MtG: Phyrexian Template

Kitsunekaboom

First Post
Here's a rough draft, will be working on it through the weekend a bit here and there. (Need to work on my comic a bit more than this. ;)

I am not fond of the recombinant regeneration mechanics, but want the ability still. (Reflecting such cards as the Phyrexian Rager and Driver, and Broodlings.)


Phyrexian

Phyrexians, the scourge of the planes. Created by Yawgmoth thousands of years ago, the Phyrexians are a foul mockery of life. These creatures were once men, women, children, pets, fiends, monsters, horrors, but now all are under the flag of Yawgmoth and his minions.

Creating a Phyrexian
The Phyrexian template can be added to any corporeal creature. Its type changes to Undead, if it already is undead no change.

Hit Dice: Becomes d12, add one hit die due to the sheer toughness of the Phyrexians.
AC: Same as base creature +3
Damage: All Phyrexians gain a claw attack as the table below as well as retain any attack forms they previously possessed.

Size Damage
Fine 1d2
Diminutive 1d3
Tiny 1d4
Small 1d6
Medium 1d8
Large 2d6
Huge 2d8
Gargantuan 4d6
Colossal 4d8

Special Attack:

Create Spawn (Su): Any creature slain by a Phyrexian, in the presence of large amounts of metal and any other artificial material will rise again as a Phyrexian itself within 1d6 hours.

Disease (Su): All Phyrexians spread disease, created by the Phyrexians to kill anything and everything, as per table below with any melee attack. These diseases effect creatures normally immune to disease including paladins and the like. Even Constructs and Undead, while immune to the Constitution damage due to a lack there of, they are not immune to the Strength and Dexterity damage. Other Phyrexians are immune to these diseases.

Special Qualities

Fast Healing (Ex): A Phyrexian gets the Fast Healing property as per table below.

Immune to Turning (Su): Due to the Phyrexian partially constructed nature, and the alien process that animates them, Phyrexians are totally immune to turning.

Recombinant Regeneration(Su): The Phyrexian can incorporate parts from other creatures into its being. Said creature can even take in parts from inanimate, and even magical items. For every hit die of the creature it takes a part from the Phyrexian will heal 1 damage.

The Phyrexian takes the best part of a creature. If the creature it will bring into itself has a higher strength rating then the Phyrexian gets a +2 bonus to Strength. If the creature was smarter than part of the brain is taken giving the Phyrexian a +2 to Intelligence permanently. Furthermore, creatures killed by the Phyrexian become Phyrexians themselves. The Phyrexian can gain almost any extraordinary ability a creature possesses like this. Supernatural abilities are not copied as the part taken loses a little bit of its potency when removed. Magical Items however incorporated are permanently a part of the Phyrexian.

Hit Dice Fast Heal Disease DC Incubation Damage
1-3 1 16 1d3 days 1d4 Str & Con
4-7 2 17 1d2 days 1d6 Str & Con
8-11 3 18 1 day 1d8 Str & Con
12-15 4 19 1 hour 2d6 Str & Con, 1d4 Dex
16+ 5 20 1 round 2d8 Str & Con, 1d6 Dex

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Saves: Same as base creature
Abilities: Strength +2, Charisma +2, Constitution is lost.
Skills: Phyrexians gain a +6 racial bonus to Intimidate
Feats: Automatically gains Toughness.
CR: Same as base creature +3
Alignment: Always evil

Phyrexian Minotaur
Large Undead
Hit Dice: 7d12+3 (45)
Initiative: +0 (+0 Dex)
Speed: 30 Ft
AC: 17 (-1 Size, +8 Natural)
Attacks: Huge greataxe +10 melee, (right arm, primary weapon) claw +5 melee, (left arm) gore +5 melee,
Damage: Huge greataxe 2d8+5, claw 2d6+3, gore 1d8+3
Face/Reach: 5 Ft. By 5ft/10ft
Special Attacks: Charge 4d6+8, Disease, Create Spawn
Special Qualities: Scent, Natural Cunning, Fast Heal: 2, Recombinant Regeneration, Undead immunities
Saves: Fort: +6 Ref: +5 Will: +5
Abilities: Str:21, Dex:10, Con:-, Int:7, Wis:10, Cha:10
Skills: Intimidate +12, Jump +9, Listen +8, Search+6, Spot +8
Feats: Great Fortitude, Power Attack, Toughness
Climate/Terrain: Any underground
Organization: Solitary or Gang (2-4)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class

Combat

Charge (Ex): A Phyrexian minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack that deals 4d6+6 points of damage.

Create Spawn (Su): Any creature slain by a Phyrexian Minotaur, in the presence of large amounts of metal and any other artificial material will rise again as a Phyrexian itself within 1d6 hours.

Disease (Su): All Phyrexian Minotaurs spread diseases created by the Phyrexians to kill anything and everything. These diseases effect creatures normally immune to disease including paladins and the like. Even Constructs and Undead, while immune to the Constitution damage due to a lack there of, they are not immune to the Strength and Dexterity damage. Other Phyrexians are immune to these diseases. These diseases are spread through melee attack, a fortitude save DC: 17 is required, it incubates in 1d2 days, and deals 1d6 strength and constitution damage.

Immune to Turning (Su): Due to the Phyrexian partially constructed nature, and the alien process that animates them, Phyrexians are totally immune to turning.

Natural Cunning (Ex): Although Phyrexian minotaurs are not especially intelligent, they possess innate cunning and logical ability. This makes them immune to Maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.

Recombinant Regeneration(Su): The Phyrexian can incorporate parts from other creatures into its being. Said creature can even take in parts from inanimate, and even magical items. For every hit die of the creature it takes a part from the Phyrexian will heal 1 damage.

The Phyrexian takes the best part of a creature. If the creature it will bring into itself has a higher strength rating then the Phyrexian gets a +2 bonus to Strength. If the creature was smarter than part of the brain is taken giving the Phyrexian a +2 to Intelligence permanently. Furthermore, creatures killed by the Phyrexian become Phyrexians themselves. The Phyrexian can gain almost any extraordinary ability a creature possesses like this. Supernatural abilities are not copied as the part taken loses a little bit of its potency when removed. Magical Items however incorporated are permanently a part of the Phyrexian.

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Skills: Minotaurs receive a +4 racial bonus to Search, Spot, and Listen checks, and a +6 racial bonus to Intimidate.
 

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I plan to check out the used bookstore today. (The word local doesn't apply >_< 20 friggin miles.) Will see if they have a copy. :)

And thanks, I honestly take sadistic glee in the thought of inflicting these on players.
 

Just a small comment, by the way (and the novel 'The Thran' will support me in this). Not all phyrexinized creatures are undead. Those that are undead however, where dead before they went through the process. Among phyrexian creatures that are not dead, here is a few selected ones: Skirdge, Mak Fawa (Dragon Engine), Broodling, Debaser, Defiler, Denouncer, Plague Lord, Gargantua, Gremlins, Sleeper Agents, Infiltrators, Negators, Slayers, Bone Shredder, Dark Hatchling, Eviscerator, you get the idea ;)
 

True, I was mostly thinking of making the non-undead into seperate monsters of their own. Also the Infiltrators aren't undead either. (And the ones I really like of Course aren't zombies >_<)
 


Hmmm, given all of these, I think I will turn the phyrexian into a construct template that can be added to anything sometime in the near future. :) (still keeps the odd properties for hte undead including the spawning. >)
 


Not to jump a thread or bump an old one, but I thought this thread was cool and wanted to post my old version of it to see if I could respark interest.

Not sure how good mine is, but it worked for some people.

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The Adventurers were camped out in the wilderness. They had been hired to find some new undead that were harassing the nearby town. Zombies, they all thought from the descriptions that they had been given, though the stories had said something about Metal bodies. The group laughed them off as just that Stories.
Suddenly the lookout spotted movement in a nearby field, something was coming this way. And it had lots of friends it seemed. The Look out said from here they looked like Zombies shambling towards the area, though it appeared they were all wearing some form of armor.
That is when the first creature stepped into the Clearing they were in on the side of the Forest. It looked like it was once human, walked slowly towards them just like a zombie. But when the Cleric tried to Turn Undead, the Thing didn't even shudder. It just kept moving closer. Suddenly there were more, these ones moving like they were alive.
The Party fought long and hard, these undead creatures bleed like the living, but it smelled of oil. They fought like undead for sure, not one of them flinched as their brethren fell to the group. But there were just so many of the that the Adventurers had little chance. The only member to live was the Parties Rogue, whom had a ring of teleporting that he was able to use.
He returned to the Battle ground a few hours later. Hoping that he could at least find his friends bodies to have them resurected. But there was nothing there. Not even the Trees. It was as if Hell had came and burnt the evidence of the monsterous undead things away from the earth. The Rogue easily followed the path of destruction for several miles. Though afterwards he wished he hadn't. For what he found turned his hair pure white. He same massive machines, transforming living and dead creatures into what things like the Strange Zombie that he had fleed from earlier. The scariest thing he saw was, a small group of people taht looked exactly like his friends. They were lined up behind the Machine, just standing there like they were zombies themselves.
Not being adle to help himself, he snuck closer to try to free his friends, if they were trapped as prisoners. When he got close enough, he realized the worst. They were definately not living anymore. For he could see strange Metal parts all over their bodies. Just like the other monsters. He turned to flee and never once looked back.
After writting a letter to another friend about the events, he was found hanging in an Inn room. Apparently having commited suicide. The sight of his friends in such a state not being able to do anything for them having driven him over the brink of sanity!

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Yamgmoth looked at the world as all he saw was death. It dragged his once noble soul deeper and deeper in depression. Finally his mind shattered, with it went all compassion and hope. He became so corrupt with evil that he longed to bring everything under the sway of Death.
He began to create creature in the likeness of his new corrupt view on life. He used parsts of the Dead and constructed new creatures from old ones. These new creatures had no wills of their own though. They were just Peiced together husks that somehow lived. Their Blood was partially oil, the Minds clockwork creations. They did not fall into the realms of Undeath intirely though, they just existed to destroy.
Slowly as Yamgmoth power grew so did his command of these Phyrexians as he called them. They became more powerful as more powerful races died at there hands and claws and teeth. Yamgmoth continues to experiment with new creations to this day, Millenia after he began his experiments. The only limitation he has found being that he can not convert invertibrates, or some types of outsiders.
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Phyrexian (Template)

Phyrexians are a twisted race created by a dark god. There is no standard racial features as Phyrexians are actually a Sinister Construct Twisted into a Semblence of true life. In essence they are Undead, but at the same time they are constructs at the same time.
No Sane inventor would have created this Incidious process though. Not even the Vilest of Necromancers would go this far. It took a very Evil, Twisted and Insane God to create these. That God is Known as Yamgmoth.

Creating a Phyrexian
“Phyrexian” is a template that can be added to any creature with a discernable anatomy. Oozes, Some Outsiders, and any other Formless or Incorporeal Creatures cannot become Phyrexians.
The creature’s type changes to “Undead/Cobstruct”. It uses all of the base creature’s statistics and special abilities except as noted here.
Movement: Varies with type.
AC: Natural armor improves by +6.
Attacks: Same as the base creature. May gain a Disease oriented attack, DM's disgression!
Special Attacks: As the base creature.
Special Qualities: A Phyrexian retains all of the special qualities of the base creature and also gains the following:
First level abilities require one 'point', second level abilities two, third level four, and lord level 6.
The different ranks of Phyrexian will be given a certain number of points from which to select powers, and can choose from their rank or take one power from the next higher rank.
Basic Phyrexians get three points, Advanced/Modified Phyrexians get six, Chosen get 10, and Lords have individual limits.
--So a Plague Dog (basic Phyrexian) would have three points, and Natural Weaponry (bite), Yawgmoth's Bargain, and Plague, all at level one.
--The Rejected Dead (those 1/1 regenerating skeletons) would have Natural Weaponry (claws) and Yawgmoth's Insistence (level 2).
--A Phyrexian Maurader would be Modified Level, with six points, and have Level 2 Bulk (2), Swat (1) Natural Weaponry (1 Bite) Unnatural Weaponry (2 chain blades)
-A creature can only buy one ability from a higher level than its own. CR rating additions should be equal to half of the 'points' the template recieves, rounded up (that seem balanced?). }
All Phyrexians gain:
• Immune to mind-influencing effects, cold, poison, disease, death affects, paralysis, stunning, sleep, and similar effects.
• Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
• Turn Immunty. As they are not truelly Undead. Though all other effects that relate to the undead effect them fully.
• Darkvision 60 feet
• Built for Combat (Ex): All Phyrexians are specifically built to fight. That is all they do, in addition to any combat skills they had in life, the Phyrexian adds +2 to it's B.A.B.
• Destroyed when reduced to 0 hp, Cannot ever be raised as the original creature, though can be raised as a Phyrexian.
Variable Abilities:
• Death Throws - Many Phyrexians have a grisly death throw. Some Explode dealing damage to those around them (1d8 per HD), some Carry Diseases that effect different races more severely than others (Fort Save DC 20 Normally, DC 25 if Race Specific), Still others cause Temporary or even Permanent negative levels. This ability adds +1 to the CR if used. Each aspect of the Death Throw Costs 1 ability point.
• Yamgmoth's Will (Ex):
Standard Phyrexians lose all traces of self and body. They now only follow Yamgmoth's Will. They will do what they are commanded when commanded by other Higher up Phyrexians or Priests of Yamgmoth. They lose all traces of their Intelligence. And become suicidal fighters that only live to kill.
Advanced/Modified Phyrexians are more intelligent and retain their former Intelligence. They are normally required to lead the Standard Phyrexian Hordes.
Chosen of Yamgmoth gain superior Intelligence from their Dark God. They get Insight's into events and knowledge that give them typically +2 Int.
Phyrexian Lords ar Unique and handled individually. Typically the Get +6 to Int.
• Natural Weaponry-Claws, bite, tail, etc...a simple and pretty obvious choice for most. Most will use various melee weapons if able.
• Unnatural weaponry- Chainsaws, spike launchers, bladed whips...higher damage and unpleasant extra effects are available as well, these can be built into the Phyrexian as additional Limbs. Stats up to the DM. Cr +1 per Limb. Each Limb costs 1 Point.
• Plague (Ex):
Standard- 1d4 Temporary Str and Con loss, Radius 20' (Fort Save DC 15 to withstand).
Advanced/Modified- 1d6 temporary Str, Con Loss, Radius 30' (Fort Save DC 18 to withstand).
Chosen Level Plague- 1d10 Permanent Str, Con Loss (Fort Save DC 20 to withstand).
Lord- Infect any creature, Fort Save (DC 18 ( 22 for other Phyrexians)) with a plague that causes them to explode in 1d6 rounds and infect everyone within five feet. with a Plague equivalent to their own level.
• Yawgmoth's Insistence: This represents Yawgmoth's refusal to let his servants falter in battle. It would stack with the ease of resurrection ability, making the Phyrexians a nearly un-ending army...which we like.
Standard- Fast healing 2 and an additional +2 natural armor;
Advanced/Modified- Regeneration (except for holy attacks and fire, which do normal damage) and +4 natural armor;
Chosen level would grant An additional 2 to Fast healing and Damage reduction 6/- and allow the Phyrexian a will save DC 20 to spontaneously re-animate whenever it is destroyed-getting off its death throw but then rising again with 1/2 hp but with 1 Temporary negative level.
Lord- This level of this ability is Fairly unique. The Phyrexian Lord can only be Killed One way, each is different. Otherwise, they constantly regenerate, even from atomization or Means that normally Obliterate a Foe. This may be due to Yamgmoth's Will over the Lord or From some Form of Cloning!
• Yamgmoth's Bargain: Even if They Explode in a Death throw, these creatures are somehow still able to be raised by their creators or in some cases by their one Dark energies. Necromancers and Clerics in the Service of Yamgmoth can raise twice the amount of these creatures as undead that for this attempt act like Skeletons/Zombies. The Phyrexians are raised at their Full HD, Though all abilities that were used for the day prior to their death are still unavailable for the alotted times.
• Taste of Phyrexia: The choking gases of the Phyrexian forges have horrible, life-leeching effects.
Standard- the Phyrexian to inflict 1d4 temporary ability points of damage (DC 10 Fort Save) as a full-round touch attack, once every five rounds. The ability in question could basically be any, depending on the exact strain of genetic and spiritual contaigion the creature is imbued with.
Advanced/Modofied- 1d6 damage to two abilities (either str and dex, str and con, dex and con, int and wis, wis and char, or int and char...basically, physical or mental/spiritual) and prompt a fortitude save (DC 15) or it adds a negative energy level as well.
Chosen, this ability inflicts 2 negative energy levels and also Ref save (DC 18.) or also inflicts 10 damage to all equipment on the attacked character.
• Purge: Bane of all that is pure, Phyrexians have a special distaste for unblemished souls and environments.
Standard- The Phyrexian to make a smite good attack as if it had a charisma of 16, with added damage equal to its hit dice.
Advanced/Modified- Gives the Phyrexian a +2 profane bonus to all attack, damage, and saving throw rolls, as well as to armor class, when facing a good creature.
Chosen-Allows the Phyrexian a +4 profane bonus, and any successful melee attack against a good creature inflicts an addition 1d4 damage on the next round if a fortitude save (DC Chosen's Hit Dice + 4) is failed.
Lord- Gains the +4 profane bonus and the additional damage (but the die increases to a d8] however, they may also take 3 rounds to study a good target and use a death attack.
• Film of Shadows: Phyrexians aren't all just big, and mean, they're also masters of infiltration. The shadows are home to them, and in fact a part of them in some cases.
Standard- allows the Phyrexian Hide as a class skill at rank 8, or a +4 to the Hide skill.
Advanced- allows hide in plain sight, Hide and Move Silently as class skills at rank 12, or +6 ranks to the existing skill.
Chosen- allows Moving Hide, meaning the Chosen can run while hiding, so long as it makes a check every 20' at +5 usual DC. In addition, the Chosen gets Hide and Move Silently as class skills at rank 12 (or + .
Lord- With this ability becomes a Font of Shadow, and all creatures within 10' of it gain Hide in Plain Sight and Moving Hide, while the Lord itself is treated as having 50% concealment and requires a Spot Check to see, DC 25 when still and 20 when moving at a walk, 15 when running.
• Swat: Many Phyrexian creations are huge, and most are instinctively skilled at using their great bulk against smaller foes. With Swat, a Phyrexian may make a swatting attack with a bonus to hit equal to its Size penalty on Hide checks, and doubled damage. This attack provokes AoOs, can only be used once every 10 rounds, and forces the Phyrexian to spend the next round regaining its energies. However, any creature struck must make a Reflex Save with a DC (14+Phyrexian's size modifier) or be flung back 1d10 feet for every size level difference between the two creatures.
• Buried in Bulk: Mortal forms are so frail; thus Phyrexian engineers often improve upon their skeletal structures. Bulk represents the addition of several layers of bone and metal armor, strengthening supports, and magical hydraulics.
Standard- Adds +2 to strength, damage reduction 5/+1, and reduces movement by 10' and dexterity by 2.
Advanced- Increases size by one category, adds +4 to strength, +4 natural armor and damage reduction 5/+1, movement is reduced by 10' and all appropriate skills suffer an armor check penalty of -4, and dexterity is reduced by 4. The
Chosen- Increases size by one category, adds +8 to strength, +10 natural armor and damage reduction 10/+2, fire/lightning/acid resistance 5, 1/2 movement rate, introduces a -6 armor check penalty, and subtracts 6 from Dexterity.

Saves: By Class for Chosen or Lord.
Abilities: +2 Str, No Con or Int, Wis becomes 10, Cha decreaes by 3.
Skills: Same as the base creature. -4 to all skills Unless a Chosen.
Feats: Loses all Non Combat related feats, Gains Improved Initiative.
-----
Climate/Terrain: Any.
Organization: Hordes.
Challenge Rating: Same as the base creature +4.
Treasure: Same as the base creature.
Alignment: Lawful Evil.
Advancement: By Class
---------------------

Chosen of Yamgmoth (Template)

The Chosen of Yamgmoth are By Far more Dangerous then the Typical Phyrexian. Fot they may look half normal as compared to the Missed Matched Construct like Phyrexians.
Yamgmoth Tempts Followers of other gods to his own worship by offering them Great power. Some Examples of this Template are Ertai, Crovax, Volrath and even Gerrard in the Apocolypse Novel. If he can not Tempt the with Power Yamgmoth has other ways of bringing people under his power, It is amazing what some people will do if you stick a sharp object into their guts and then offer them a way to survive.
The Chosen of Yamgmoth are for the Most part Thoroughly as Evil as their Dark God. They are not beyond massive Boughts of cruelty. And if something does not please them they get very Violent. With the powers that Yamgmoth grants them this is a very frightening sight indeed.

Creating a Chosen of Yamgmoth
“Chosen of Yamgmoth” is a template that can be added to any creature. Though there have never been any accounts of any Non Humanoid beings becoming Chosen.

The creature’s type changes to “Outsider”. It uses all of the base creature’s statistics and special abilities except as noted here.
Movement: 50'.
HD: All HD are raised to the Next Highest Dice (Max D12)
Attacks: 2 Claws at B.A.B. of Base Creature.
Special Attacks: FlowStone Strike 1d8 damage per level. Max 10d8 damage, Range of 100'. Useable 3 Times per day with no penalty, Beyond that the Chosen can still use it, but it deals Half the amount of damage to him/her as well as the full damage to the Target.
Special Qualities: A Chosen retains all of the special qualities of the base creature and also gains the following:
• Phyrexian Template
• Dark Strength (Su): Due to Yamgmoth's Favor the New Chosen gains the The abilty to Draw Strength from others. On a Successful Grapple, the Victim Must make a Fort save (DC 18.) or lose 1d4 points of Temporary Strength. The Chosen then gains that many Points of Strength for a Period of one day +1 per 3 Levels. Once that time elapses that Victim regains the Lost points of Strength.
• Enhanced Spellcasting: If the Bearer has any Level in any Spellcasting Class, they cast Spells as if they were 2 Levels Higher, For Caster Level only. They do not gain extra Spells as if they were Higher Level, just Range, Damage, etc Modifiers. They can also Use the Feat Silent Spell as a Free Feat, whether they have it or not. It act exactly like the feats but does not add to the Spell Level. Both these effects only work on spells that Cause Harm or Control others though.
Abilities:Str +6, Dex +4, Con +4, Int +2, Wis -6, Cha -6
Skills: Same as the base creature. Intimidate is Now Considered a Class Skill.
Feats: Gains- Power Attack, Improved Bull Rush As free Feats.
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Climate/Terrain: Any.
Organization: Solitary or Leader of a Group of evil Beings.
Challenge Rating: Same as the base creature +5.
Treasure: Standard, Double magic Items.
Alignment: Becomes Any Evil.
Advancement: By Class.
 


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