View Full Version : [D&D 3.5e] New Phyrexia

2011-05-06, 06:44 PM

The Machine Orthodoxy today announced total victory for the forces of Phyrexia and the utter obliteration of all that was Mirran.

“The Great Work is Complete,” said Grand Cenobite Elesh Norn. “The stain of imperfection which is Mirrodin has been scourged and in its place we have shaped the face of New Phyrexia.”

Jin-Gitaxius, Praetor of the Progress Engine, Augur to The Core continued, “The raw flesh we have at our disposal will allow us to continue The Great Synthesis unabated. Our destiny lies outside the crude battles between slavering beasts of which we have endured these many years. Through our experimentation will arise the strength of New Life.”

Other prominent Praetors were also in attendance. The Voice of Hunger, Vorinclex, took a defiant tone. “The struggle for survival is never complete. Wherever there is weakness, there is still the necessity of conflict. As the predator cannot abide prey, so do the strong feed upon the strong. Our purpose has only begun.”


You heard it right folks. Phyrexia has won the war and has claimed Mirrodin as New Phyrexia. In 7 days, New Phyrexia will be released. Now, DMofDarkness did something quite similar to this and if he is reading, I hope you don't mind if I got a jump on this idea. Which is to say it's verbatim of what you stated in the original thread: I propose statting out as many phyrexian monsters, weapons, armor, tools, corruption/taint, items, and spells (especially necromancy) as we can.

The original thread started by DMofDarkness is located here:

Now, I've been going through the visual spoiler located here:

There's a lot we can do with this. In fact, I'm working on a new deity right now for Phyrexia, along with new domains. I plan to actually get some work done, but right now, the West Gate is opening and I wish to see it. ^.^;

I'll try to get an index of the stuff from the original thread over here ASAP.

All Hail Phyrexia!

Dencero's To Do List
1) Migrate Previous Phyrexia Homebrew
2) Create The Machine Orthodoxy Religion
3) Create New Phyrexian Grafts
4) ????

2011-05-07, 10:39 AM
Glistening Oil
by DMofDarkness
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

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.

by DMofDarkness
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.

Horrors of Phyrexia

Phyrexian Hulk by Schylerwalker

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 by Schylerwalker

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 by Schylerwalker

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 by Zaydos

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 by Zaydos

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 –


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.

Phyrexian Equipment

Skullclamp by Dencero

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 by Dencero

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 by Dencero

"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.

Phyrexian Grafts
By 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.*


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 by The-Mage-King

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 by The-Mage-King

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 by Dencero

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