30' of Elesh Norn.

Marrow Shards (Su): As master of the plains of New Phyrexia, Elesh Norn can fire off shards of razor-sharp bone and porcelain at will. Any creature that enters Elesh Norn's threatened area or targets her with an attack or ability is dealt 1d6 slashing damage.

Praetor's Traits (Ex): Like all members of the New Phyrexia hierarchy, Elesh Norn possess natural resistances against many forms of attack. She is immune to paralysis, sleep, stunning, and death effects, has resistance 20 to Acid damage, has Damage Reduction 10/ Epic and Good, and receives a +4 bonus on saves versus mind-affecting spells and abilities.

Thoughts? Am I on the right track? Should I try taking a crack at the other four?

It's well written and seems right, except that it's nowhere near CR 21. I'm not sure I can give a very accurate CR for you, but a Level 21 Fighter would have absolutely no trouble against this, as long as they took something to protect themselves from CON damage or kept at a distance. Alternately, clever use of Archery would make this a cakewalk.

Fable Wright
2011-05-14, 10:40 PM
Hm... I would improve the penalty/bonus to +6/-6, improve the aura to 100ft, casting to 15HD, and it would be around CR 17/18.

Hawk7915
2011-05-14, 10:53 PM
It's well written and seems right, except that it's nowhere near CR 21. I'm not sure I can give a very accurate CR for you, but a Level 21 Fighter would have absolutely no trouble against this, as long as they took something to protect themselves from CON damage or kept at a distance. Alternately, clever use of Archery would make this a cakewalk.

Yeah, I tried to use the CR calculator and ended up with that. CR 17/18 seems more appropriate; she's reasonably deadly if you try to go toe-to-toe with her (a warrior-type full attacking gets to eat 5d6 for the privilege, and is suffering -4 all physical ability scores, and then gets to get smacked for a minimum 2 more con damage and an average of 18 normal damage, which can add up fast and easily be buffed). That being said, she's slow, has very little ranged combat skill to speak of, and can get picked apart by a squad of spellcasters who keep their distance. Archery can hurt her too, although the archers in question need to dish out enough pain to pierce her DR 10/Epic and whatever defensive spells she's using before she closes in on them.


Hm... I would improve the penalty/bonus to +6/-6, improve the aura to 100ft, casting to 15HD, and it would be around CR 17/18.

I like that her current penalty/bonuses mirror her MtG ones (effectively +2/-2 in terms of modifer). As above, I agree she needs to be a lower CR; some of the others might be a higher CR but she's meant to be fought with a swarm of mooks. I also like the idea of boosting her spellcasting a little bit (at least enough to cast Heal and Harm) and greatly improving the range of her aura. I might bump up her natural armor, too: she's meant to be the best protected praetor but her AC is really pitiful for her CR. Everything in the monster manual in this range has at least 5 more AC than this, often +10 or +15 more AC. She can buff up with Shield of Faith and stuff, but I'm still gonna remedy that.

Fable Wright
2011-05-14, 11:02 PM
I like that her current penalty/bonuses mirror her MtG ones (effectively +2/-2 in terms of modifer). As above, I agree she needs to be a lower CR; some of the others might be a higher CR but she's meant to be fought with a swarm of mooks. I also like the idea of boosting her spellcasting a little bit (at least enough to cast Heal and Harm) and greatly improving the range of her aura. I might bump up her natural armor, too: she's meant to be the best protected praetor but her AC is really pitiful for her CR. Everything in the monster manual in this range has at least 5 more AC than this, often +10 or +15 more AC. She can buff up with Shield of Faith and stuff, but I'm still gonna remedy that.

OTOH, with the modifiers, the +2/-2 actually hurts on the Magic field. Normal, low-level mooks can do literally nothing against her, and just die. Powerful creatures more or less begin curling up into corners and dieing. For example, if your 3/3 becomes a 1/1, and a 5/5 becomes a mere 3/3. If you give a creature -4 to physical stats, then they do suck, but not horribly. -6 to all stats? Mooks just plain die. Powerful creatures to take a serious hit to strength. -8 is too strong by far, but -6? That's far closer to the effects that Norn has on the board, though the numbers are less similar.

Hawk7915
2011-05-14, 11:19 PM
OTOH, with the modifiers, the +2/-2 actually hurts on the Magic field. Normal, low-level mooks can do literally nothing against her, and just die. Powerful creatures more or less begin curling up into corners and dieing. For example, if your 3/3 becomes a 1/1, and a 5/5 becomes a mere 3/3. If you give a creature -4 to physical stats, then they do suck, but not horribly. -6 to all stats? Mooks just plain die. Powerful creatures to take a serious hit to strength. -8 is too strong by far, but -6? That's far closer to the effects that Norn has on the board, though the numbers are less similar.

That's a fair point. Her effect is hard to replicate in D&D, because "make mooks die" would require a huge penalty. +6/-6 is the most elegant solution. Does she seem a more fair CR 18 with all the changes?

Fable Wright
2011-05-15, 12:35 AM
That's a fair point. Her effect is hard to replicate in D&D, because "make mooks die" would require a huge penalty. +6/-6 is the most elegant solution. Does she seem a more fair CR 18 with all the changes?

She's probably a high 17/low 18 with the changes... drop the HD to 17, and it should be a good CR 17 fight.

vasharanpaladin
2011-05-15, 09:59 PM
Praetors should have SLAs, I think. Makes them more challenging than the rank and file, see. :smalltongue:

CyberRebirth
2011-05-24, 02:35 PM
I'm loving this thread. I would help out, but I haven't played D&D in a long time, and would probably be rusty.

Though I would really appreciate it if someone had any extra time, if they could stat out Phyrexian Obliterator (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=214386)

jguy
2011-05-25, 06:25 PM
Well instead of Abberation perhaps her type should be Outsider (Native). This is due to Phyrexia being from a different plane of existence but being remade on Mirrodin. Up her casting to that of a 20th level cleric and for the love of The Machine Father give her SR! Seriously, at that high of level SR is a given. 35 sounds appropriate for such a powerful foe.

I am curious as to how you got her stats? She looks like she should be more nimble then she is. The porcelain grafts are supposed to be super light but hard as steel. Speaking of which, she needs higher AC. 33 at her CR seems piddly. She should at least match a Pit Fiend at 40, if not higher due to the superior grafts.

For her feats, if she is getting her claws as touch attacks, why in the world doesn't she have Power Attack? She'd be doing a lot more then 1d10+4 with that. It almost looks like her feats of Improved Nat attack and Improved Crit weren't applied. It wouldn't be out of the realm of possibility to have 2d8 17-20/x2 claws. Also, mention they count as Epic and Evil for overcoming DR.

jguy
2011-05-25, 06:32 PM
Oh, and for a good example of CR 20 Monsters that are meant to be CR 20's and give a big challenge, The Blade Lords (http://www.giantitp.com/forums/showthread.php?t=146964&highlight=Lord+Polearm) are a great example.

The-Mage-King
2011-06-02, 08:17 PM
Ahem. Did someone call for these guys?


Porcelain One

http://i869.photobucket.com/albums/ab251/The-Mage-King/Suture20Priest.jpg

An abnormal monstrosity of white 'metal' and exposed flesh, a Porcelain one is a common sight in the Machine Orthodoxy of New Phyrexia.

Personality: Porcelain Ones are part of a rigid system that allows little leeway for personality- in fact, a major faction considers it a sin against Phyrexia. Still, they are meticulous and constantly striving toward the Phyrexian "Perfection".

Physical Description: Standing at between 5 and 6 feet tall, the typical Porcelain One has a hard ceramic plating covering their otherwise exposed metal bones, muscles, and sinews. The majority of them are gaunt, but it's not uncommon to see a rather wide one as a warrior in the forces of the Machine Orthodoxy.

Relations: They're Phyrexians. What do you think?

Alignment: The vast majority of Porcelain Ones (which is to say, all of them) are Lawful Evil. However, adventuring Porcelain ones might be of other alignments, though they still tend towards Lawful or Evil.

Religion: The religion of the Porcelain Ones is the Machine Orthodoxy, which currently has three major sects.

Language: Porcelain Ones speak Phyrexian, and do not usually go out of their way to learn the language of those to be Compleated.




Racial Traits:
Type: Construct (Living Construct).

Ability Modifiers: +2 Str, +2 Dex, -2 Int, -2 Cha

Medium size.

Porcelain growth: A Porcelain one has durable ceramic plating growing on its body. These plates grant a Porcelain One a +1 Natural armor bonus to AC.

Porcelain Armament: A Porcelain One often has a growth of the same materials as their plating on their arm. This functions as a natural claw attack, dealing 1d6+Str modifier points of Slashing damage. Alternatively, you may trade this feature off to remove the Intellegence penalty.

Automatic Languages: Phyrexian. Bonus Languages: None

Favored Class: Crusader/Paladin of Tyrany

The-Mage-King
2011-06-06, 11:59 PM
No comments on the race?

Fable Wright
2011-06-07, 06:30 PM
What can we say? It's a warforged without warforged feats, that doesn't work out of phyrexian parties.

The-Mage-King
2011-06-07, 07:51 PM
...Point. I was fishing for ways to make them more... unique, when I asked that, though. Any ideas?


EDIT: Basics of the design- Living Construct because that seems like the most accurate representation of (naturally) Phyrexian mooks and those stats because they... fit with the Phyrexian appearance and mentality.

Chess435
2011-06-09, 08:49 AM
If I were you, I'd let them qualify for feats as if they were Warforged.

Chess435
2011-06-09, 12:54 PM
Urabask the Hidden

Large Aberration (Augmented, Praetor, Evil)
Hit Dice: 18d8+90 (171 hp)
Speed: 60' (30' without aura)
Initiative: +16 (+7 dex, +4 Improved Init., +5 Urabask's Aura)
Armor Class: 37 (+20 natural, +7 dex, -1 size, +1 dodge)
Base Attack/Grapple: +13/+20
Attack: Claw +20 (1d10+3+5d6 fire) 19-20/x2
Full Attack: 2 Claws +20 (1d10+3+5d6 fire) 19-20/x2
Space/Reach: 10'x10'/10'
Special Attacks: Flaming Strike, Spellcasting, Spell-like Abilities
Special Qualities: Praetor Traits, Urabask's Aura, DR 10/Epic and Good, SR 33, Blindsense 60', Fire Absorbtion, Searing Flames, Electricity Resistance 20 Aberration Traits
Saves: +11/+14/+15
Abilities: Str 16, Dex 24, Con 20, Int 11, Wis 18, Cha 17
Feats: Weapon Finesse, Improved Initiative, Improved Natural Attack, Improved Critical (Claw), Combat Reflexes, Quicken Spell-like Ability (Lightning Bolt), Practiced Spellcaster
Environment: New Phyrexia
Challenge Rating: I was aiming for about 16 here, on the weak end of the Praetors
Alignment: Chaotic Neutral

Combat:

Flaming Strike (Ex): Urabask's claw attacks deal an additional 5d6 points of fire damage.

Spellcasting (Su): Urabask casts spells as a 14th level cleric, with the Chaos and Evil domains. His caster level is 18 due to Practiced Spellcaster.

Spell-like Abilities (Sp): Fireball and Lightning Bolt at will, Quickened Lightning Bolt 3/day. Caster level is 18.

Praetor's Traits (Ex): Like all members of the New Phyrexia hierarchy, Urabask possess natural resistances against many forms of attack. She is immune to paralysis, sleep, stunning, and death effects, has resistance 20 to Acid damage, has Damage Reduction 10/ Epic and Good, and receives a +4 bonus on saves versus mind-affecting spells and abilities.

Urabask's Aura (Su): All friendly creatures within 100' of Urabask gain a +5 bonus to Initiative checks, as well as constant Haste and Freedom of Movement effects. (Bonuses included in statblock) All unfriendly creatures within the radius take a -5 penalty to initiative, suffer a constant slow effect (no save), and must make a DC 22 Reflex save each round or be entangled for that round.

Fire Absorption (Ex): Urabask takes no damage from any sort of fire. He instead heals 1 hp for each 3 damage the attack would have dealt. Urabask gets no saving throw against attacks that deal fire damage.

Searing Flames (Su): Urabask's flames are supernaturally hot, ignoring fire resistance and dealing half damage even through fire immunity.



I was aiming for about CR 16 for him, being the weakest of the Praetors. Any adjustments you recommend?

Almagesto
2011-06-09, 11:27 PM
Loved the Necrogen. I'll definitely be using that in my next campaign :smallsmile:

faus7rav3n
2011-06-10, 10:30 AM
Always loved the Phyrexians and been seeking a way to bring them into a game as a primary antagonist.

What about:
Phyrexian Gargantua (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=210135)
Phyrexian Dreadnought (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=3263)
Phyrexian Juggernaut (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=214038)
Phyrexian Reaper (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=23036)
Phyrexian Splicer (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=4623) - Artifact/Machine...

**EDIT**
Phyrexian Battleflies (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=209116) - Introductory swarm/Oil Transmitter? FUN!

I'm not very good at Homebrew/Balance. So you guys can probably do it better than me.

Chess435
2011-06-11, 10:56 PM
Question: After reading some more of Urabrask's fluff, I was wondering if you guys think I should change his alignment to Chaotic Neutral, as he doesn't really seem overtly evil. If so, I'll remove the Evil subtype from him as well.

Fable Wright
2011-06-11, 11:01 PM
Question: After reading some more of Urabrask's fluff, I was wondering if you guys think I should change his alignment to Chaotic Neutral, as he doesn't really seem overtly evil. If so, I'll remove the Evil subtype from him as well.

Actually, Chaotic Neutral with the Evil subtype works... extremely well. He's not out to kill everyone, and does whatever he wants, regardless of the others, but not just out to kill for evil's sake. However, he is a Praetor, blessed by the oil, making him register as evil...

Chess435
2011-06-11, 11:25 PM
Changed to CN, kept Evil subtype. Any objections/other suggestions?

If possible, I'd like a CR analysis of him as well.

Biguds
2011-06-13, 08:02 PM
What about Newts ?

Living Constructs
Cons+2 Sab-2 Car-2

some trait to pass as humans, like take damage/contact of disease "Will or act like normal flesh guy"

Some Phyrexian feats and crafts for then ?

Chess435
2011-06-13, 10:04 PM
What about Newts ?

Living Constructs
Cons+2 Sab-2 Car-2

some trait to pass as humans, like take damage/contact of disease "Will or act like normal flesh guy"

Some Phyrexian feats and crafts for then ?

Wait, what? :smallconfused:

BladeofOblivion
2011-06-14, 01:44 AM
Wait, what? :smallconfused:

It's a bit unclear, but I think he's suggesting Newts (Immature, Unmodified Phyrexians) as a possible PC race. Like Xancha.

Eternis
2011-06-20, 02:42 AM
Phyrexia holds the ultimate truth:
That flesh is but parts of the machine that is life.
Grafting flesh is but changing parts in said machine.
But Mirrodin shall not be forever lost.
It shall return.
-The Phoenix Oracle

Eternis
2011-08-29, 07:38 AM
Phyrexian Feat
Subtle Poison
Prerequisites: Compleat, potential to deal 5+ points of corruption or 10+ damage in a single ability/spell/attack, servility to a praetor.
When you attack with glistening oil, you can choose to take a -10 penalty to your damage roll or -5 to your corruption roll, and instead inflict the target with subtle poison. This spreads the infection instead, causing all spells cast by the target to add 1 to the corruption of all targets of spells or natural attacks. Unlike the normal, all such targets must make a Fort. save each week (DC 10+Level of taker of feat???) or have 1 added to their corruption score. However, they receive no negative effects until your praetor decides to unleash them.
Just a random idea.

Fearan
2011-08-29, 08:03 AM
I'm using Phyrexia/Myrrodin inspired stuff in my current campaign. For various Phyrexian creatures - I've just refluffed Thoon-related constructs (MMV)

Cosmic Traveler
2014-03-14, 05:14 PM
so anything for the mighty Phyrexian Crusader?

LupusDaemon
2018-11-10, 09:20 AM
Have the other Praetors been completed? If not, I'll try my hand at creating them.