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.

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.