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AAAAAAPlaneshifted

Planeshifted
Planeshifted
PlaneshiftedGuide
Planeshifted
Planeshifted Guide
Guide
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Guide toto
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Explore
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the Gathering's
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Gathering's
Gathering's Phyrexians
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Phyrexians in
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expansion guide
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C
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redits
Lead Designer: Supporters:
Gabe Rodriguez, /u/letterephesus A huge thank you to the supporters who make this project
possible. You guys rock!
Cover Art: A.J.
Anato Finnstark André Paquim
Artist Credits: Antoine Polignone
Adam Burn, Alayna Danner, Alix Branwyn, Andrea De Dominicis, Charles Reed
Andrew Mar, Andrey Kuzinskiy, Billy Christian, Brad Rigney, Brian Cole McNutt
Valeza, Campbell White, Chris Rahn, Chris Cold, Daarken, Dave Connor Sanders
Kendall, David Astruga, Denman Rooke, Denis Zhbankov, Donato David Vincent DeCaro-Brown
Giancola, Eric Deschamps, Igor Kieryluk, Illustranesia, Isis, Jason Dylan Man
A. Engle, Jehan Choo, Joe Slucher, Johann Bodin, Joseph GrimWulf13
Meehan, Kasia 'Kafis' Zielińska, Konstantin Porubov, Krharts, Jonathan Cowley
Lauren K. Cannon, Lie Setiawan, Lorenzo Mastroianni, Manuel Joseph Joffe
Castañón, Marc Simonetti, Marcela Bolívar, Martin de Diego, Justin Finley
Martina Fackova, Mathias Kollros, Matt Stewart, Maxime Minard, Lex Raine
Michael Walsh, Mike Franchina, Muhammad Firdaus, Matt Mark F.
Stewart, Nestor Ossandon Leal, Nicholas Gregory, Noah Bradley, Radek
Oriana Menendez, Pavel Kolomeyets, Robbie Trevino, Sam Wolfe ReaperTheWolf
Connelly, Sarah Finnigan, Steve Argyle, Steven Belledin, Svetlin TallguyZin
Velinov, Tuan Duong Chu, Victor Adame Minguez, Vladimir Tim Black
Krisetskiy, Wisnu Tan Wheat

The following resources provided material and inspiration: Other Planeshifted Guides
The MTG Wiki New Capenna, inspired by 1920s America, mobster films, and art
Planeswalker's Guide to Phyrexia: All Will Be One deco
Articles from Planeswalker's Guide to New Phyrexia Kamigawa: Neon Dynasty, inspired by cyberpunk and Japanese
Magic: the Gathering cards from the Scars of Mirrodin block, culture
Dominaria United set, and All Will Be One set. Throne of Eldraine, inspired by Grimm fairy tales and Arthurian
Technical Resources: legend
Detect Balance Spreadsheet for Custom Races by u/jwbjerk Kaldheim, inspired by Norse mythology
Phyrexian Language Field Guide by u/Guru_J Return to Amonkhet, inspired by ancient Egypt
Background and select fonts derived from Blackthorn Dark Support Planeshifted Guides
Theme by /u/blckthorn Show your support for the Planeshifted Guides project through
my Patreon, or by buying me a coffee. Thank you!
PDF Link v1.1
Click Here to download the latest PDF version. Changelog
Version 1.4
Disclaimer: Added (all but 2) missing stat blocks
Version 1.3
^φyrx-ǩaπa-š'iimashaǩ. Finished and rebalanced Praetor statblocks
Fixed broken image links
^lo-jneķm-sča'eθ. Version 1.2
Glistening Oil mechanics updated
^xɒe-zťøsudž. Version 1.1
Fixed stat blocks that broke with Chrome update
Updated praetor stablocks (Jin-Gitaxias, Urabrask,
Vorinclex)
Compleated race reworked (tentative)
Infested Fleshcutter magic item rebalanced
Fuel for the Cause spell reworked
Minor updates to various statblocks and placeholders
Numerous general fixes and cleanup
Version 1.0
Public Release
A Planeshifted Guide to Phyrexia is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards.
Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

This document was created solely for private use. All rights are retained by the owners of trademarks and copyrights of the content within
2 this document. This document, in part or whole, cannot be reproduced for the intent of retail sale or personal gain except by those said
interested parties or by others with legal, written consent by said parties.
Contents
^χi'ətsxn.

Welcome to New Phyrexia ...........................................4


The Glorious Facade ....................................................................... 5
The Mirrex ........................................................................................ 5
The Autonomous Furnace ..............................................................6
The Hunter Maze ............................................................................. 7
The Surgical Bay ..............................................................................8
The Dross Pits ..................................................................................9
The Fair Basilica ............................................................................10
The Mycosynth Gardens .............................................................. 11
The Seedcore ................................................................................ 11

Races ............................................................................................ 12
Compleated ...................................................................................13
Elf ................................................................................................... 14
Goblin ............................................................................................ 15
Human ........................................................................................... 16
Leonin ............................................................................................ 17
Loxodon .........................................................................................18
Myr ................................................................................................. 19
Vampire ......................................................................................... 20
Vedalken ........................................................................................21 Richard
Richard
RichardWhitters
Richard
Richard Whitters
Whitters
Whitters
Whitters
Magic ...........................................................................................22
@richardwhitters
@richardwhitters
@richardwhitters
@richardwhitters
@richardwhitters
Phyrexian Mana Feat .................................................................... 22
Spells ..................................................................................... 22—24
Magic Items ...........................................................................25—27

Creatures .................................................................................28
Creature List ..........................................................................28—29
Creatures ...............................................................................30—86

^pan'g0:tekt. 3
IIIIIllustranesia
llustranesia
llustranesia
llustranesia
llustranesia

WELCOME TO NEW PHYREXIA


^lo-φyrxkeθyɢð-šdeχad.
“Hear only harmony. See only glory. Speak only truth.”
—Atraxa, Grand Unifier P
PPP
^φyrx.
Ph
h
hh
hy
yyy
yr
rrr
re
eee
ex
x
xx
xia
ia
ia
ia
ia
Phyrexia is a society of biomechanical creatures who want to
A
AAA
About
bout
bout
bout thisB
boutthis
this
this
this BBB
Book
ook
ook
ook
ook achieve an artificial, inorganic vision of "perfection." Their
parasitic civilization invades and consums all planes it
This book is a detailed guide to Magic: the Gathering's Phyrexians encounters, expanding its ranks by converting other beings into
and their plane of New Phyrexia for a Dungeons & Dragons biomechanical creatures ("compleation"). They believe their
campaign or adventure. You can read more information about
infection ("phyresis") is a divine gift, and those who oppose them
Phyrexia in A Planeswalker's Guide to Phyrexia: All Will Be One.
are misguided or evil and must be shown the error of their ways.
Chapter 1 provides an overview of New Phyrexia, its factions,
and locations.
Chapter 2 provides rules for phyrexian infection, and presents
T
TTT
Th
h
hh eNN
Niiiiinnnnneeeee S
N
^9θəəx'θ.
he
eee N SSS
Sppppph
h
he
h
h eee
er
rrr
re
eee
es
sss
s
race options that represent the rebel resistance of survivors on
New Phyrexia. Originally a plane known as Argentum or Mirrodin, New Phyrexia
Chapter 3 presents a collection of 9 new spells and 19 new was born from a single drop of glistening oil, the infectious agent
magic items from the setting. of phyresis. Under the influence of the plane's five suns, five
Chapter 4 concludes with a collection of stat blocks for various phyrexian Praetors arose and infected the plane, taking it for
Phyrexian creatures and NPCs. themselves. Since conquering Mirrodin, Phyrexian engineers
have worked tirelessly to transform the plane’s original two
layers into a more fitting array of nine.

4 ^pan'g1:šdeχed.
Igor
IgorKieryluk
Igor
Igor
IgorKieryluk
Kieryluk
Kieryluk
Kieryluk
@igorkieryluk
@igorkieryluk
@igorkieryluk
@igorkieryluk
@igorkieryluk

TT heG
he
he G loriousF
^'iitč-'ɒjbť.
TT
The
he G
Glorious
G lorious
lorious
lorious FFFFacade
acade
acade
acade
acade
TT heM
he
he
he M
^mrex.
TT
The M
Mirrex
M irrex
irrex
irrex
irrex
After conquering Mirrodin, the praetors decided to display their
unified power by enclosing the entire plane within a single outer Mirrex was originally the outer of Mirrodin's two original spheres,
sphere. It was built 100 feet above the surface using scraps of the but the Phyrexian invasion left it an apocalyptic ruin. Mirrodin's
Glimmervoid, Mirrodin's desert. The sphere was then decorated various landmarks were dismantled and their parts taken under
with commemorative monuments. These ominous structures the surface to make New Phyrexia's inner spheres. Cut off from
exist beyond human comprehension and have no obvious their suns' mana, the Mirran survivors continue to scrape by
pattern. while evading constant forays of Phyrexian scavengers on the
Occasionally, towers crumble without warning, only for lookout for more material.
another to mysteriously arise elsewhere. Outside the
monuments, this layer is made up of a desert of sand-like
particulate metal that has a hypnotic effect on non-Phyrexians.
The facade is covered in dense fog, through which the plane's
five suns dimly shine. Its underside is a plate of black metal.

Adam
Adam
AdamBurn
Adam
Adam Burn
Burn
Burn
Burn
@adamburnart
@adamburnart
@adamburnart
@adamburnart
@adamburnart
^pan'g1:šdeχed. 5
Muhammad
MuhammadFirdaus
Muhammad
Muhammad
Muhammad Firdaus
Firdaus
Firdaus
Firdaus
@muhammadfirdaus1
@muhammadfirdaus1
@muhammadfirdaus1
@muhammadfirdaus1
@muhammadfirdaus1

TT heA
he
he AA utonomousF
^čkaqqχiɢʁč.
TT
The
he A
Autonomous
utonomous
utonomous
utonomous FFFFurnace
urnace
urnace
urnace
urnace
The Autonomous Furnace was the first layer the Phyrexians
established, prior to their first assault on Mirrodin. It is a sphere
T
TTT heQ
The
he
he
he QQ
Q uietF
Quiet
uiet
uiet
uiet FFFFurnace
urnace
urnace
urnace
urnace
where rivers of molten metal are used to construct new titanic The Quiet Furnace faction's original function was to tend the
forges and machines. Magma teems all around this layer, and the forges present there, building weaponry and recycling failed
air is swelteringly hot. Shelves of pyroclastic rock serve as solid Phyrexians and Mirrans alike. During the war days, they emerged
ground, and burning pools experience steep thermoclines. from the Oxidda Chain and expanded onto the surface. While the
Although the entire sphere functions as a single forge overseen majority of these Phyrexians have returned to the depths of the
by Praetor Urabrask, it is divided into smaller, independent Furnace, the mountains are guarded by Forgehammer
sections overseen by furnace bosses who operate them Centurions and Kuldotha Cacklers.
independently from each other. Urabrask's detached leadership Phyrexians of the Quiet Furnace differ from all others in the
means they often do whatever they want and clash with each way that they have strong emotions and individuality, and as
other. such, developed empathy for the Mirrans. While still brutal
Since the Phyrexianization, Kuldotha has become the main creatures, their empathy proved strong enough to allow them to
gateway into Mirrodin's Core. It is a massive furnace-city that was let Mirran survivors dwell on their layer, treating them as if they
onced treated as a church to the Steel Mother by the goblins of didn't exist. To hide this secret, as well as to avoid having to deal
the Oxidda chain mountains. The structure has developed into a with other factions, Urabrask demanded that all access to the
quasi-living entity through a rich diet of mycosynth. It already Furnace be denied to the other factions, isolating himself and his
had a sort of digestive system, and as time passes, it also seems servitors; the surface Phyrexians in the mountains serve as
to have moods and tempers. Too many impurities sicken it, and a guardians to the entrances to the Furnace Layer. For the most
steady supply of rich, pure ore and metal keep it quiet. Elsewhere part, the other factions ignore the Quiet Furnace, except for the
in the layer is the Salvage Complex, a former Mirran prison Progress Engine, which is paranoid about them.
compound now run by the compleated goblin tinkerer Slobad Other agents of the Quiet Furnace include Furnace Striders,
(CN Phyrexian Goblin Boss) to repurpose obsolete Phyrexians. Masticores, and Squealstokes.

6 ^pan'g1:šdeχed.
Alayna
AlaynaDanner
Alayna
Alayna
AlaynaDanner
Danner
Danner
Danner
@alayna
@alayna
@alayna
@alayna
@alayna

TT heH
he
he H unterM
^'oɢθəsð.
TT
The
he H
Hunter
H unter
unter
unter M
M
Maze
M aze
aze
aze
aze
The Hunter Maze was assembled from the remains of the Mirran
Tangle, a huge expanse of copper structures rising out of the
ground; it was the closest thing to a forest on Mirrodin. After Toward the center of the Maze, the underbrush and inhabitants
being compleated, the former elven hero Glissa (CE Phyrexian Elf give way as most life forms avoid the area around Vorinclex's
Death Knight) worked with the praetor Vorinclex to dismantle chamber. Phyrexians near this area hear loud voices murmuring
the Tangle and transform it into a "survival of the fittest" unintelligibly the deeper they enter, and the cilia lining the
battlefield. Giant, deadly beasts prey on each other in its endless, Maze's walls wave visitors inward. Inside Vorinclex's chamber,
canopied forest. Most praetors rule with an iron fist, but Vorinclex the cilia grow thicker, longer, and paler: a glistening, yellowy
and Glissa prefer to sit back and admire the beautiful evolution white. The floor depresses into a hole that resembles a starfish's
they created. mouth, and monstrous skulls hang from the ceiling.
With the advance of Phyrexia, the Tangle became infected by
the growth of lamina, a species of dark green, fleshy fungus. The T
TTT heV
The
he
he
he VVV iciousS
Vicious
icious
icious
icious SSS
Swarm
warm
warm
warm
warm
floor has become spongy and mossy as the lamina contaminates
Like all Phyrexians, the members of the Vicious Swarm faction
the metal ground and inches up the trees. The ground seeps a
believe that flesh is weak, but unlike the other Phyrexians, they
substance like yellowish pus. Trees made of oxidized metal
believe that New Phyrexia should progress more naturally, based
flourish here and neither the sphere's floor nor ceiling is visible.
on the roles of predation, allowing the strong to emerge
The Maze is hot and humid, smelling strongly of rotten flesh.
triumphant over the weak. They believe that artificial
Green light pierces the canopy, and metallic screeches can be
engineering should be restricted to making predators more
heard throughout.
efficient, and that sentience and sapience are curses, inadequate
At the bottom of the Maze, the ground is riddled with water- when compared to the raw power of instinct. Lacking any sort of
swollen potholes, oily pools, and thick roots rendering it
organization whatsoever, they are merely a massive variety of
practically impassable. Pulsing veins transport black oil through
creatures that kill each other to select the strongest. The
the dense undergrowth and small suckers protrude from tree strongest predators carve out a niche for themselves in the
trunks, branches sprouting toward sunlight. Fungus-like tree Tangle and battle with each other for supremacy. In typical
platforms are coated with glowing patches of the green, lichen- Phyrexian fashion, the predatory urge remains even though the
like lamina and fern-like foliage. The ecosystem of the Maze is
need for sustenance is gone. Predation is the goal in and of itself.
interconnected; small eyeballs protrude from trees and mites
Members of the Vicious Swarm include glistener elves,
scuttle about.
paladins of predation, plague nurses, and rot priests. Other
At the top of the canopy, the light is brighter, a hotter and phyrexian creatures that can be found in the Hunter's Maze
richer buttery yellow color. The intertwining branches form a include cankerblooms, contagious vorracs, contaminators,
network of roads that life travels across. On the trees, leaves evolved spinoderms, oil-gorger trolls, phyrexian tyrranax,
glimmer, fist-size stomata opening and closing as the trees
and skulldwellers.
breathe; large berries dangle in bunches; and flowers, pink and
rank with the smell of flesh drip black oil.

^pan'g1:šdeχed. 7
Sarah
SarahFinnigan
Sarah
Sarah
Sarah Finnigan
Finnigan
Finnigan
Finnigan
@sarahfinnigan
@sarahfinnigan
@sarahfinnigan
@sarahfinnigan
@sarahfinnigan

TT heS
he
he SSS
^kẅθəɢð.
TT
The
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Surgical
urgical
urgical
urgical BBB
Bay
ay
ay
ay
ay
T
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The
he
he
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Progress
rogress
rogress
rogress EEE
Engine
ngine
ngine
ngine
ngine
The Surgical Bay is a sphere where sterile laboratories rise from
The ruins of the Lumengrid now serve as a research center for
islands in the middle of a sea of Quicksilver and glistening oil.
Jin-Gitaxias' Progress Engine. They hold themselves to a higher
Even breathing the spray of the sphere's fountains can begin
degree of perfection than the other factions, conducting hideous
phyresis. Mechanical eyes appear in all places, alongside the ever
experiments. Fueled by untold volumes of mana that emanate
vigilant Watchful Blisterzoas, to observe all who enter and
from the Quicksilver Sea, slaughterhouse-style laboratories
reside in this sphere. Painful and inhumane experiments are
investigate the most rapid and effective forms of compleation for
conducted here to further Phyrexian knowledge though no real
all races and species, as well as methods for creating new life
substance is gained. It is patrolled by chrome prowlers and
forms and technology. The Engine is the most organized group so
maintained by the atmosphere surgeons, all while experiment
far, with at least ten observable ranks that oversee various
subjects fill the sphere with their muffled screams.
sectives or research experiments, including Subpraetors,
Known simply as the Fourth Layer during the initial invasion,
Pontiffs, Exarchs, Vat-Priests, Surgeons, Transcriptors, and
this liquid sphere was created to spread glistening oil under
Servitors. One of their great experiments is The Meldweb in
Mirrodin's surface. Once the Mirrans had been compleated,
which the original vedalken Pools of Insight are filled with the
Praetor Jin-Gitaxias drained Mirrodin's Quicksilver Sea into the
brains of hundreds of sentient beings all networked together. It is
Fourth Layer to create an even larger oil reservoir. Vedalken cities
tended by Meldweb Curators.
and research centers were transported down and renovated for
Jin-Gitaxias has modified the Phyrexian Scriptures in their
Phyrexian experimentation.
mentioning of "The Grand Evolution." He sees it as "The Great
The Lumengrid is a city-stronghold rising above the
Synthesis" and has etched his own lengthy treatise about its
Quicksilver Sea on a massive cylinder with a mushroom-like
merits. Within the Great Synthesis, Jin-Gitaxias laid out a
dome at its top. It was the center of technology and artifice on
guideline for the sectives who began work compleating the
Mirrodin before the Phyrexian invasion and was the seat of the
Mirran population. This scripture is known as the Gitaxian
Synod, the ruling council of the Mirran vedalken. The Fathom
Standard of Purity.
Ward is an underwater facility where "sea monsters" are
Other members of the Progress Engine include Gitaxian
engineered, and where vials of blinkmoth serum are kept safe.
Raptors, Glistener Seers, and Mercurial Spelldancers.

8 ^pan'g1:šdeχed.
Martin
Martinde
Martin
Martin
Martin de
deDiego
de
deDiego
Diego
Diego
Diego
@martindediego
@martindediego
@martindediego
@martindediego
@martindediego

TT T
TTT heS
SSS evenS
SSS teelT
TTT
heDD rossP
^mefidrs.
TT D PPP The
he Seven
even Steel
teel Thanes
hanes
The
he
he
he Dross
D ross
ross
ross Pits
its
its
its
its he
he even
even teel
teel hanes
hanes
hanes
Phyrexians of the Dross Pits serve one of the Seven Steel Thanes,
The Dross Pits are a land of eternal conflict led by the Seven Steel powerful Phyrexians who are masters of necromancy, corruption,
Thanes. The landscape is shallow, pockmarked with glowing slaughter, and enslavement. Having claimed power during the
pools of liquid necrogen, shining bright green and poisonous. war with the plane's inhabitants, the thanes have managed to
Humped, crude structures of black-gilded bone break up the carve out territories around the expanding edges of the
horizon. Acidic pools and toxic vents spewing necrotic gases are Mephidross. The thanes are all fighting a war of succession to be
siphoned from the Dross Pits. Non-Phyrexian visitors are killed by named Father of Machines. They are led for the moment by
inhaling the Pits' fumes before they can be compleated by the Sheoldred, the Whispering One. The other thanes are: Kraynox,
spores they contain. It was once home to the Moriok human the Deep Thane, Roxith, the Thane of Rot, Vishgraz, the
tribe, and remains home to undead creatures such as the Doomhive, Azax-Azog, the Demon Thane, and Vraan, the Thane
vampire clans and the nim, zombies reanimated by necrogen. of Blood.
From the peak of the Fair Basilica, Phyrexians can travel up a Creatures under the thanes exist in two broad social strata. In
shaft to the Dross Pits. the lower strata are the savage nim, bestial creatures,
This sphere was initially created by thane Roxith as the Flesh compleated Mirrans, and mercenary undead. Pure Phyrexians of
Sphere he promised Kraynox, but after falling for Sheoldred's intelligence and the most resourceful of the compleated
deception, he lost control of it to her. Since then, the other Phyrexians form a higher caste. The relationship is not unlike
remaining thanes have moved in, established their own some feudal societies, with the lower caste as the serfs and
strongholds, and restarted their war games. They regularly send conscripts in armies, while the higher caste serves as the nobility
armed battalions against each other, but no one has deposed in the courts and the knights and officers of the thanes' armies.
Sheoldred yet. Yet this structure takes a uniquely Phyrexian form. For example, a
Those unfortunate enough to get caught here are sent to thane might express a strange civility in welcoming the emissary
Sheoldred's arena to fight for their survival and glory. Those who of another thane, speaking cordially with the messenger while
fall face death by Sheoldred's Headcleavers. The winners can the emissary's bodyguards are flayed alive. The herald of an
harvest parts from the losers and graft them to themselves. The important Phyrexian lord might announce the arrival of its
Coliseum is a vast, black structure surrounded by a massive patron by cutting his name into its own skin.
ribcage. Its gate is so narrow that competitors are forced to enter Phyrexian servants of the Seven Steel Thanes include the
single file. The interior is a vast bowl surrounded by steep ranks Archfiend of the Dross, fleshless gladiators, hivemasters,
of backless seating. Its floor is black metal, with a pool of black necrotitans, skirges, the soulless jailer, and the syphoner.
necrogen at its center and around its edges. Other creatures found in the Dross Pits include blightbelly rats,
scraptraps, and skulldwllers.

^pan'g1:šdeχed. 9
Marc
MarcSimonetti
Marc
Marc
Marc Simonetti
Simonetti
Simonetti
Simonetti
@marcsimonetti
@marcsimonetti
@marcsimonetti
@marcsimonetti
@marcsimonetti

T
TTT heM
The
he
he
he MM
M achineO
Machine
achine
achine
achine OO
O
Orthodoxy
rthodoxy
rthodoxy
rthodoxy
rthodoxy
TT heF
he
he FFFFair
^ǩlətkyk.
TT
The
he airB
air
air
air BBB
Basilica
asilica
asilica
asilica
asilica
The Grand Cenobite Elesh Norn, the Orthodoxy's highest-ranking
priestess, commands and guides this faction of Phyrexia,
promising them a glorious future under the principles of the
After declaring herself the dominant praetor of all Phyrexia, Argent Etchings, Norn's religious laws and maxims. Everything
Elesh Norn claimed the prime location for the Machine the Phyrexians practice under the Machine Orthodoxy is
Orthodoxy. Her realm surrounds Mirrodin's mycosynth growths. designed to achieve perfection through phyresis across the
Controlling a crucial material for building new spheres ensured multiverse. They see non-Phyrexians as either lost unfortunates
Norn retained power over the other praetors. Every aspect of the or willful sinners, deserving of reclamation and transformation in
Fair Basilica was designed as a symbolic testament to Norn, either case.
helping her consolidate her rule over all Phyrexians. It contains The Machine Orthodoxy is one, but divides itself into smaller
Norn's throne room, though she now resides in the plane's sects. Three of the most prominent sects include The Flesh
second layer and designates the unification of the plane to Singularity, The Porcelain Legion, and the Disciples of Karn. The
Atraxa in her stead. Though no light from the plane's suns can Flesh Singularity tries to achieve total unity by literally flaying the
reach this layer, its structures generate their own light; the layer's creatures that inhabit the lands and sewing them together. The
walls, composed of ossified Phyrexian corpses of those Norn Porcelain Legion repurpose and adapt creatures by implanting
deemed perfect, glow white, while crimson capillaries etched white metal plates into their bodies, while the Disciples of Karn
into its marble-esque floor glow blood-red. Becoming ossified as previously held Karn himself hostage, in hope of pushing him
a part of Elesh Norn's throne is considered the highest honor in ever deeper into insanity to glean leadership out of his madness.
the Basilica. The Orthodoxy is filled with countless orders of priests and
Elesh Norn's altar, a tall cathedral larger and more ornate than chancellors. Cenobites are the priests in charge of the inquisition
other buildings on the layer, serves as a monument to a unified of non-Phyrexian life. The suture priest is a specialized cenobite
Phyrexia. Norn's throne, inside the altar, sits atop a chamber whose job is the sacred act of binding the individual into the
containing a winding stairway that leads to the Gardens below. collective. Short-statured tome lackeys are creatures built to
serve as mobile stands for Phyrexian arcane or clerical texts. The
bulk of Norn's forces are made up of soldiers of the Porcelain
Legion. The Orthodoxy also includes Annex Sentries, crawling
choruses, ichorplate golems, incisor gliders, mandible
justiciars, mite overseers, angelic choirmasters, porcelain
zealots, sinew dancers, skitterfangs, and an endless supply of
mites.

10 ^pan'g1:šdeχed.
Andrew
AndrewMar
Andrew
Andrew
Andrew Mar
Mar
Mar
Mar
@andrewkmar
@andrewkmar
@andrewkmar
@andrewkmar
@andrewkmar

TT
TT heS
The
he
he
he SSS
^'emq. Seedcore
eedcore
eedcore
eedcore
eedcore
TT heM
he
he M
M ycosynthG
^mykosnθ.
TT
The
he M
Mycosynth
ycosynth
ycosynth
ycosynth G
G
Gardens
G ardens
ardens
ardens
ardens The Seedcore grows from the most historically significant site of
Mirrodin. The plane's first ruler, Memnarch, lived among the
The Mycosynth Gardens were the original inner core of Mirrodin.
mycosynth towers in an observation deck he called the
In contrast to the other spheres, which are packed with bustling
Panopticon. It was later renamed the Throne Room and
Phyrexian unlife, the Mycosynth Gardens are mysteriously still converted into a prison for Karn, a golem planeswalker and the
and empty. Norn forbids any visitors to this and the lowest layer second ruler of the plane.
without her invitation, including other Praetors.
The seedcore contains a replica of Norn's throne made of
Within this layer is a gateway leading into the Seedcore. It
woven roots. The air hums with an uncanny chorus of discordant
appears as a piled-up structure of fungal strands that twists into
voices, layered across each other to form a harmony of inchoate
a mimicry of entrails. It infects anything it touches. As someone parts. The air shimmers with static and tastes of aether.
approaches the gateway, it heaves, pulsing, before opening into
Norn planted essence from Kaldheim's World Tree in Karn's
a terrible hole into darkness ringed with waving tendrils.
empty seat, which serves as an incubation chamber for New
Phyrexia's Invasion Tree, Realmbreaker. Its branches will grow
and create Omenpaths, connecting New Phyrexia to other
planes.

Kasia
Kasia
Kasia'Kafis'
Kasia
Kasia 'Kafis'
'Kafis'Zielinska
'Kafis'
'Kafis' Zielinska
Zielinska
Zielinska
Zielinska
@kafis
@kafis
@kafis
@kafis
@kafis
^pan'g1:šdeχed. 11
R
^πook.
aces
At 1st level, you choose your character's race. When you create a C
CCC reatureT
Creature
reature
reature
reature TTT
Type
ype
ype
ype
ype
character for a campaign or adventure set on the plane of New
Phyrexia, you choose from one of the race options presented Every creature in D&D, including every player character, has a
here, and follow these additional rules during character creation. special tag in the rules that identifies the type of creature they
are. A race in this section tells you what your creature type is.
A
AAA bilityS
Ability
bility
bility
bility SSS coreIIIIIncreases
Score
core
core
core ncreases
ncreases
ncreases
ncreases These types don’t have rules themselves, but some rules in the
game affect creatures of certain types in different ways.
When determining your ability scores, you increase one of those
scores by 2 and increase a different score by 1, or you increase A
AAA
Age
ge
ge
ge
ge
three different scores by 1. You follow this rule regardless of the
method you use to determine the scores, such as rolling or point The typical life span of a player character in the D&D multiverse is
buy. about a century, assuming the character doesn’t meet a violent
Your class's "Quick Build" section offers suggestions on which end on an adventure. A race in this section tells you if it has an
scores to increase. You're free to follow those suggestions or to atypical life span.
ignore them. Whichever scores you decide to increase, none of
the scores can be raised above 20.
H
H
H
Height
H eight
eight
eight andW
eightand
and
and
and WW
W
Weight
eight
eight
eight
eight
A race in this section tells you your character's size and typical
L
LLL
Languages
anguages
anguages
anguages
anguages height range. If you’d like to determine your character’s height or
Your character can speak, read, and write Common and one weight randomly, consult the Random Height and Weight table in
other language that you and your DM agree is appropriate for the the Player’s Handbook.
character. The languages in New Phyrexia that a character might
speak are listed below.
P
PPP
Proficiencies
roficiencies
roficiencies
roficiencies
roficiencies
Some races in this section grant proficiencies. Your character
Mirran Languages
might not have any connection with the cultural origin of these
Language Typical Speakers proficiencies or might have pursued different training. You can
Common Anyone replace each of those proficiencies with a different one of your
choice, following the restrictions on the Proficiency Swaps table.
Elvish Elves
Goblin Goblins Proficiency Swaps
Proficiency Replacement Proficiency
Leonin Leonin
Skill Skill
Loxodon Loxodon
Armor Simple/Martial weapon or tool
Phyrexian Phyrexians
Martial weapon Simple/Martial weapon or tool
Vedalken Vedalken
Simple weapon Simple weapon or tool
Tool Simple weapon or tool

Manuel
Manuel
ManuelCastanon
Manuel
Manuel Castanon
Castanon
Castanon
Castanon
@castaguer
@castaguer
@castaguer
@castaguer
@castaguer
12 ^pan'g2:πook.
Denman
DenmanRooke
Denman
Denman
Denman Rooke
Rooke
Rooke
Rooke
@denmanrooke
@denmanrooke
@denmanrooke
@denmanrooke
@denmanrooke

CC
CC
^plinxs.
Co
oo
om
omm
mp
mppp
pl
lll
le
eee
eat
at
ate
at
at eee
ed
d
dd
d
Glistening Oil
Phyrexians reproduce using flesh-vats and birthing pods, or they Hazard
are created by infecting other beings with glistening oil. The oil is Glistening oil is an infectious black ichor. Some Phyrexian
a mutagen that first twists the minds of the infected, before creatures weaponize this oil by coating their weapons with it. On
eventually replacing all vital liquids in the host body. This New Phyrexia, the oil can be found leaking from structures,
prepares the host for compleation, a surgical process overseen collecting in pools and fountains, or dripping from the spheres
by other Phyrexians that integrates the body's organic matter above. A pool of glistening oil typically covers a 10-foot square. A
with artificial machinery. If these procedures prove fatal, creature can avoid being struck by dripping glistening oil with a
necromancy reanimates the host. Once the host's body is fully successful DC 10 Dexterity saving throw. A creature that comes
integrated with machinery, they are considered truly into contact with glistening oil must make a DC 15 Constitution
Phyrexianized. saving throw or become afflicted with phyresis until cured.
Phyresis can't be cured by any means short of a wish spell.
C
CCC ompleatedT
Compleated
ompleated
ompleated
ompleated TTT
Traits
raits
raits
raits
raits At the end of each long rest, a creature afflicted with phyresis
You might have once been a member of another race, but you must repeat the Constitution saving throw. A creature wearing
now possess only the following racial traits. hexgold armor has advantage on this saving throw. A creature
Ancestral Legacy. You keep the following elements of your under the effects of a potion of halo* or a cosmos elixir*
previous race: your Creature Type, your Size, and your Speed. automatically succeeds on this saving throw. If a creature fails its
Creature Type. In addition to your creature type, you are also saves ten times (the failures don't need to be consecutive), the
considered a phyrexian for any prerequisite or effect that affliction ends, and creature gains the following traits:
requires you to be a phyrexian.
All Will Be One. You gain a new character bond that supersedes
Life Span. You cease aging and cannot be aged magically.
all others: "I serve Phyrexia." You are free to interpret this bond
Integrated Artifice. You gain one weapon or tool of your in accordance with your alignment; you may seek to hide this
choice that attaches to your body, becoming inseparable from
new bond from others to further Phyrexia's goals in secret, or
you. As a bonus action, you can retract the item into your body or you may attempt to infect others by force.
extend it from there. While it is extended, you can use the item as Glistening Strike. Your unarmed strikes are coated with
if you were holding it, and you are proficient with it.
glistening oil.
Phyrexian Nature. You have immunity to disease, and you Language. You can speak, read, and write Phyrexian.
have advantage on saving throws you make to avoid or end the
charmed condition on yourself.
Specialized Design. You gain an additional benefit based on
one of the following options (choose when you gain this race): A Single Drop
The statistics for glistening oil are adjusted to be more
Secondary Arms. You have two secondary arms below your forgiving for campaigns and adventures. For a more "lore-
primary pair of arms. The secondary arms function like your friendly" version of the oil, consider making the afflicted
primary arms. creature repeat the saving throw at the end of every hour,
Heated Body. A creature that hits you with a melee attack while rather than at the end of a long rest.
within 5 feet of you takes fire damage equal to your proficiency
bonus. A creature grappling or grappled by you also takes that
damage at the start of each of your turns. * The potion of halo appears in A Planeshifted Guide to the
Unnatural Armor. While you aren't wearing armor, your base Streets of New Capenna. The cosmos elixir appears in
Armor Class is 12 + your Constitution modifier. A Planeshifted Guide to the Ten Realms of Kaldheim.

^pan'g2:πook. 13
E
EEE
^ja Elf.
l
lll
lfffff
As all organic life on New Phyrexia, the Viridian elves are partly
inorganic, growing copper from their flesh as a result of the
mycosynth that touches everything on the plane. Their organic
skin can appear in shades of pale white and bright green.

The elves once resided in the forest of copper trees known as the
Tangle. Even before the Phyrexianization of the plane, the
Viridian elves were enemies of inorganic and mechanical
constructs, frequently coming into conflict with the Myr and the
drones created by the Vedalken.

The Viridian elves once looked to the trolls of Tel-Jilad for


guidance. The trolls considered the Tel-Jilad (the "Tree of Tales")
their sacred home, and they lived within its hollow core. Though
the trolls are all but extinct, the elves still hold the Tel-Jilad in
reverence. Inscribed into its metal surface is the history of
Mirrodin, except near the bottom where all the writings have
been etched out.

Due to their long lives, elves will engage in a ceremony known as


the Ritual of Rebuking, in which an older elf has their memories
erased so that they can start anew and focus on the tasks at
hand.

E
EEE lfT
Elf
lf
lf
lf TTT
Traits
raits
raits
raits
raits
You have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium (about 5-6 feet tall).
Speed. Your walking speed is 30 feet.
Life Span. 750 years on average.
Copper Spikes. A creature grappling or grappled by you takes
piercing damage equal to your proficiency bonus at the start of
each of your turns.
Darkvision. You can see in dim light within 60 feet of you as if
it were bright light and in darkness as if it were in dim light. You
discern colors in that darkness only as shades of gray.
Keen Senses. You have proficiency in the Perception skill.
Iron Scent. As an action, you can pinpoint, by scent, the
location of ferrous metal within 30 feet of you.
Mask of the Wild. You can attempt to hide even when you are
only lightly obscured by foliage, heavy rain, falling snow, mist,
and other natural phenomena.
Siege Monster. You deal double damage to objects and
structures. When you damage a Construct creature with an attack
or a spell, the attack or spell deals extra damage to the creature
equal to your proficiency bonus.

Victor
Victor
VictorAdame
Victor
Victor Adame
AdameMinguez
Adame
Adame Minguez
Minguez
Minguez
Minguez
@victoradameart
@victoradameart
@victoradameart
@victoradameart
@victoradameart
14 ^pan'g2:πook.
G
GG
G
^gɒbln.
Go
oo
ob
obbb
bl
lll
liiiiin
n
n
n
n
Goblins, like all other creatures on New Phyrexia, have patches of
metal growing on their skin. These goblins also have flat heads
with swept-back, sharply-pointed ears, four-fingered hands, and
sharp claws on their fingers and toes. They have a natural talent
for artifice.

Goblin social structure is largely chaotic, but the priesthood has


significant power. The priests mostly focus on fertility and
offerings of metal, which inspire raids, and are responsible for
rites concerning the Steel Mother. The Steel Mother is a deity that
the goblins believe created the plane and controls all metal. It
was believed by the goblins that by sacrificing all metals and
dead bodies to the Kuldotha, the furnace-city the objects and
souls would be returned to the Steel Mother, and keep the
Furnace running for her. The melted metal from sacrificed bodies
was reclaimed and reforged into weapons and armor. Since the
Phyrexianization, the Kuldotha has become part of the
Autonomous Furnace of the Phyrexians, and goblin shamans
desperately seek to reclaim it.

G
G
G
G oblinT
Goblin
oblin
oblin
oblin TTT
Traits
raits
raits
raits
raits
You have the following racial traits.
Creature Type. You are a Humanoid. You are also considered a
goblinoid for any prerequisite or effect that requires you to be a
goblinoid.
Size. You are Small (about 3-4 feet tall).
Speed. Your walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if
it were bright light and in darkness as if it were in dim light. You
discern colors in that darkness only as shades of gray.
Fire Resistance. You have resistance to fire damage.
Forge Wise. You have proficiency with two of the following
artisan's tools of your choice: brewer's supplies, jeweler's tools,
mason's tools, smith's tools, or tinker's tools.
Fury of the Small. When you damage a creature with an
attack or a spell and the creature's size is larger than yours, you
can cause the attack or spell to deal extra damage to the
creature. The extra damage equals your proficiency bonus.
You can use this trait a number of times equal to your
proficiency bonus, regaining all expended uses when you finish a
long rest, and you can use it no more than once per turn.
Natural Armor. While you aren't wearing armor, your base
Armor Class is 13 + your Dexterity modifier.

Andrea
Andrea
AndreaDe
Andrea
Andrea De
DeDominicis
De
De Dominicis
Dominicis
Dominicis
Dominicis
@huidao
@huidao
@huidao
@huidao
@huidao
^pan'g2:πook. 15
Eric
EricDeschamps
Eric
Eric
Eric Deschamps
Deschamps
Deschamps
Deschamps
@deschampsart
@deschampsart
@deschampsart
@deschampsart
@deschampsart

H
H
H
^'ønəķ.
H
Huuuuuma
ma
man
ma
ma n
n
n
n
The humans of New Phyrexia, are found divided among five
ethnic groups, each with a culture based on one of the five colors
of magic that suffuse the multiverse and the plane; influenced by
the five suns of New Phyrexia.
H
H
H
H umanT
Human
uman
uman
uman TTT
Traits
raits
raits
raits
raits
Auriok. The Auriok are a tall people with bronze skin, stiff white
You have the following racial traits.
hair, and muscular frames. The metal that grows from their
flesh is gold. The Auriok were once a nomadic human ethnic
Creature Type. You are a Humanoid.
group from the Razor Fields. Warriors and diplomats in equal Size. You are Medium (about 5-7 feet tall).
turns, the Auriok survive by trading with other races with Speed. Your walking speed is 30 feet.
whom they come in contact. Human Determination. When you make an attack roll, ability
Neurok. The Neurok are shorter and more slender than other check, or saving throw, after seeing the result but before the
humans, and have pale skin that ranges from light pink to faint effects of the roll are resolved, you can reroll the die and must
gray. The metal that grows from their flesh is silver. Native to use the new roll. You can use this trait a number of times equal to
the islands of the Quicksilver sea, the Neurok highly value your proficiency bonus, and you regain all expended uses when
knowledge, and like the vedalken are in constant pursuit of it. you finish a long rest.
Moriok. The Moriok tend to have pale complexions and sleek Tool Proficiency. You have proficiency with one tool of your
physiques. The metal that grows from their flesh is lead. The choice.
most alarming feature of the Moriok is the black metal plate Tribe. You hail from one of the human Mirran tribes, which
that grows across their eyes, making them blind. The Moriok determines the type of metal that adorns your flesh and other
traditionally revere the black moon of Mirrodin, calling it the characteristics. You gain an additional benefit based on one of
Whisperer, and believe that it grants power to those who can the following options (choose when you select this race):
listen.
Vulshok. The Vulshok are large and powerful, with muscular Auriok. You have proficiency in the Athletics and Persuasion
skills.
frames and thick, tanned skin and hair that resembles flexible
Moriok. You have blindsight out to 30 feet, but are blinded
metal wire. The metal that grows from their flesh is iron. The
Vulshok are divided into six tribes: the Anvil, the Blade, the beyond this radius. Using this blindsight, you can perceive
Hammer, the Helm, the Shield, and the Spear. Each tribe your surroundings without relying on sight.
fulfills a role in Vulshok culture, such as crafting, training Neurok. You have proficiency in the Investigation and Stealth
skills.
warriors, providing magic, and so on.
Sylvok. You have proficiency in the Nature and Survival skills.
Sylvok. The Sylvok are of medium height and build, with fair
skin, sometimes with a greenish tinge. The metal that grows Vulshok. While you aren't wearing armor, your base Armor Class
from their flesh is copper. The Sylvok are a reclusive human is 13 + your Dexterity modifier.
ethnic group that onced lived in the Tangle, New Phyrexia's
copper forest. The Sylvok practice a druidic religion, and have
a hunter-gatherer culture in a unique relationship with the
Tangle's ecosystem.

16 ^pan'g2:πook.
L
LLL
^lionn.
Leeeeeo
o
on
o
o n
niiiiin
n
n n
n
n
n
As with all creatures on New Phyrexia, the Leonin have partially
metallic features, though the extent can vary wildly among their
race. They once lived in the Razor Fields, their capital being Taj-
Nar, the Ancient Den.

Leonin culture is highly honor-based and religious, worshipping


the white sun. Clerics of the sun have to survive a year on the
blasted surface of the plane before they are regarded as full
abunas (clerics) that are allowed to lead other Leonin in religious
ceremonies.

The Leonin share a unique bond with the pterons, large flying
reptiles. Specialized leonin Skyhunters use the beasts as mounts
and ride them into battle against the Phyrexians.

L
LLL eoninT
Leonin
eonin
eonin
eonin TTT
Traits
raits
raits
raits
raits
You have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium (about 6-7 feet tall).
Speed. Your walking speed is 30 feet, and you have a climbing
speed equal to your walking speed.
Cat's Grace. You don't take fall damage from falling 20 feet or
less as long as you aren't incapacitated.
Darkvision. You can see in dim light within 60 feet of you as if
it were bright light and in darkness as if it were dim light. You
can't discern color in darkness, only shades of gray.
Cat's Talent. You have proficiency in two of the following skills
of your choice: Athletics, Intimidation, Perception, Stealth, or
Survival.
Claws. You have sharp claws which you can use to make
unarmed strikes. When you hit with them, the strike deals 1d6 +
your Strength modifier slashing damage, instead of the
bludgeoning damage normal for an unarmed strike.
Daunting Roar. As a bonus action, you can let out an
especially menacing roar. Creatures of your choice within 10 feet
of you that can hear you must succeed on a Wisdom saving throw
against a DC of 8 + your proficiency bonus + your Constitution
modifier or become frightened of you until the end of your next
turn.
You can use this trait a number of times equal to your
proficiency bonus, and you regain all expended uses when you
finish a long rest.

Pteron Bond
As a leonin character, your DM may allow you to replace the
standard feature of your background with the following
option.
You have bonded with a pteron. It has been magically
trained to accept a rider and serves you as a mount, both in
combat and out. It has the statistics of a pteranodon, except
it is Large. You can receive a new mount if it dies by spending
8 hours bonding with another pteron.

Denman
Denman
DenmanRooke
Denman
Denman Rooke
Rooke
Rooke
Rooke
@denmanrooke
@denmanrooke
@denmanrooke
@denmanrooke
@denmanrooke
^pan'g2:πook. 17
Steven
StevenBelledin
Steven
Steven
Steven Belledin
Belledin
Belledin
Belledin
@stevenbelledin
@stevenbelledin
@stevenbelledin
@stevenbelledin
@stevenbelledin

L L
LLL oxodonT
TTT
LLL
^lɒxdn.
Lo
o
oo
ox
x
xx
xo
o
oo
od
d
dd
do
o
oo
on
n
nn
n Loxodon
oxodon
oxodon
oxodon Traits
raits
raits
raits
raits
You have the following racial traits.
The loxodon, once inhabitants of the Razor Fields alongside the Creature Type. You are a Humanoid.
leonin and Auriok humans, have metal on their bodies just like all Size. You are Medium (about 7-8 feet tall).
other life in New Phyrexia. They are humanoids with strong Speed. Your walking speed is 30 feet.
elephantine characteristics. The loxodons traditionally believe in Life Span. 450 years on average.
the Modest Truth, a code of absolute morality that is taken at face Keen Senses. You have proficiency in the Perception skill.
value and passed on from generation to generation. Loxodon Modest Truth. You have advantage on saving throws you
clerics continue to wandered the Mirrex sphere, dispensing make to avoid or end the charmed or frightened condition on
justice in the form of physical punishment and offering yourself.
atonement. They have a reputation for being stubborn and Natural Armor. While you aren't wearing armor, your base
difficult to sway. Armor Class is 13 + your Dexterity modifier.
Powerful Build. You count as one size larger when
As Mirrodin became New Phyrexia, the Machine Orthodoxy's
determining your carrying capacity and the weight you can push,
invasion of the Razor Fields isolated the remaining loxodon. Most
drag, or lift.
of the last remaining living loxodons on the plane accompany
Trunk. You can use your trunk to manipulate an object, open
Ghalma the Shaper (LG Loxodon Mage), who has settled in the
or close a door or container, pick up or set down a Tiny object, or
rebel outpost of Bladehold.
make an unarmed strike. The trunk can't activate magic items or
lift more than 20 pounds.

18 ^pan'g2:πook.
M
MM
^myr.
MMyyyyyrrrrr
Myr were created by Memnarch, once the ruler of the plane
before the Phyrexians. They were intended to be mindless
servitors and acted out a single role without question. However,
there is said to be intelligence and emotion behind their sullen,
mechanical eyes.

Since the fall of Memnarch, many myr continued to fulfill their


duties regardless of having no master while others simply shut
down to await commands that would never come. Some
developed consciousness and free will.

At the start of the Phyrexian invasion, many myr were adapted to


the Phyrexian side and equipped with sinew grafts, ichor, and
necrogen. Those that weren't sometimes prove valuable, if
inadvertent allies to the rebllion.

M
M
M
M yrT
Myr
yr
yr
yr TTT
Traits
raits
raits
raits
raits
You have the following racial traits.
Creature Type. You are a Construct.
Size. You are Small (about 3-4 feet tall).
Speed. Your walking speed is 30 feet.
Life Span. Myr can function indefinitely as long as they are
properly maintained. Being aged magically causes you to rust.
Built for Success. You can add a d4 to one attack roll, ability
check, or saving throw you make, and you can do so after seeing
the d20 roll but before the effects of the roll are resolved.
You can use this trait a number of times equal to your
proficiency bonus, and you regain all expended uses when you
finish a long rest.
Mechanical Nature. You have resistance to poison damage
and immunity to disease, and you have advantage on saving
throws against being poisoned. You don't need to eat, drink, or
breathe.
Natural Armor. While you aren't wearing armor, your base
Armor Class is 13 + your Dexterity modifier.
Repair. If the mending spell is cast on you, you can spend a Hit
Die, roll it, and regain a number of hit points equal to the roll plus
your Constitution modifier (minimum of 1 hit point).
Sleepless. You don't need to sleep, and magic can't put you to
sleep. You remain conscious during a long rest, though you must
still refrain from strenuous activity to gain the benefit of the rest.
Specialized Design. You have proficiency with two tools of
your choice.

Svetlin
Svetlin
SvetlinVelinov
Svetlin
Svetlin Velinov
Velinov
Velinov
Velinov
@velinov
@velinov
@velinov
@velinov
@velinov
^pan'g2:πook. 19
V
VVV
^vampyr.
Vaaaaam
m
mp
m
m ppp
piiiiir
rrr
re
eee
e
Vampires on New Phyrexia are created through necromancy. Like
everything else on the plane, they are partly made of metal; the
long claws of vampires are made of iron, and they often have
cables and metal pipes running along their skin.

There are clans of Vampires that live in the swamps of the


Mephidross; most often, they are Moriok humans who willingly
except the curse of vampirism to survive the Nim zombies there.

The most notable feature of New Phyrexia's vampires is that their


"fangs" are on their hands rather than in their mouth. Their
pointer and third fingers are clawed and can drain blood from
their victims.

V
VVV ampireT
Vampire
ampire
ampire
ampire TTT
Traits
raits
raits
raits
raits
You have the following racial traits.
Creature Type. You are an Undead.
Size. You are Medium or Small (choose when you select this
race).
Speed. Your walking speed is 30 feet, and you have a climbing
speed equal to your walking speed.
Life Span. Vampires don't age. You can't be aged magically.
Claws. You have sharp claws that you can use to make
unarmed strikes. When you hit with them, the strike deals 1d6 +
your Strength modifier piercing damage, instead of the
bludgeoning damage normal for an unarmed strike.
Darkvision. You can see in dim light within 60 feet of you as if
it were bright light and in darkness as if it were dim light. You
discern colors in that darkness as shades of gray.
Deathless Nature. You don't need to eat, drink, or breathe.
Vampiric Drain. As an action, you can make a special attack
with your Claws against a creature that isn't a Construct or
Undead. If the attack hits, it deals its normal damage, and you
gain temporary hit points equal to your proficiency bonus.
You can use this trait a number of times equal to your
proficiency bonus, and you regain all expended uses when you
finish a long rest.

Igor
Igor
IgorKieryluk
Igor
Igor Kieryluk
Kieryluk
Kieryluk
Kieryluk
@igorkieryluk
@igorkieryluk
@igorkieryluk
@igorkieryluk
@igorkieryluk
20 ^pan'g2:πook.
Jehan
JehanChoo
Jehan
Jehan
JehanChoo
Choo
Choo
Choo
@styloren
@styloren
@styloren
@styloren
@styloren

V
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The vedalken are blue-skinned humanoids with four arms and V
gills, in some cases lacking a nose or visible ears. They have a
VVV edalkenT
Vedalken
edalken
edalken
edalken TTT
Traits
raits
raits
raits
raits
natural curiosity and aptitude for artifice. You have the following racial traits.
Creature Type. You are a Humanoid.
The center of their culture was the city of Lumengrid, from which
Size. You are Medium (about 6-7 feet tall).
the Vedalken ruled over an empire that enslaved the Neurok
Speed. Your walking speed is 30 feet.
human tribes at the shores of the Quicksilver Sea. For a long
Amphibious. You can breathe air and water.
time, the Vedalken were ruled by the Synod, who considered
Origin Query. You have proficiency in the Investigation and
themselves servants of Mirrodin's guardian Memnarch. After
History skills.
Memnarch's fall, they were forced to reorganize themselves.
Central to this reorganization was the "Origin Query", the answer
Secondary Arms. You have two secondary arms below your
primary pair of arms. The secondary arms function like your
to the origin of the Vedalken race.
primary arms.
When New Phyrexia rose, Lumengrid was overtaken by the forces Tireless Precision. When you make an Intelligence
of Jin-Gitaxias. Many Vedalken fell prey to phyresis, their (Investigation) check or an ability check using a tool with which
distended brains looming over frail, but lethal and burr-pocked, you have proficiency, you can roll a d4 and add the number
bodies. Jin-Gitaxias and the Progress Engine turned the rolled to the ability check.
conquered vedalkens into a living research library and co-opted Vedalken Cunning. You have advantage on Intelligence,
many of their principles and materials, including their academic Wisdom, and Charisma saving throws against spells.
structure. Those few remaining have cast their lot with the
surviving Neurok in an attempt to survive.

^pan'g2:πook. 21
M
^ma'n.
agic
Magic functions on Phyrexia as it does in most other D&D
settings. The following chapter presents a feat and a number of S
SSS
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spells and magic items that are unique to Phyrexia and can be
used by characters in a campaign or adventure that features
The following section presents spells available for this setting.
Phyrexians.
The Spells table shows which class spell lists the spells appear
on, as well as that spell's level and school of magic. With your
PP
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na DM's permission, these spells might be available to you even if
they aren't on your class spell list (the Artificer class appears in
The Phyrexians perfect and improve upon everything, including Tasha's Cauldron of Everything). The spells are presented in
magic. At your DM's discretion, your character might discover the alphabetical order.
secrets of Phyrexian mana, perhaps as a forgotten tablet in a
Spells
Phyrexian lab or by studying a vial of glistening oil. A character
who discovers the secrets of Phyrexian mana obtains the Level Spell School Classes
following feat. The optional rules for feats are found in the Sheoldred's
Player's Handbook. 2nd Enchantment Bard, Cleric, Paladin
Edict
P
PPP hyrexianM
Phyrexian
hyrexian
hyrexian
hyrexian MM
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Mana
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3rd Carrion Call Conjuration Druid, Ranger
Artificer, Druid, Sorcerer,
Prerequisite: Spellcasting or Pact Magic 3rd Corrosive Gale Conjuration
Wizard
You can transform unexpended hit die into one spell slot as a Bard, Cleric, Paladin,
bonus action on your turn. This requires expending a number of 3rd Duress Enchantment
Wizard
hit die equal to 1 + the level of the spell slot created and taking
an amount of necrotic damage equal to one roll of each
Fuel for the Sorcerer, Warlock,
3rd Abjuration
Cause Wizard
expended die. This damage cannot be reduced or prevented in
any way. Your hit point maximum is reduced by the amount of Artificer, Cleric, Druid,
necrotic damage taken. The hit point reduction lasts until you 3rd Marrow Shards Transmutation Sorcerer, Warlock,
finish a long rest. The created spell slot must be of a level which Wizard
you can cast and no higher in level than 5th. The created spell
Postmortem Artificer, Cleric, Paladin,
slots vanish at the end of a short or long rest. 3rd Necromancy
Lunge Wizard
For example, if you are a 3rd-level cleric, you can create a 2nd
level spell slot by expending all three of your hit die. Because a 4th Hate Mirage Illusion Bard, Wizard
cleric has a d8 hit die, you would then take 3d8 necrotic damage, Unnatural
and your hit point maximum would be reduced by the amount of 5th Transmutation Artificer, Druid
Restoration
necrotic damage taken until you finish a long rest.

Isis
Isis
Isis
Isis
Isis
@isissangare
@isissangare
@isissangare
@isissangare
@isissangare
22 ^pan'g3:ma'n.
Carrion Call Fuel for the Cause
3rd-level Conjuration 3rd-level Abjuration
Casting Time: 1 action Casting Time: 1 reaction, which you take when a creature you
Range: 60 feet can see within 60 feet of you succeeds on an ability check or
Components: V, S, M (a vial of glistening oil, which the spell saving throw using a mental ability score
consumes) Range: 60 feet
Duration: Concentration, up to 1 hour Components: S
Duration: Instantaneous
You summon four phyrexian mites that appear in unoccupied
spaces that you can see within range. Each creature disappears You drain the mind and will of the triggering creature,
when it drops to 0 hit points or when the spell ends. repurposing its energy. The triggering creature must reroll the
d20 and use the lower roll. You then create one of the following
The summoned creatures are friendly to you and your effects:
companions. In combat, the summoned creatures share your
initiative count, but take their turn as a group immediately after One magic item of your choice within range regains an
yours. They obey any verbal commands that you issue to them expended charge.
(no action required by you). If you don't issue any commands to For 1 minute, one creature of your choice within range has
them, they defend themselves from hostile creatures, but advantage on Strength-based ability checks and Strength
otherwise take no actions. saving throws, and its weapon attacks deal 1d4 extra damage.
For 1 minute, one creature of your choice within range has
Corrosive Gale disadvantage on Constitution saving throws and Strength
3rd-level Conjuration saving throws.
Casting Time: 1 action
Range: 150 feet
Hate Mirage
4th-level Illusion
Components: V, S, M (a pinch of sulfur in a vial of rainwater)
Duration: Concentration, up to 1 minute Casting Time: 1 action
Range: 30 feet
Until the spell ends, acid falls like rain in a 40-foot-radius, 40-foot-
Components: V, S, M (a pinch of sand)
high cylinder centered on a point you can see within range. Until
Duration: Concentration, up to 1 minute
the spell ends, the area is lightly obscured.
You create an illusory duplicate of a creature of challenge rating 4
A creature in the area when you cast the spell or that enters the or lower that you can see within range. The duplicate appears in
spell's area for the first time on a turn must make a Constitution an unoccupied space within range, and disappears when it drops
saving throw, taking 4d6 acid damage on a failed save, or half as to 0 hit points or when the spell ends. The duplicate is a creature,
much damage on a successful one. partially real and formed from shadow stuff. The duplicate has all
the statistics of the creature it duplicates, except it has half the
Duress creature's hit point maximum and is a Construct. The duplicate
3rd-level Enchantment isn't sapient and doesn't know anything the original creature
Casting Time: 1 action knew.
Range: 60 feet
The duplicate is an ally to you and your companions. In combat,
Components: V, S
the duplicate shares your initiative count, but it takes its turn
Duration: Concentration, up to 1 minute
immediately after yours. It obeys your verbal commands (no
You attempt to interfere with a creature's knowledge of spells. action required by you). If you don't issue any, it takes the Dodge
One creature of your choice that you can see within range must action and uses its move to avoid danger.
make a Wisdom saving throw. On a failed save, you probe the
target's mind and learn what spells it knows or has prepared, if At Higher Levels. When you cast this spell using a spell slot of
any. For the duration, the target loses the ability to cast one of 5th level or higher, the challenge rating increases by 1 for each
those spells of your choice. slot level above 4th. Using a spell slot of 7th level or higher allows
you to create a second duplicate of either the same creature or
At the end of each of its turns, the target can repeat the Wisdom another creature within range.
saving throw, ending the spell on a success.

^pan'g3:ma'n. 23
Chris
ChrisRahn
Chris
Chris
Chris Rahn
Rahn
Rahn
Rahn
@chrisrahnart
@chrisrahnart
@chrisrahnart
@chrisrahnart
@chrisrahnart

Sheoldred's Edict
2nd-level Enchantment
Casting Time: 1 action
Marrow Shards Range: 120 feet
3rd-level Transmutation Components: V, S
Casting Time: 1 bonus action Duration: Instantaneous
Range: Self You issue a command of betrayal. Each Humanoid in a 20-foot-
Components: V, S radius sphere centered on a point you choose within range must
Duration: Instantaneous make a Wisdom saving throw. Any creature that can't be
You magically expel shards of bone from your body and launch charmed succeeds on this saving throw automatically. On a
them at nearby creatures. You take necrotic damage equal to one failed save, the target must use its reaction to make a melee
roll of your hit dice, which can't be reduced in any way. Then attack against a creature other than itself that you mentally
each creature in a 20-foot cone originating from you must make a choose.
Dexterity saving throw, taking 6d6 piercing damage on a failed
save, or half as much damage on a successful one.
Unnatural Restoration
5th-level Transmutation
Postmortem Lunge Casting Time: 1 hour
3rd-level Necromancy Range: Touch
Casting Time: 1 action Components: V, S, M (rare herbs worth at least 1,000 gp, which
Range: 60 feet the spell consumes, and a bit of copper)
Components: V, S Duration: Instantaneous
Duration: Instantaneous You touch a dead humanoid or a piece of a dead humanoid.
This spell causes the corpse of a creature within range to animate Provided that the creature has been dead no longer than 10 days,
for one final attack. You cause the corpse to make a weapon the spell forms a new body from the rare herbs and calls the soul
attack or unarmed strike against a creature other than itself to enter that body. If the target's soul isn't free or willing to do so,
within range that you mentally choose. The corpse uses the the spell fails.
statistics it used in life to make the attack. The reincarnated creature recalls its former life and
experiences. It retains the appearance and capabilities it had in
its original form, with the following exceptions:

The creature is a Plant.


The creature has vulnerability to fire damage.
As long as the creature spends at least 5 hours a day in direct
sunlight, it doesn't need to eat or drink.

24 ^pan'g3:ma'n.
Bladehold War-Whip
MAGIC
MAGIC
MAGIC ITEMS
ITEMS
ITEMS
^qxuun'k.
MAGIC
MAGIC ITEMS
ITEMS Weapon (Whip), Rare (Requires Attunement)
This whip made of magical energy splits in two, with weighted
The following section describes magic items that are likely to be hexgold plates at each end.
found during an adventure or campaign with Phyrexians. The Once on each of your turns when you attack with this magic
items are presented in alphabetical order. weapon using the Attack action, you can make one additional
attack with it as part of the same action.
Barbed Batterfist
Wondrous Item, Common Blade of Shared Souls
This gauntlet is made of metal spikes held together by magical Weapon (Greatsword, Longsword, Rapier, Scimitar, or
plating. Shortsword), Legendary (Requires Attunement)
You can use a barbed batterfist to make an unarmed strike. This hexgold blade leaves a fading illusory trail of self-dupicates
When you hit with it, the strike deals 1d6 + your Strength whenever it is moved.
modifier piercing damage, instead of the bludgeoning damage As an action while wielding this magic weapon, you can cast
normal for an unarmed strike. the true polymorph spell on yourself. When you cast this spell
this way, your new form can only be a creature that regards you
Batterskull as an ally and is within 120 feet of you, and the transformation
Wondrous Item, Legendary (Requires Attunement) lasts for 1 hour. The weapon can't be used this way again until
This helm covers the face and depicts a grotesque skull with the next dawn.
forehead plates and tusk-like growths around the jaws. While
wearing it, you gain a +3 bonus to AC, saving throws, initiative, Blinkmoth Serum
and to attack and damage rolls made with unarmed strikes. Potion, Uncommon
When you drink this potion, your Intelligence score changes to 21
Living Weapon. While not being worn, the batterskull becomes a
for 1 hour. The potion has no effect on you if your Intelligence is
creature with the statistics of a phyrexian germ, except it gains
equal to or greater than that score.
the benefits of the magic item as if it were wearing the item.
When the hour ends, you must succeed on a DC 15
While you are attuned to the batterskull, the creature is
Constitution saving throw or be afflicted with long-term madness
friendly to you and your companions. It understands your
(determined randomly or by the DM; see "Madness" in chapter 8
languages and obeys your spoken commands. If you issue no
of the Dungeon Master's Guide). The madness ends early if you
commands, the creature defends itself but takes no other
drink another blinkmoth serum. This viscous blue serum is
actions. In combat, the creature shares your initiative count, but
harvested from blinkmoths.
it takes its turn immediately after yours.
The creature reverts to its magic item form if it drops to 0 hit
points. While you are attuned to the batterskull, you can also
revert the creature to its magic item form by using an action
while touching it. When the creature becomes an item again, it
can't become a creature until the next dawn.

Tuan
Tuan
TuanDuong
Tuan
Tuan Duong
DuongChu
Duong
Duong Chu
Chu
Chu
Chu
@duongct
@duongct
@duongct
@duongct
@duongct
^pan'g3:ma'n. 25
Dragonwing Glider Infested Fleshcutter
Wondrous Item, Very Rare Weapon (Greatsword, Longsword, Scimitar), Legendary (Requires
Attunement)
This glider is made from a dragon's wings held together with
hexgold plates. You can use it to fly, provided your weight This blade is made of the porcelain bone material of Elesh Norn's
(including whatever you are wearing or carrying) doesn't exceed machine army, with flesh-like decorations around the hilt.
300 pounds. It has a flying speed of 30 feet, and you must use two You gain a +2 bonus to attack and damage rolls made with this
hands to control its movement. magic weapon.
The glider has a 14-foot wingspan, and weighs 25 pounds. The infested fleshcutter has 5 charges, and regains 1d4 + 1
expended charges daily at dawn. When you hit with a melee
Glimmer Lens attack using it, you can expend 1 charge to summon a phyrexian
Wondrous Item, Common mite from it. The creature appears in an unoccupied space within
5 feet of you. The creature is friendly to you and your
This contraption attaches to your shoulders and extends a
companions. In combat, the creature shares your initiative count,
mechanical arm that holds a magical light source. While
but it takes its turn immediately after yours. It understands your
extended, it casts bright light in a 60-foot cone and dim light for
languages and obeys your spoken commands. If you issue no
an additional 60 feet. As an action, you can retract or extend the
commands, the creature defends itself but takes no other
arm.
actions. It disappears after 1 minute or when it drops to 0 hit
Hexgold Armor points.
Armor (Any), Uncommon
Mindsplice Apparatus
Hexgold is made from the plates of the glimmervoid treated with Wondrous Item, Very Rare (Requires Attunement)
blinkmoth serum.
The mindsplice apparatus is a device that covers the eyes and
While wearing this armor, you have advantage on saving
injects them with blinkmoth serum.
throws you make to avoid the effects of phyresis.
The mindsplice apparatus has 6 charges, and regains 1d4 + 3
Hexgold Weapon expended charges daily at dawn. As an action while wearing it,
you can expend 1 or more charges to cast one of the following
Melee Weapon (Any), Rare
spells from it: augury (2 charges), clairvoyance (3 charges),
Hexgold is made from the plates of the glimmervoid treated with divination (4 charges), find traps (2 charges), locate animals or
blinkmoth serum. plants (2 charges), locate creature (4 charges), locate object (2
When you hit a Phyrexian with a melee attack using this charges).
weapon, the attack is a critical hit.
Necrogen (Vial)
Ichormoon Gauntlet Wondrous Item, Uncommon
Wondrous Item, Artifact (Requires Attunement)
Necrogen is a corrosive substance found in the Dross Pits of New
This gauntlet was created and used by the planeswalker Tamiyo Phyrexia. It can be found as a corrosive gas or a liquid, and is
after her compleation. It consists of many fingers that ends in responsible for the creation of the Nim, Phyrexia's zombies.
various surgical tools and connects to the host via many tiny
cables. Gas. As an action, you can throw the vial at a point you can see
The gauntlet can hold 12 charges, but has 0 charges when within 20 feet, shattering it on impact. It creates 10-foot radius
found. Whenever a spell is cast within 60 feet of the gauntlet sphere of necrogen gas centered on that point. The gas spreads
while you are wearing it, it regains 1 charge. As an action while around corners. It lasts for 10 minutes or until strong wind
wearing the gauntlet, you can use the charges in one of the disperses it. Its area is lightly obscured.
following ways: When a creature enters the gas for the first time on a turn or
starts its turn there, that creature must succeed on a DC 10
You can use your action and expend 1 charge to cause Constitution saving throw or take 1d6 acid damage.
another magic item of your choice within 60 feet of you to
regain an expended charge. Liquid. As an action, you can splash the contents of this vial onto
Whenever a creature within 60 feet of you makes an ability a creature within 5 feet of you or throw the vial up to 20 feet,
check or saving throw, you can use your reaction and expend shattering it on impact. In either case, make a ranged attack
1 charge to give that creature your choice of advantage or against a creature or object, treating the necrogen as an
disadvantage on the roll. improvised weapon. On a hit, the target takes 2d6 acid damage.
You can use your action and expend 12 charges to cast the
A creature reduced to 0 hit points by necrogen (liquid or gas)
time stop spell. When you cast this spell this way, you can
dies. It rises the following turn as a zombie. It hostile to all
choose any number of allies within 60 feet of you to be
creatures.
unaffected by it. Casting this spell this way doesn't cause the
gauntlet to gain a charge.

26 ^pan'g3:ma'n.
Phyrexian Grimoire Staff of the Storyteller
Wondrous Item, Rare (Requires Attunement by a Wizard) Staff, Artifact (Requires Attunement by a Spellcaster)
This thick tome's pages are made from flesh and bound in an This gnarled and spiked wooden staff is the staff of Thrun, the
assortment of tessellated metal bits. When found, the book last troll of New Phyrexia.
contains the following spells, which are wizard spells for you Limited Magic Immunity. While holding this staff, you can't
while you are attuned to the book: animate dead, create undead, be affected or detected by spells of 6th level or lower unless you
gentle repose, speak with dead, phyrexian rebirth,* postmortem wish to be. You have advantage on saving throws against all
lunge,* unnatural restoration.* It functions as a spellbook for you. other spells.
While you are holding the book, you can use it as a spellcasting Dead Men Tell Tales. As an action while holding this staff, you
focus for your wizard spells. can cause the spirit of one corpse you can see within 60 feet of
you to rise as a ghost. It appears in its corpse's space and
* These spells appear in chapter 3. disappears after 1 hour or when it drops to 0 hit points. You gain
no special power over the ghost, but it is friendly to you and your
Skullbomb companions and will attempt to defend you. The ghost will
Wondrous Item, Rare answer any question you ask of it to the best of its ability, but
A skullbomb is an explosive created from the skull of a Phyrexian. knows only what it knew in life, including the languages it knew.
As an action, you can light the skullbomb and throw it at a point You can't use this property of the staff until you finish a short or
up to 60 feet away. The skullbomb explodes and produces an long rest.
effect in a 5-foot radius sphere centered on that point. An
unwilling creature in the sphere can make a DC 12 Dexterity Sword of Forge and Frontier
saving throw to avoid the effects of the skullbomb. The effect is Weapon (Longsword), Artifact (Requires Attunement)
determined by the skullbomb's sphere of origin. You gain a +2 bonus to attack and damage rolls made with this
magic weapon. While wielding it, you have a +2 bonus to AC, and
Origin Effect
you are immune to fire and poison damage.
Each creature in the sphere gains a flying When you hit with a melee attack using this weapon, you can
Fair Basilica
speed of 60 feet for 1 minute. cast one of the following spells from it: grasping vine, heat metal,
Each creature in the sphere is affected by the locate animals or plants, plant growth, spike growth.
Surgical Bay
banishment spell.
Tangleweave Armor
The corpse of each creature within the sphere Armor (Any), Very Rare (Requires Attunement)
Dross Pits is affected by the revivify or animate dead spell
(your choice). This armor is made from magical wooden roots that appear to be
rotting. While wearing it, you gain the following benefits:
Autonomous Each creature in the sphere takes 6d6 fire
Furnace damage. You have a +2 bonus to AC.
The Strength score of each creature in the You can move across difficult terrain made of plants without
Hunter Maze spending extra movement.
sphere is increased by 2 for 1 minute.
The ground in a 10-foot radius around you is overgrown with
plants and is difficult terrain for creatures other than you. The
Staff of Compleation radius moves with you.
Staff, Artifact (Requires Attunement by a Spellcaster) Your reach for melee attacks you make is 5 feet greater than
This staff appears to be made of metallic bone and has a horned normal.
skull fitted to its top. As an action while holding the staff, you can You have advantage on saving throws you make to avoid or
choose to take an amount of necrotic damage that cannot be end the prone condition.
reduced in any way to create one of the following effects:
Living Weapon. While not being worn, the armor becomes a
You regain one expended spell slot. You take 1d10 necrotic creature with the statistics of a phyrexian germ, except it gains
damage per level of the spell slot regained. the benefits of the magic item as if it were wearing the item.
You cast the finger of death spell. You take 7d8 necrotic While you are attuned to the armor, the creature is friendly to
damage. You can't cast this spell this way again until you you and your companions. It understands your languages and
finish a short or long rest. obeys your spoken commands. If you issue no commands, the
One creature of your choice within 60 feet of you creature defends itself but takes no other actions. In combat, the
automatically fails the next saving throw it makes within 1 creature shares your initiative count, but it takes its turn
minute using an ability score of your choice. You take 6d6 immediately after yours.
necrotic damage. The creature reverts to its magic item form if it drops to 0 hit
points. While you are attuned to the armor, you can also revert
the creature to its magic item form by using an action while
touching it. When the creature becomes an item again, it can't
become a creature until the next dawn.

^pan'g3:ma'n. 27
CREATURES
^φee'x.
This chapter presents a number of monsters and NPCs who can
Phyrexian Creatures
be found in New Phyrexia. The creatures in this bestiary are
organized alphabetically. The Phyrexian Creatures table below Creature Creature Type CR
lists every creature in this chapter, along with that creature's type Annex Sentry Construct 4
and challenge rating (CR). A few creatures are gathered under a
group heading; for example, the Praetors section presents stat
Archfiend of the Dross Fiend (Demon) 13
blocks for the five Phyrexian Praetors, and those stat blocks are Aspirant Humanoid 2
presented alphabetically within that section.
Atmosphere Surgeon Humanoid 2
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lock
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Blinkmoth Beast 0
This chapter is a companion to the Monster Manual and adopts a
similar presentation. If you are unfamiliar with the monster stat Blightbelly Rat Beast 0
block format, please read the introduction of the Monster Manual
Cankerbloom Plant 1
before proceeding further. That book explains stat block
terminology and gives rules for various monster traits, Chrome Prowler Construct 1/4
information which isn't repeated here.
Contagious Vorrac Monstrosity 2
U
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Attacks
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agic Contaminator Monstrosity 8
In this section you will find some weapons and spellcasting that Copper Longlegs Monstrosity 3
function in atypical ways. These exceptions are features of a stat Crawling Chorus Aberration 1
block and represent how a particular creature uses weapons and
casts spells; these exceptions have no effect for how weapons Defiler of Flesh* Monstrosity ??
and spells function for someone else. Evolved Spinoderm Beast 6
M
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Meeting
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Prerequisites
rerequisites
rerequisites
rerequisites
rerequisites Eye of Malcator Construct 1

If a stat block contains the name of a race or class in the Fleshless Gladiator Undead 5
creature's name or in parentheses under the name, the creature Forgehammer Centurion Humanoid (Fighter) 1/2
is considered a member of that race or class for the purpose of
meeting prerequisites for magic items and abilities.
Furnace Strider Monstrosity 7
Gitaxian Raptor Beast 1/8
Glistener Elf Humanoid (Elf) 1/2
Glistener Seer Humanoid 2
Hivemaster Humanoid 5
Ichorplate Golem Construct 5
Incisor Glider Construct 1
Kuldotha Cackler Monstrosity 1
Mandible Justicar Aberration 5
Masticore Construct 4
Meldweb Curator (Wizard) Humanoid 5
Mercurial Spelldancer Monstrosity 1
Mite Overseer Monstrosity 8
Myr Construct 1
Necrotitan Monstrosity 15
Norn's Choirmaster Celestial 10
Oil-Gorger Troll Giant 4
Paladin of Predation Monstrosity 9
Richard
Richard
RichardWhitters
Richard
Richard Whitters
Whitters
Whitters
Whitters
@richardwhitters
@richardwhitters
@richardwhitters
@richardwhitters
@richardwhitters
28 ^pan'g4:φee'x.
Phyrexian Creatures (Cont'd)
Creature Creature Type CR
Phyrexian Germ Monstrosity 0
Phyrexian Mite Monstrosity 1/8
Phyrexian Tyrranax Monstrosity 16
Plague Nurse Humanoid (Cleric) 2
Porcelain Zealot Monstrosity 2
Praetors
Elesh Norn Monstrosity 20
Jin-Gitaxias Monstrosity (Artificer) 16
Sheoldred Monstrosity 18
Urabrask Monstrosity 18
Vorinclex Monstrosity 18
Rotpriest Humanoid (Druid) 2
Scrapgorger* Monstrosity ??
Scraptrap Monstrosity 5
Seven Steel Thanes
Azox-Azog* Fiend ??
Kraynox* Monstrosity ??
Roxith* Construct ??
Thrissik* Monstrosity ??
Vishgraz* Undead ??
Vraan* Undead ??
Sheoldred's Headcleaver Humanoid 3
Sinew Dancer Humanoid 1/4
Skirge Fiend 1
Skitterfang Construct 1/2
Skulldweller Monstrosity 1/8
Soulless Jailer Construct 6
Squealstoke Humanoid (Goblinoid) 1/4
Syphoner Monstrosity 1/8
Vivisection Evangelist Monstrosity 7
Watchful Blisterzoa Aberration 1
Yawgmoth Celestial 30

* This stat block is not yet available. Please check back at a later
date for updates to this book.

Joseph
Joseph
JosephMeehan
Joseph
Joseph Meehan
Meehan
Meehan
Meehan
@meehanjo
@meehanjo
@meehanjo
@meehanjo
@meehanjo
^pan'g4:φee'x. 29
David
DavidAstruga
David
David
David Astruga
Astruga
Astruga
Astruga
@davidastruga
@davidastruga
@davidastruga
@davidastruga
@davidastruga

Annex Sentry
Large Construct (Phyrexian), Lawful Neutral

Armor Class 15 (natural armor)


Hit Points 76 (9d10 + 27)
Speed 40 ft.

STR DEX CON INT WIS CHA


19 (+4) 8 (-1) 16 (+3) 13 (+1) 18 (+4) 10 (+0)

Skills Perception +6, Insight +6


Senses truesight 60 ft., passive Perception 8
Languages Phyrexian
Challenge 4 (1,100 XP)
Proficiency Bonus +2

Unreadable Face. The sentry is immune to any effect that A


A
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ry
ry
ry
ry
would sense its emotions or read its thoughts. Wisdom
(Insight) checks to ascertain the sentry's intentions or There’s never a need to change the watch, for the
sincerity are made with disadvantage. servants of Norn are sleepless.
Unusual Nature. The sentry doesn't require air, food,
As Phyrexia's orthodoxy spreads, it doesn't just transform living
drink, or sleep.
things to its nature. Phyrexia also establishes Annexes, buildings
Actions converted to the purpose of Phyrexian religious practice,
incorporating them into the Phyrexian superstructure. Annexes
Multiattack. The sentry makes two Slam attacks. are led by chancellors, sentient and usually roughly humanoid
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one Phyrexian priests who have attained high rank in the Machine
target. Hit: 15 (2d10 + 4) bludgeoning damage, and the Orthodoxy's priesthood.
sentry can push the target 5 feet away if the target is Huge
or smaller. These annexes are guarded by the Annex Sentries, specialized
Phyrexians guards of the Orthodoxy. They are created to be
Crushing Grasp. Melee Weapon Attack: +6 to hit, reach 5
unreadable and ever vigilant, and are often repurposed in the
ft., one target. Hit: 36 (9d6 + 5) bludgeoning damage, and
the target is grappled (escape DC 15) if it is a Large or defense of the Fair Basilica as a whole.
smaller creature. Until the grapple ends, the target takes
36 (9d6 + 5) bludgeoning damage at the start of each of
the sentry's turns. The sentry can't make attacks while
grappling a creature in this way.

Reactions
Block the Path. When a creature enters a space within 5
feet of the sentry, the sentry makes a Slam attack against
that creature. If the attack hits, the target's speed is
reduced to 0 until the start of the sentry's next turn.

30 ^pan'g4:φee'x.
Lie
LieSetiawan
Lie
Lie
LieSetiawan
Setiawan
Setiawan
Setiawan
@liesetiawan
@liesetiawan
@liesetiawan
@liesetiawan
@liesetiawan

Archfiend of the Dross


Large Fiend (Phyrexian, Demon), Typically Neutral Evil

Armor Class 18 (natural armor)


Hit Points 184 (16d10 + 96)
Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA


21 (+5) 10 (+0) 22 (+6) 19 (+4) 12 (+1) 15 (+2)

Saving Throws Con +11, Int +9, Wis +6, Cha +7


Damage Resistances bludgeoning, piercing, and slashing
from nonmagical attacks
Damage Immunities poison
A
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Senses truesight 120 ft., passive Perception 11
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Languages Phyrexian, telepathy 120 ft.
Challenge 13 (10,000 XP)
Proficiency Bonus +5
“Live or die, you serve the Steel Thanes now.”
Magic Resistance. The archfiend has advantage on saving
The Dross Pits are home to all manner of Phyrexian horrors that
throws against spells and other magical effects.
serve the Seven Steel Thanes. One such thane is Azax-Azog, the
Demon Thane. A number of fiendish Phyrexians populate his
brood; among them the dreaded Archfiend. It inspires fear in all,
Actions
bringing doom upon its sinewy wings. Multiattack. The archfiend uses Spew Necrogen if it can.
It then makes three attacks: one with its Tentacles and two
with its Claw.

Tentacles. Melee Weapon Attack: +10 to hit, reach 5 ft.,


one target. Hit: 32 (5d10 + 5) piercing damage, and the
target is grappled (escape DC 15). Until this grapple ends,
the target is restrained, and the archfiend can't use its
Tentacles attack on another target.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 15 (3d6 + 5) slashing damage.
Spew Necrogen (Recharge 5–6). The archfiend spews
necrogen in a 15-foot cone originating from it. Each
creature in that area must succeed on a DC 15 Constitution
saving throw or be poisoned for 1 minute. A creature can
repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.

^pan'g4:φee'x. 31
Lauren
LaurenK.
Lauren
Lauren
Lauren K.
K.Cannon
K.
K. Cannon
Cannon
Cannon
Cannon
@navate
@navate
@navate
@navate
@navate

Aspirant
Medium Humanoid (Any Race), Any Non-Good
Alignment

Armor Class 12
Hit Points 33 (6d8 + 6)
Speed 30 ft.

STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
13 (+1)
CHA
14 (+2)
A
A
A
A
Assssspppppiiiiirrrrraaaaannnnnttttt
“Consider yourself lucky. Not everyone is granted the
Skills Deception +4, Persuasion +4, Religion +2 gift of compleation.”
Senses passive Perception 11
Languages Common —Rona, Sheoldred's Faithful
Challenge 2 (450 XP)
Proficiency Bonus +2 While the majority of Mirrans fight in rebellion against the
Phyrexians, there are those who agree with the philosophy of the
Compleation Fanatic. The aspirant has advantage on machines. These aspirants serve faithfully, hoping to be
saving throws against being charmed or frightened. While compleated. They must prove themselves to the Praetors before
the aspirant can see a Phyrexian or higher-ranking they are given the blessing.
phyrexian cultist, the aspirant is immune to the charmed
and frightened conditions. Because of their crazed loyalty to the cause without
phyrexianization, they are often used as sleeper agents,
Actions embedded on other planes to spread the knowledge of Phyrexia
Multiattack. The aspirant makes two melee attacks. and prepare the plane for the imminent invasion.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach


5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2)
piercing damage.
Spellcasting. The aspirant casts one of the following
spells, using Charisma as the spellcasting ability (spell
save DC 12).
2/day each: bane, command, dissonant whispers
1/day each: enhance ability, hold person

32 ^pan'g4:φee'x.
Campbell
CampbellWhite
Campbell
Campbell
Campbell White
White
White
White
@campbellwhite
@campbellwhite
@campbellwhite
@campbellwhite
@campbellwhite

Atmosphere Surgeon
Medium Humanoid (Phyrexian), Typically Lawful Evil

Armor Class 13 (natural armor)


Hit Points 27 (5d8 + 5)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 10 (+0) 13 (+1) 15 (+2) 12 (+1) 11 (+0)

Skills Medicine +3, Nature +4, Perception +3


Senses passive Perception 13
Languages Phyrexian, Vedalken
Challenge 2 (450 XP)
Proficiency Bonus +2

Wire-Flying. When encountered in its lair (see "The


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Surgical Bay" in chapter 1), the surgeon is connected to the
100-foot-high ceiling via cables and wires. As long as these It is Jin-Gitaxias’s deepest exasperation that any part of
cables remain intact, the surgeon can move in any his domain still requires maintenance.
direction, including up and down in the air. The cables can
be attacked and destroyed (AC 12; hp 10; immunity to fire, Atomsphere surgeons are specialized scientists of the Progress
psychic, and poison damage). If the cables are destroyed Engine who focus on maintaining the delicate "water" cycle of
while the surgeon is in the air, it falls if nothing is holding the Quicksilver sea. Though it appears like molten metal, it is an
it aloft. otherworldy fluid that has been mixed with glistening oil. The
surgeons ensure that liquid vats are maintained and no
Actions experiment jeopardizes the integrity of the Surgical Bay sphere.
Multiattack. The surgeon makes two Claw attacks.

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one


target. Hit: 4 (1d6 + 1) bludgeoning damage.
Alter Weather (1/day). The surgeon magically summons
a strong wind or heavy precipitation in a 1 mile area
around it (see "Wilderness Survival" in chapter 5 of the
Dungeon Master's Guide).
Spellcasting. The surgeon casts one of the following
spells, using Intelligence as the spellcasting ability (spell
save DC 12):
At will: druidcraft
2/day each: create or destroy water, fog cloud, gust of
wind, thunderwave
1/day: sleet storm

^pan'g4:φee'x. 33
Marta
MartaNael
Marta
Marta
Marta Nael
Nael
Nael
Nael
@martanael
@martanael
@martanael
@martanael
@martanael

ATR
ATR
ATRA
ATR
ATR A
AX
A
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A X
XA
X
X A
A
A
A

Atraxa Angelic Weapons. Atraxa's weapon attacks are magical.


When Atraxa hits with any weapon, the weapon deals an extra
Medium Monstrosity (Phyrexian, Angel), Lawful Evil
4d8 radiant damage (included in the attack).

Armor Class 17 (natural armor) Magic Resistance. Atraxa has advantage on saving throws
against spells and other magical effects.
Hit Points 136 (16d8 + 64)
Speed 30 ft., fly 90 ft.
Actions
Multiattack. Atraxa makes two melee attacks.
STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 17 (+3) 20 (+5) 20 (+5) Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant
damage.
Saving Throws Wis +9, Cha +9
Skills Insight +9, Perception +9 Corrupting Touch (3/Day). Atraxa touches another creature.
Damage Resistances radiant; bludgeoning, piercing, and If the target is a Phyrexian, it magically regains 20 (4d8 + 2)
slashing from nonmagical attacks hit points and is freed from any curse, disease, poison,
Damage Immunities poison blindness, or deafness. If the target isn't a Phyrexian, it takes
Condition Immunities charmed, exhaustion, frightened, 20 (4d8 + 2) necrotic damage.
poisoned Piercing Command (2/day). Atraxa casts command. Each
Senses darkvision 120 ft., passive Perception 19 creature within 120 feet of her that can hear her must succeed
Languages Common, Phyrexian on a DC 17 Constitution saving throw or take 18 (4d8) thunder
Challenge 10 (5,900 XP) damage.
Proficiency Bonus +4

34 ^pan'g4:φee'x.
Sam
SamBurley
Sam
Sam
Sam Burley
Burley
Burley
Burley
@samburley
@samburley
@samburley
@samburley
@samburley

B
BBB
Bllllliiiiinnnnnkkkkkm
m
mo
m
m o
ot
o
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th
h
hh
h
When dictated by blinkmoth migratory patterns, clouds of
tiny lights well up from Mirrodin’s core. Blinkmoth
Blinkmoths are tiny insects that glow in the night like fireflies
Tiny Beast, Unaligned
with an eerie, blue-white light. hey are the most basic and
perhaps most essential part of Mirrodin’s ecosystem, able to Armor Class 13
synthesize pure mana from metal and vice versa. Hit Points 1 (1d4 - 1)
Speed 0 ft., fly 40 ft.

STR DEX CON INT WIS CHA


Blinkmoth Serum 2 (-4) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 2 (-4)
When separated from a swarm, blinkmoths will eventually
hiss and pop. If your campaign or adventure uses the
Senses darkvision 60 ft., passive Perception 8
optional Downtime rules from Xanathar's Guide to
Languages —
Everything, the blue liquid they leave behind when they pop
Challenge 0 (0 or 10 XP)
can be collected as the ingredient for crafting blinkmoth
Proficiency Bonus +2
serum.
Illumination. The blinkmoth emits bright light in its space
and dim light in a 5-foot radius.

^pan'g4:φee'x. 35
Matt
MattStewart
Matt
Matt
Matt Stewart
Stewart
Stewart
Stewart
@matthewstewartillustration
@matthewstewartillustration
@matthewstewartillustration
@matthewstewartillustration
@matthewstewartillustration

Blightbelly Rat
Tiny Beast (Phyrexian), Unaligned

Armor Class 10
Hit Points 1 (1d4 - 1)
Speed 20 ft.
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lll ly R
lly
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Rat
at
at
at
at
“I have raised many of my own contenders for the
STR DEX CON INT WIS CHA Coliseum. This one will be fearsome one day, mark my
2 (-4) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 4 (-3)
words.”

Senses darkvision 30 ft., passive Perception 10 Mirrodin was meant to be a perfect, metallic plane, but even such
Languages — a shining plane could never be free of vermin. The rats that
Challenge 0 (0 or 10 XP) arrived here bred, and after their invasion of Phyrexia, they bred
Proficiency Bonus +2 more.

Blightbelly rats are distended vermin infected with both


Death Burst. When the rat dies, it explodes, and each
creature within 5 feet of it must succeed on a DC 10 glistening oil and necrogen. Strangely, like other rats on New
Dexterity saving throw or come into contact with Phyrexia, they seem to share a kind of hive mind, working
glistening oil (see "Compleated" in chapter 2). The together in unnatural coordination.
explosion leaves behind a 10-foot pool of glistening oil on
the ground.

Keen Smell. The rat has advantage on Wisdom


(Perception) checks that rely on smell.
Pack Tactics. The rat has advantage on an attack roll
against a creature if at least one of the rat's allies is within
5 feet of the creature and the ally isn't incapacitated.

Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 1 piercing damage plus 1 poison damage.

36 ^pan'g4:φee'x.
Nicholas
NicholasGregory
Nicholas
Nicholas
Nicholas Gregory
Gregory
Gregory
Gregory
@cosmicdaydreamstudio
@cosmicdaydreamstudio
@cosmicdaydreamstudio
@cosmicdaydreamstudio
@cosmicdaydreamstudio

Cankerbloom
Medium Plant (Phyrexian), Typically Neutral

Armor Class 14 (natural armor)


Hit Points 27 (5d8 + 5)
Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA


13 (+1) 12 (+1) 13 (+1) 2 (-4) 10 (+0) 6 (-2)

Skills Perception +4, Stealth +3


C
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m
m
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Damage Immunities poison
Condition Immunities blinded, deafened, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive
“For every one that falls, ten shall rise. The revelation Perception 14
of New Phyrexia is at hand.” Languages —
Challenge 1 (200 XP)
—Vorinclex, Voice of Hunger Proficiency Bonus +2

A cankerbloom is a kind of fungal Phyrexian, created in the Plant Camouflage. The cankerbloom has advantage on
Hunter Maze from a compleation process interrupted by the Dexterity (Stealth) checks it makes in any terrain with
lamina fungus that grows there. They aren't intelligent, but are ample obscuring vegetation.
extremely reactive to stimuli; any creature that comes too close is
attacked. The cankerbloom is often found in colonies, and if it Death Burst. When the cankerbloom dies, it explodes in a
burst of magical force. Each creature within 5 feet of it
feels threatened, it defends the colony by destroying itself and
must then make a DC 11 Dexterity saving throw. On a
any hostile magic it has encountered. failed save, the creature takes 9 (2d8) force damage, and
any spell of 3rd level or lower on the creature ends. A
nonmagical object that isn't being worn or carried also
takes the damage if it's in that area. A magic item in that
area has its properties and powers suppressed for 1
minute.
Unusual Nature. The cankerbloom doesn't require sleep.

Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 10 (2d8 + 1) bludgeoning damage.

Detonate. The cankerbloom reduces itself to 0 hit points.

^pan'g4:φee'x. 37
Maxime
MaximeMinard
Maxime
Maxime
Maxime Minard
Minard
Minard
Minard
@istrandar
@istrandar
@istrandar
@istrandar
@istrandar

Chrome Prowler
Medium Construct (Phyrexian), Unaligned

Armor Class 12
Hit Points 13 (3d8)
Speed 50 ft., climb 40 ft.

STR DEX CON INT WIS CHA


14 (+2) 15 (+2) 10 (+0) 10 (+0) 14 (+2) 7 (-2)

Skills Perception +4, Sleight of Hand +6, Stealth +6 C


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Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, It can catch a rat and perform a spinal tap with one
paralyzed, petrified, poisoned graceful swipe of its paw.
Senses passive Perception 14
Languages understands Phyrexian but can't speak Chrome Prowlers are compleated cats, likely taken from the
Challenge 1/4 (50 XP) former Razor Fields of New Phyrexia's surface. These cunning
Proficiency Bonus +2 constructs patrol the laboratories of the Surgical Bay, and wait
for the alert of eyes of Malcator or the watchful blisterzoa
Keen Hearing and Smell. The prowler has advantage on which signals unwanted guests.
Wisdom (Perception) checks that rely on hearing or smell.

Pounce. If the prowler moves at least 20 feet straight


toward a creature and then hits it with a claw attack on the
same turn, that target must succeed on a DC 12 Strength
saving throw or be knocked prone. If the target is prone,
the prowler can make one bite attack against it as a bonus
action.
Unusual Nature. The prowler doesn't require air, food,
drink, or sleep.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 4 (1d4 + 2) slashing damage.

38 ^pan'g4:φee'x.
Maxime
MaximeMinard
Maxime
Maxime
Maxime Minard
Minard
Minard
Minard
@istrandar
@istrandar
@istrandar
@istrandar
@istrandar

Contagious Vorrac
Large Monstrosity (Phyrexian), Unaligned

Armor Class 15 (natural armor)


Hit Points 42 (5d10 + 15)
Speed 40 ft.

STR DEX CON INT WIS CHA


C
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ac 17 (+3) 10 (+0) 16 (+3) 2 (-4) 7 (-2) 5 (-3)

Like all forest beasts, it lives by one rule: if there’s no Senses passive Perception 8
room to grow, make some. Languages —
Challenge 2 (450 XP)
Vorracs are large boars found in the Hunter's Maze, and are Proficiency Bonus +2
partially metal like all lifeforms on the plane. Before the
phyrexianization, they were tamed by the Vulshok humans of the Charge. If the vorrac moves at least 20 feet straight
Tangle as livestock. These voracious predators needed to eat toward a target and then hits it with a tusk attack on the
their weight in metal daily or be consumed by their inner fire. same turn, the target takes an extra 7 (2d6) slashing
Compleated vorrac no longer require food or drink, but this damage. If the target is a creature, it must succeed on a DC
hunger still drives them to hunt and kill. 13 Strength saving throw or be knocked prone.

Keen Smell. The vorrac has advantage on Wisdom


(Perception) checks that rely on smell.
Relentless (Recharges after a Short or Long Rest). If the
vorrac takes 10 damage or less that would reduce it to 0 hit
points, it is reduced to 1 hit point instead.
Unusual Nature. The vorrac doesn't require food or drink.

Actions
Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage. If the target is a
creature, it must succeed on a DC 13 Constitution saving
throw or be poisoned for 1 minute. The creature can repeat
the saving throw at the end of each of its turns, ending the
effect on itself on a success.

^pan'g4:φee'x. 39
Johann
JohannBodin
Johann
Johann
JohannBodin
Bodin
Bodin
Bodin
@yozartwork
@yozartwork
@yozartwork
@yozartwork
@yozartwork

Contaminator
Huge Monstrosity (Phyrexian), Unaligned

Armor Class 17 (natural armor)


Hit Points 168 (16d12 + 64)
Speed 50 ft.

STR DEX CON INT WIS CHA


23 (+6) 16 (+3) 18 (+4) 7 (-2) 14 (+2) 12 (+1)

Skills Perception +6, Stealth +7


Damage Immunities poison
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Condition Immunities poisoned
Senses darkvision 90 ft., passive Perception 16 “Even as they brought the beast down, they could feel its
Languages — poison working into their blood, altering their bodies,
Challenge 8 (3,900 XP) and filling their minds with the thrill of the eternal
Proficiency Bonus +4 hunt.”

Weak Spot. The contaminator has a soft underbelly that A contaminator is exactly what it sounds like; a Phyrexian
can be attacked. It has an AC of 20. When the underbelly monster that spreads the infection of phyresis. They are covered
takes damage, the contaminator takes double that in oxidized copper plates that protect a soft underbelly of
damage. glistening oil and other toxins. These hulking creatures were
created in the Hunter's Maze, and serve a terrible challenge for
Unusual Nature. The contaminator doesn't require food
any other creature trying to survive.
or drink.

Actions
Multiattack. The contaminator makes two Bite attacks.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one


target. Hit: 19 (3d8 + 6) piercing damage.
Oil Breath (Recharge 5–6). The contaminator exhales
acid in a 60-foot cone. Each creature in that line must
make a DC 16 Constitution saving throw. On a failed save, a
creature takes 39 (7d10) acid damage and comes into
contact with glistening oil (see "Compleated" in chapter
2). On a successful save, a creature takes half as much
damage and doesn't contact glistening oil.

40 ^pan'g4:φee'x.
Nicholas
NicholasGregory
Nicholas
Nicholas
Nicholas Gregory
Gregory
Gregory
Gregory
@cosmicdaydreamstudio
@cosmicdaydreamstudio
@cosmicdaydreamstudio
@cosmicdaydreamstudio
@cosmicdaydreamstudio

Copper Longlegs
Large Monstrosity, Unaligned

Armor Class 16 (natural armor)


Hit Points 45 (6d10 + 12)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 16 (+3) 14 (+2) 6 (-2) 12 (+1) 4 (-3)

Skills Stealth +7
Senses tremorsense 60 ft., passive Perception 11
Languages —
Challenge 3 (700 XP)
Proficiency Bonus +2

Spider Climb. The longlegs can climb difficult surfaces,


including upside down on ceilings, without needing to
make an ability check.

Actions
Multiattack. The longlegs makes two foreleg attacks and
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op
ppp
pp
ppp
pe
eee
er rL
rrr LLL
Lo
o
oo
on
n
nn
ng
g
gg
gl
lll
le
eee
eg
g
gg
gs
sss
s one bite attack.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one


Its webs are not true silk, but woven from thousands of target. Hit: 7 (1d8 + 3) piercing damage, and the target
delicate mycosynth strands. must make a DC 12 Constitution saving throw, taking 9
(2d8) poison damage on a failed save, or half as much
The copper longlegs is similar to the giant spider found in many damage on a successful one. If the poison damage reduces
other planes, but the nature of New Phyrexia has turned it into a the target to 0 hit points, the target is stable but poisoned
partly metallic creature. Rather than spin webs, it spins for 1 hour, even after regaining hit points, and is paralyzed
mycosynth, a dangerous material that accelerates the natural while poisoned in this way.
processes of the plane and turns organic flesh into metal. Foreleg. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage.
Mycosynth Web (Recharge 6). Ranged Weapon Attack:
+5 to hit, range 30/60 ft., one creature. Hit: The target is
restrained by mycosynth webbing. A creature restrained
by the webbing must make a DC 13 Constitution saving at
the end of each of its turns or be cursed by the mycosynth.
A cursed creature's type changes to Construct, as the
mycosynth turns parts of its flesh into inorganic metal.
The curse lasts until cured.
A restrained target can use its action to make a DC 13
Strength check, bursting the webbing on a success. The
webbing can also be attacked and destroyed (AC 13; hp 5;
immunity to bludgeoning, poison, and psychic damage).

^pan'g4:φee'x. 41
Michael
MichaelWalsh
Michael
Michael
MichaelWalsh
Walsh
Walsh
Walsh
@Mister_Walsh
@Mister_Walsh
@Mister_Walsh
@Mister_Walsh
@Mister_Walsh

Crawling Chorus
Small Aberration (Phyrexian), Typically Lawful Evil

Armor Class 12
Hit Points 21 (6d6)
Speed 15 ft.

STR DEX CON INT WIS CHA


7 (-2) 14 (+2) 10 (+0) 9 (-1) 12 (+1) 6 (-2)

Skills Perception +5
Damage Immunities psychic
C
CCC
Crrrrraw
aw
awl
aw
aw lll
liiiiin
n
ng
n
n gC
g
g
g CCC
Ch
h
hh
ho
o
oo
or
rrr
ru
u
uu
us
sss
s Senses passive Perception 15
Languages Common, Phyrexian
Challenge 1 (200 XP)
“We need not be swift. We are inexorable.” Proficiency Bonus +2
The Crawling Chorus is a horrifying Phyrexian abomination; a
number of humanoid creatures all compleated as a single Death Burst. When the chorus dies, 1d4 phyrexian mites
angular flesh creature held together by porcelain bone. The faces
crawl out of its corpse (statistics found later in this
chapter).
of all constituent creatures are amalgamated on the front of the
new creature. They chant in unison a maddening oration that Inexorable Chant. The chorus chants maddeningly while
defies understanding. it can see any creature and isn't incapacitated. Each
creature that isn't a Phyrexian that starts its turn within 20
feet of the chorus and can hear the chant must succeed on
a DC 10 Wisdom saving throw or become frightened of the
chorus until the start of the chorus' next turn.
Multiheaded. The chorus can't be surprised, and it has
advantage on saving throws against being blinded,
charmed, deafened, stunned, and knocked unconscious.
Wakeful. While the chorus sleeps, at least one of its heads
is awake.

Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 16 (4d6 + 2) bludgeoning damage. If the
target is Medium or smaller, it is grappled (escape DC 10).
The chorus can have two creatures grappled this way.

42 ^pan'g4:φee'x.
Mathias
MathiasKollros
Mathias
Mathias
Mathias Kollros
Kollros
Kollros
Kollros
@guterrez
@guterrez
@guterrez
@guterrez
@guterrez

Coming Soon...
Translation in Progress

^txš: ?.
^koqšqle’yt: ?. D
D
D
D offfff F
Deeeeefffffiiiiillllleeeeerrrrr o
o
o
o FFFFllllleeeeesssssh
h
h
h
h
^zikl: ?.
“The sooner you join Phyrexia, the sooner you’ll forget
^nu’f: ^qpønč: təʁirt: ^natlč: your painful rebirth.”
^?(+?). ^?(+?). ^?(+?). ^?(+?).
—Sheoldred, the Whispering One
^ɣwi: ?.
^qẅrɬwi'g: ?. ^ǩaφa-φyrxɮɒ'ɣ-
^rukm: ?.
^ɮɒ’ɣ: ?.
^χanj: ?.
təʁirot.
^xwe-ɢnaɢɮronɣ-
^ɣwiǩažð:
^qipmt: ?. 'iţpənaan.
^čtəəčplčn.
^ɣwitwøǩx: ?.
^twøφt: ?.
^ɢʁičtx: ?.
^ʁums: ?.

^pan'g4:φee'x. 43
Svetlin
SvetlinVelinov
Svetlin
Svetlin
Svetlin Velinov
Velinov
Velinov
Velinov
@velinov
@velinov
@velinov
@velinov
@velinov

Evolved Spinoderm
Huge Beast (Phyrexian), Unaligned

Armor Class 17 (natural armor)


Hit Points 126 (11d12 + 55)
Speed 40 ft.

STR DEX CON INT WIS CHA


24 (+7) 9 (-1) 21 (+5) 3 (-4) 11 (+0) 6 (-2)

E
EEE
Evo
vo
volv
vo
vo lv
lve
lv
lv eee
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d
ddS
d SSS
Spppppiiiiinnnnno
o
od
o
o d
de
d
d eee
er
rrr
rm
m
mm
m Senses passive Perception 10
Languages —
“We do not need beakers and vials to test our predators.” Challenge 6 (2,300 XP)
Proficiency Bonus +3
—Vorinclex, Voice of Hunger
Barbed Hide. At the start of each of its turns, the
The spinoderm is a giant rhinoceros-like creature covered in spinoderm deals 5 (1d10) piercing damage to any creature
spines. It has a long elephantine trunk that it uses to spray grappling it.
glistening oil. This creature is found in Hunter's Maze, attacking
Trampling Charge. If the spinoderm moves at least 20
Mirran rebels and other Phyrexians without discrimination. feet straight toward a creature and then hits it with a
Spines attack on the same turn, that target must succeed
on a DC 18 Strength saving throw or be knocked prone. If
the target is prone, the spinoderm can make one Stomp
attack against it as a bonus action.
Unusual Nature. The spinoderm doesn't require food or
drink.

Actions
Spines. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 25 (4d8 + 7) piercing damage.

Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one


prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.
Spew Oil (Recharge 6). The spinoderm covers a 5-foot
square section of wall or floor within 60 feet of it in
glistening oil (see "Compleated" in chapter 2).

44 ^pan'g4:φee'x.
Jason
JasonA.
Jason
Jason
JasonA.A.A.
A.Engle
Engle
Engle
Engle
Engle
@jason_engle
@jason_engle
@jason_engle
@jason_engle
@jason_engle

Eye of Malcator
Tiny Construct, Unaligned

Armor Class 13
Hit Points 13 (3d4 + 6)
Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA


E
EEE offfff M
Eyyyyyeeeee o
o
o
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M
M
Maaaaalllllcccccat
at
ato
at
at o
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3 (-4) 16 (+3) 14 (+2) 10 (+0) 17 (+3) 7 (-2)

Saving Throws Wis +2


Each of the Gitaxian sectives watches the others, looking Skills Perception +5, Stealth +5
for any hint of imperfection. Damage Immunities poison
Condition Immunities poisoned, prone
Malcator is the purity overseer, a sective within Jin-Gitaxias'
Senses darkvision 60 ft., passive Perception 14
progress engine. His watchers and eyes are metallic constructs Languages understands Phyrexian but can't speak
that he uses to protect the layer from other Phyrexian factions Challenge 1 (200 XP)
and outsiders. They keep him, and Jin-Gitaxias himself, informed Proficiency Bonus +2
of all the goings-on throughout the layer.
False Object. If the eye is motionless at the start of
combat, it has advantage on its initiative roll. Moreover, if
a creature hasn't observed the eye move or act, that
creature must succeed on a DC 15 Wisdom (Perception)
check to discern that the eye is animate.

Actions
Eye Ray. The eye shoots a beam of light at a target it can
see within 60 feet of it. The target must succeed on a DC 12
Dexterity saving throw or take 10 (3d6) radiant damage.

Bonus Actions
Detect. The eye makes a Wisdom (Perception) check.

^pan'g4:φee'x. 45
Konstantin
KonstantinPorubov
Konstantin
Konstantin
KonstantinPorubov
Porubov
Porubov
Porubov
@ikostya
@ikostya
@ikostya
@ikostya
@ikostya

Fleshless Gladiator
Medium Undead (Phyrexian), Any Non-Good Alignment

Armor Class 17 (natural armor, shield)


Hit Points 112 (15d8 + 45)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2)

Saving Throws Str +7, Dex +5, Con +6


Skills Athletics +10, Intimidation +5
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages understands Phyrexian and all languages it
FFFFFllllleeeeesssssh
h
hl
h
h lll
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es
sss
ss sG
sss G
G
G
Glllllaaaaadddddiat
iat
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iat
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spoke in life but can't speak
Challenge 5 (1,800 XP) What she lacks in skin she makes up in swagger.
Proficiency Bonus +3
Fleshless Gladiators are a Phyrexian design favored by the Seven
Steel Thanes for its notoriety in Sheoldred's arena. They combine
Brave. The gladiator has advantage on saving throws
the prowess of experienced fighters with the untiring benefits of
against being frightened.
undeath.
Actions
Multiattack. The gladiator makes three melee attacks or
two ranged attacks.

Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one


target. Hit: 13 (2d8 + 4) slashing damage.
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the
target is a Medium or smaller creature, it must succeed on
a DC 15 Strength saving throw or be knocked prone.

Reactions
Parry. The gladiator adds 3 to its AC against one melee
attack that would hit it. To do so, the gladiator must see
the attacker and be wielding a melee weapon.

46 ^pan'g4:φee'x.
Vladimir
VladimirKrisetskiy
Vladimir
Vladimir
Vladimir Krisetskiy
Krisetskiy
Krisetskiy
Krisetskiy
@bopchara
@bopchara
@bopchara
@bopchara
@bopchara

Forgehammer Centurion
Medium Humanoid (Phyrexian, Fighter), Typically
Chaotic Neutral

Armor Class 13 (natural armor)


Hit Points 16 (3d8 + 3)
Speed 30 ft.

STR DEX CON INT WIS CHA


13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 11 (+0)

Skills Athletics +3, Perception +2


FFFFFo
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or
o
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rg ggg
ge eee
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ham
ha
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m m
mm mm
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Senses passive Perception 12
Languages Phyrexian
C
CCC
Ceeeeennnnntttttuuuuurrrrriiiiio
o
on
o
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n
n
n
Challenge 1/2 (100 XP)
Proficiency Bonus +2

“To dance to the music of Juex, leap like the flickering Heated Body. A creature that hits the centurion with a
flame and hit like the hammer.” melee attack while within 5 feet of it takes 3 (1d6) fire
damage. At the start of its turn, the centurion deals 3 (1d6)
The Forgehammer Centurions are leaders of the Quiet Furnace's fire damage to any creature grappling it or that it is
defenses, protecting the surface mountains from intruders and grappling.
defending the Kuldotha entrance that leads deeper into the core.
They fight alongside other Phyrexianized guards, inspiring them Formation Tactics. The centurion has advantage on
saving throws against being charmed, frightened,
into battle.
grappled, or restrained while it is within 5 feet of at least
one ally.

Actions
Warhammer. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 7 (1d10 + 2).

Reactions
Leadership. When an ally within 5 feet of the centurion
makes an attack roll or a saving throw, the centurion
directs the ally, granting advantage on the roll provided
the ally can hear and understand the centurion.

^pan'g4:φee'x. 47
Denis
DenisZhbankov
Denis
Denis
Denis Zhbankov
Zhbankov
Zhbankov
Zhbankov
@deniszhbankov
@deniszhbankov
@deniszhbankov
@deniszhbankov
@deniszhbankov

Furnace Strider
Huge Monstrosity (Phyrexian), Unaligned

Armor Class 15 (natural armor)


Hit Points 95 (10d12 + 30)
Speed 25 ft.
FFFFFuuuuurrrrrnac
nac
nace
nac
nac eS
eee SSS
Stttttrrrrriiiiidddddeeeeerrrrr
STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 16 (+3) 6 (-2) 12 (+1) 4 (-3) With the Quiet Furnace closed to all other factions,
Urabrask’s smiths were free to build anything their
Skills Stealth +8 creativity demanded.
Senses tremorsense 60 ft. (blind beyond this radius),
The furnace strider was created by Urabrask's Autonomous
passive Perception 11
Furnace with one purpose: to support other Phyrexians in the
Languages —
layer. These monstrosities, while not quick themselves, use a
Challenge 7 (2,900 XP)
Proficiency Bonus +3 specialized Phyrexian oil to quicken their allies.

Actions
Multiattack. The strider makes two foreleg attacks.

Foreleg. Melee Weapon Attack: +8 to hit, reach 5 ft., one


target. Hit: 19 (4d6 + 5) slashing damage.
Oil of Haste. The strider spews oil onto one creature other
than itself that it can see within 60 feet of it. That creature
gains the effects of the haste spell until the end of the
strider's next turn. When the effect ends, the target is not
affected by the normal lethargy of the haste spell and can
move and take actions as normal.

48 ^pan'g4:φee'x.
Maxime
MaximeMinard
Maxime
Maxime
Maxime Minard
Minard
Minard
Minard
@istrandar
@istrandar
@istrandar
@istrandar
@istrandar

Gitaxian Raptor
Small Beast (Phyrexian), Unaligned

Armor Class 12
Hit Points 7 (2d6)
Speed 10 ft., fly 60 ft.

G
G
G
G
Giiiiita
ta
tax
ta
ta x
xia
x
x ia
ian
ia
ia n
nnR
n R
R
R
Raaaaapppppttttto
o
or
o
o rrr
r
STR
6 (-2)
DEX
14 (+2)
CON
10 (+0)
INT
3 (-4)
WIS
14 (+2)
CHA
5 (-3)

Bored with the ruins of Lumengrid, it migrated to the Skills Perception +4


ruins of the Mephidross.
Damage Immunities poison
Birds and owls are favored subjects of the Progress Engine's Condition Immunities poisoned
Senses passive Perception 14
many experiments, since the small fliers make excellent scouts
Languages —
and spies. The raptor combines the predatory features of hawks
Challenge 1/8 (25 XP)
and eagles with the grace of silent owls, all wrapped up neatly in
Proficiency Bonus +2
a compleated Phyrexian form.

Flyby. The raptor doesn't provoke opportunity attacks


when it flies out of an enemy's reach.

Keen Sight. The raptor has advantage on Wisdom


(Perception) checks that rely on sight.
Reckless. At the start of its turn, the raptor can gain
advantage on all melee weapon attack rolls during that
turn, but attack rolls against it have advantage until the
start of its next turn.

Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) piercing damage.

^pan'g4:φee'x. 49
Steve
SteveArgyle
Steve
Steve
SteveArgyle
Argyle
Argyle
Argyle
@steveargyle
@steveargyle
@steveargyle
@steveargyle
@steveargyle

Glistener Elf
Medium Humanoid (Phyrexian, Elf), Typically Chaotic
Evil

Armor Class 15 (natural armor)


Hit Points 16 (3d8 + 3)
Speed 35 ft.

STR DEX CON INT WIS CHA


11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)
G
G
Gllllliiiiisssssttttteeeeennnnneeeeerrrrr E
G
G EEE
Elllllfffff
Skills Nature +4, Perception +5, Stealth +6, Survival +5
Senses darkvision 60 ft., passive Perception 15
“Beg me for life, and I will fill you with the glory of
Languages Elvish, Phyrexian Phyrexian perfection.”
Challenge 1/2 (100 XP) The Viridian elves of the former Tangle have been compleated by
Proficiency Bonus +2
Glissa into glistener elves, deadly hunters capable of spreading
the glistening oil. Glissa and her enforcers view themselves as
Copper Spikes. At the start of its turn, the elf deals 2 (1d4) "stewards" of the Hunter's Maze. She sees herself as encouraging
piercing damage to any creature grappling it or that it is the forest's natural state, which is predation. If anything gets in
grappling.
the way of the instinct to kill, she removes it by force. The way to
Mask of the Wild. The elf can attempt to hide even when further the Great Work is to continue to accelerate the "natural
they are only lightly obscured by foliage, heavy rain, selection" process so that ever more powerful and deadly beings
falling snow, mist, and other natural phenomena. can emerge.
Siege Monster. The elf deals double damage to objects
and structures.

Actions
Multiattack. The elf makes two melee attacks or two
ranged attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,


one target. Hit: 5 (1d6 + 2) piercing damage. The sword is
coated with glistening oil (see "Compleated" in chapter 2).
Longbow. Ranged Weapon Attack: +4 to hit, ranged
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

50 ^pan'g4:φee'x.
Alix
AlixBranwyn
Alix
Alix
AlixBranwyn
Branwyn
Branwyn
Branwyn
@AlixBranwyn
@AlixBranwyn
@AlixBranwyn
@AlixBranwyn
@AlixBranwyn

Glistener Seer
Medium Humanoid (Phyrexian), Typically Lawful Evil

Armor Class 14 (natural armor)


Hit Points 52 (8d8 + 16)
Speed 30 ft.

STR DEX CON INT WIS CHA


8 (-1) 12 (+1) 14 (+2) 16 (+3) 15 (+2) 10 (+0)

G
G
Gllllliiiiisssssttttteeeeennnnneeeeerrrrr S
G
G SSS
Seeeeeeeeeerrrrr Saving Throws Int +5, Wis +4
Skills Arcana +5, Insight +4, Perception +4
“The oil is all-knowing. The trick is to ask the right Damage Resistances bludgeoning, piercing, and slashing
questions.” from nonmagical attacks
Senses passive Perception 14
Glistener Seers are former Neurok humans who have been Languages Common, Phyrexian
compleated with a single purpose: to divine. They use a Challenge 2 (450 XP)
combination of glistening oil and blinkmoth serum to peer into Proficiency Bonus +2
the future, attempting to give praetor Jin-Gitaxias an edge over
the other factions.
Actions
Eldritch Touch. Melee Spell Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) force damage.

Spellcasting. The seer casts one of the following spells,


using Intelligence as the spellcasting ability.
At will: guidance, message
2/day each: bless, detect thoughts
1/day each: augury, divination, find traps, locate object

Reactions
Foresight. When the seer or a creature it can see makes an
attack roll, a saving throw, or an ability check, the seer can
cause the roll to be made with advantage or disadvantage.

^pan'g4:φee'x. 51
Lie
LieSetiawan
Lie
Lie
Lie Setiawan
Setiawan
Setiawan
Setiawan
@liesetiawan
@liesetiawan
@liesetiawan
@liesetiawan
@liesetiawan

Hivemaster
Medium Humanoid (Phyrexian), Typically Neutral Evil

Armor Class 15 (natural armor)


Hit Points 102 (12d8+48)
Speed 0 ft., fly 60 ft. (hover)
H
H
H
H
Hiiiiivvvvveeeeema
ma
mas
ma
ma sss
st
ttt
te
eee
er
rrr
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STR DEX CON INT WIS CHA
From within its form, a single word echoed forth:
6 (-2) 16 (+3) 18 (+4) 12 (+1) 14 (+2) 15 (+2) “Devour.”
A hivemaster is a Phyrexian capable of spawning phyrexian
Condition Immunities blinded mites, small creatures that spread glistening oil. The hivemaster
Senses blindsight 120 ft. (blind beyond this radius), passive acts like a walking troop transport, holding its distance and
Perception 12 allowing the mites to continuously pour out onto the battlefield.
Languages Phyrexian It is normally found in the Dross Pits, and each of the Thanes
Challenge 5 (1,800 XP) fights tooth and nail for its patronage.
Proficiency Bonus +3

Actions
Toxic Touch. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature. Hit: 21 (4d8 + 3) necrotic damage. The touch
is coated in glistening oil (see "Compleated" in chapter 2).

Summon Mite. The hivemaster summons a phyrexian


mite from within its form (statistics found later in this
chapter). The mite is under the hivemaster's control. The
hivemaster can have no more than seven mites under its
control at one time.

52 ^pan'g4:φee'x.
Sam
SamWolfe
Sam
Sam
Sam Wolfe
WolfeConnelly
Wolfe
Wolfe Connelly
Connelly
Connelly
Connelly
@deadthicket
@deadthicket
@deadthicket
@deadthicket
@deadthicket

Ichorplate Golem
Medium Construct (Phyrexian), Neutral

Armor Class 9
Hit Points 93 (11d8 + 44)
Speed 30 ft.

STR DEX CON INT WIS CHA


19 (+4) 9 (-1) 18 (+4) 6 (-2) 10 (+0) 5 (-3)

Damage Immunities poison, psychic; bludgeoning,


piercing, and slashing from nonmagical attacks that
aren't adamantine
Condition Immunities charmed, exhaustion, frightened,
IIIIIccccch
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ho
h
h o
or
o
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pl
lll
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at
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paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands Phyrexian but can't speak
The Phyrexians waste nothing. The hollow masks and bodily Challenge 5 (1,800 XP)
forms of failed or defeated members of the Machine Orthodoxy Proficiency Bonus +3
can be assembled into an Ichorplate Golem, held together by the
glistening oil itself. These mindless servitors are used as guards Aura of Oil. Creatures within 120 feet of the golem has
and deterrents on the outskirts of the Basilica; or are abandoned disadvantage on saving throws against the effects of
to the surface where they hunt the surviving Mirrans. glistening oil and phyresis.
Immutable Form. The golem is immune to any spell or
effect that would alter its form.
Oiled Body. A creature that touches the golem or hits it
with a melee attack while within 5 feet of it comes into
contact with glistening oil ( see "Compleated" in chapter
2).
Unusual Nature. The golem doesn't require air, food,
drink, or sleep.

Actions
Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one


target. Hit: 13 (2d8 + 4) bludgeoning damage.

^pan'g4:φee'x. 53
Joe
JoeSlucher
Joe
Joe
JoeSlucher
Slucher
Slucher
Slucher
@joeslucher
@joeslucher
@joeslucher
@joeslucher
@joeslucher

Incisor Glider
Medium Construct (Phyrexian), Unaligned

Armor Class 16 (natural armor)


Hit Points 13 (3d8)
Speed 0 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 10 (+0) 1 (-5) 10 (+0) 3 (-4) IIIIInnnnnccccciiiiissssso
o
or
o
o rG
rrr G
G
G
Gllllliiiiidddddeeeeerrrrr
Damage Immunities poison, psychic “You think it’s creepy now? You should see how it eats.”
Condition Immunities blinded, charmed, frightened,
paralyzed, petrified, poisoned —Melira, the Living Cure
Senses blindsight 120 ft. (blind beyond this radius), passive
Perception 10 The incisor glider is a mindless construct of the Fair Basilica, used
Languages — simple to patrol the skies and attack any intruders or survivors it
Challenge 1 (200 XP) happens across. Unfortunately, it often gets lost in this endeavor,
Proficiency Bonus +2 winding up in any of other spheres. Despite being simple and
relatively harmless to other Phyrexians, its grotesque nature
Unusual Nature. The glider doesn't require air or sleep. inspires fear in non-compleated survivors and rebels.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 9 (2d6 + 2) piercing damage.

Horrific Feast. The glider feeds on the corpse of one


enemy within reach that died within the past minute. Each
enemy within 60 feet of the glider and able to see the
feeding must succeed on a DC 15 Wisdom saving throw or
be frightened of the glider for 1 minute. A creature can
repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature's
saving throw is successful or the effect ends for it, the
creature is immune to the glider's Horrific Feast for the
next 24 hours.

54 ^pan'g4:φee'x.
Maxime
MaximeMinard
Maxime
Maxime
Maxime Minard
Minard
Minard
Minard
@istrandar
@istrandar
@istrandar
@istrandar
@istrandar

Kuldotha Cackler
Large Monstrosity (Phyrexian), Unaligned

Armor Class 14 (natural armor)


Hit Points 45 (6d10 + 12)
Speed 50 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 14 (+2) 2 (-4) 12 (+1) 7 (-2)

Skills Perception +3
Senses passive Perception 13
K
K
K
K
Kuuuuullllldddddo
o
ot
o
o ttt ha C
tha
ha
ha
ha CCC
Cac
ac
ack
ac
ac k
kk
kl
lll
le
eee
er
rrr
r Languages —
Challenge 1 (200 XP)
You would laugh too if you just burned through a Proficiency Bonus +2
tyrranax’s stomach.
Heated Body. A creature that hits the cackler with a
The Kuldotha is the furnace-city entrance deeper into New melee attack while within 5 feet of it takes 3 (1d6) fire
Phyrexia, and Urabrask keeps it guarded from the other factions damage. At the start of its turn, the cackler deals 3 (1d6)
and praetors. Cacklers are compleated hyenas that stand guard fire damage to any creature grappling it or that it is
at the Kuldotha's gates and laugh maniacally when they spot grappling.
anyone trying to cross the threshold. Rampage. When the cackler reduces a creature to 0 hit
points with a melee attack on its turn, the cackler can take
a bonus action to move up to half its speed and make a
bite attack.
Unusual Nature. The cackler doesn't require food or
drink.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage, plus 3 (1d6) fire
damage.

Cackle (Recharge 6). The cackler casts hideous laughter


without requiring material components (spell save DC 13).

^pan'g4:φee'x. 55
Mike
MikeFranchina
Mike
Mike
Mike Franchina
Franchina
Franchina
Franchina
@sirfrancisdrake
@sirfrancisdrake
@sirfrancisdrake
@sirfrancisdrake
@sirfrancisdrake

Mandible Justiciar
Large Aberration (Phyrexian), Lawful Evil

Armor Class 15 (natural armor)


Hit Points 123 (13d10 + 52)
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 15 (+2) 18 (+4) 5 (-3) 12 (+1) 10 (+0)

Skills Perception +4, Stealth +5


Condition Immunities blinded, deafened
Senses blindsight 120 ft. (blind beyond this radius), passive
Perception 13
Languages Common, Phyrexian
Challenge 5 (1,800 XP)
Proficiency Bonus +3

Mindless Paeans. The justicar babbles norn's praises M


M
Maaaaannnnndddddiiiiibbbbbllllleeeee JJJJJuuuuussssstttttiiiiicccccia
M
M ia
iar
ia
ia rrr
r
while it can see any creature and isn't incapacitated. Each
creature that starts its turn within 20 feet of the justicar While one mouth feeds, the other chatters mindless
paeans of Elesh Norn’s glory.
and can hear the gibbering must succeed on a DC 10
Wisdom saving throw. On a failure, the creature can't take
reactions until the start of its next turn. During its turn, it This grotesque creature serves as an official punisher and
uses all its movement to move in a randomly determined
executioner for dissenters and heretics who fail to adhere to the
direction and makes a melee attack against a randomly
determined creature within its reach or does nothing if it Argent Etchings, be they members of the Machine Orthodoxy,
can't make such an attack. other Phyrexians, or outsiders. The creature is capable of speech,
but only speaks to extol Elesh Norn and quote her scriptures.
Unreadable Face. The justiciar is immune to any effect
that would sense its emotions or read its thoughts.
Wisdom (Insight) checks to ascertain the justicar's
intentions or sincerity are made with disadvantage.

Actions
Multiattack. The justiciar makes two Claw attacks.

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one


target. Hit: 22 (4d10 + 5) slashing damage. If the target is a
Huge or smaller creature, the justiciar can choose to
grapple the target instead of dealing damage. The
justiciar has two claws, each of which can grapple a
creature.

56 ^pan'g4:φee'x.
Zack
ZackStella
Zack
Zack
ZackStella
Stella
Stella
Stella
@zack_stella
@zack_stella
@zack_stella
@zack_stella
@zack_stella

Masticore
Large Construct (Phyrexian), Neutral

Armor Class 14 (natural armor)


Hit Points 68 (8d10 + 24)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


17 (+3) 16 (+3) 17 (+3) 7 (-2) 12 (+1) 8 (-1)

Damage Resistances bludgeoning, piercing, and slashing


from nonmagical attacks that aren't adamantine
Damage Immunities poison, psychic
Condition Immunities exhaustion, paralyzed, petrified,
poisoned
Senses darkvision 60 ft., passive Perception 11
Languages —
Challenge 4 (1,100 XP)
M
M
M
M
Maaaaassssstttttiiiiiccccco
o
or
o
o rrr
re
eee
e Proficiency Bonus +2

A masticore is a ferocious metallic lion-like beast similar to a First Strike. The masticore has advantage on initiative
manticore. While manticores are fleshy and flying, masticores
rolls.
are galvanized and grounded. Masticores usually have a stinging, Unusual Nature. The masticore doesn't require air, food,
barbed tail just like a manticore, but they also tend to have lines drink, or sleep.
of razor-like metal teeth.
Actions
Multiattack. The masticore makes one Sting and one Bite
attack or three Claw attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 6 (1d6 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage.
Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 6 (1d6 + 3) piercing damage plus 14 (4d6)
poison damage, and the target must succeed on a DC 14
Constitution saving throw or be poisoned for 1 minute. If it
fails the saving throw by 5 or more, the target is also
paralyzed while poisoned. The target can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success.

^pan'g4:φee'x. 57
Pavel
PavelKolomeyets
Pavel
Pavel
Pavel Kolomeyets
Kolomeyets
Kolomeyets
Kolomeyets
@pav327
@pav327
@pav327
@pav327
@pav327

Meldweb Curator
Medium Humanoid (Phyrexian), Typically Lawful Evil

Armor Class 14 (natural armor)


Hit Points 49 (11d8)
Speed 30 ft.

STR DEX CON INT WIS CHA


9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)

Saving Throws Int +6, Wis +4


Skills Arcana +6, History +6, Investigation +6
Senses passive Perception 16
Languages Common, Phyrexian, Vedalken
Challenge 5 (1,800 XP)
Proficiency Bonus +3
M
M
M
M
Meeeeellllldw
dw
dwe
dw
dw eee
eb bC
bbb CCC
Cuuuuurrrrrat
at
ato
at
at o
or
o
o rrr
r
“Imagine a giant room, like a library … except instead of
Immutable Form. The curator is immune to any spell or
books, it’s filled with body parts.”
effect that would alter its form.

Multiheaded. The curator can't be surprised, and it has


—Kara Vrist, resistance spymaster
advantage on Wisdom (Perception) checks.
Devised by subpraetor Grgur and grand metatect Unctus, the
Actions Meldweb is a series of quicksilver pools filled with the brains of
hundreds of vedalken and Neurok humans, all networked
Multiattack. The curator makes three Quicksilver Burst
attacks. together. The web is tended by Meldweb Curators who ensure the
connections remain stable and prevent individual brains from
Quicksilver Burst. Melee or Ranged Spell Attack: +6 to going mad due to their new existence. They are often
hit, reach 5 ft. or range 120 ft., one target. Hit: 19 (3d10 + 3) accompanied by a pair of Neurok or vedalken heads that serve as
necrotic damage. A creature reduced to 0 hit points by this assistants.
damage becomes stable.
Spellcasting. The curator casts one of the following spells,
using Intelligence as the spellcasting ability (spell save DC The Meldweb
14): The Meldweb can be represented by an Elder Brain, which
At will: message appears in Volo's Guide to Monsters and Mordenkainen
3/day each: calm emotions, hold person Presents: Monsters of the Multiverse.
Extract Brain. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one Large or smaller incapacitated creature. Hit: The
target takes 55 (10d10) piercing damage. If this damage
reduces the target to 0 hit points, the curator kills the
target by extracting its brain.

58 ^pan'g4:φee'x.
Marcela
MarcelaBolivar
Marcela
Marcela
Marcela Bolivar
Bolivar
Bolivar
Bolivar
@tropicalgloom
@tropicalgloom
@tropicalgloom
@tropicalgloom
@tropicalgloom

Mercurial Spelldancer
Medium Monstrosity (Phyrexian), Typically Lawful Evil

Armor Class 12
Hit Points 27 (6d8)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 15 (+2) 10 (+0) 16 (+3) 14 (+2) 12 (+1)

Skills Perception +4, Stealth +4


Senses passive Perception 14
Languages Phyrexian
Challenge 1 (200 XP)
Proficiency Bonus +2

M
M
M
M
Meeeeerrrrrcccccuuuuurrrrria
ia
ial
ia
ia lS
lll SSS
Spppppeeeeellllllllllda
da
dan
da
da n
nc
n
n ccc
ce
eee
er
rrr
r Cunning Action. On each of its turns, the spelldancer can
use a bonus action to take the Dash, Disengage, or Hide
“Never begin an experiment assuming you know what the action.
end result will be.”
Actions
—Unctus, Grand Metatect
Multiattack. The spelldancer makes two Claws attacks.

The spelldancer is a methodically designed compleated agent of Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
the Progress Engine. It uses a specialized Phyrexian oil to siphon target. Hit: 5 (1d6 + 2) piercing damage.
mana from its targets and replenish the magic and power of
other Progress Engine allies.
Reactions
Spelldance (Recharge 6). The spelldancer pulls energy
from a creature and redirects it towards its allies. After the
spelldancer hits a creature that isn't a Construct or Undead
with its Claws, it chooses an ally within 60 feet of it to gain
one of the following benefits:
● The ally regains one expended spell slot of 3rd level or
lower.
● The ally regains one use of a trait that can be used 2/day
or more.
● One of the ally's traits with Recharge 6 or Recharge 5-6
immediately recharges.

^pan'g4:φee'x. 59
Nestor
NestorOssandon
Nestor
Nestor
Nestor Ossandon
OssandonLeal
Ossandon
Ossandon Leal
Leal
Leal
Leal
@nezt
@nezt
@nezt
@nezt
@nezt

Mite Overseer
Medium Monstrosity (Phyrexian), Typically Lawful Evil

Armor Class 18 (natural armor)


Hit Points 127 (15d8 + 60)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 18 (+4) 11 (+0) 12 (+1) 14 (+2)

Skills Perception +4 M
M
Miiiiittttteeeee O
M
M O
O
O
Ovvvvveeeeerrrrrssssseeeeeeeeeerrrrr
Damage Resistances bludgeoning, piercing, and slashing
from nonmagical attacks The mites sniff out any potential interlopers. He handles
Damage Immunities poison the rest.
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 14 Mites make up a large bulk of invading Phyrexian forces for Elesh
Languages Phyrexian Norn; the overseer commands these creatures and ensures they
Challenge 8 (3,900 XP) attack with direction and unity, rather than chaos.
Proficiency Bonus +3

First Strike. The overseer and any phyrexian mites within


30 feet of it have advantage on initiative rolls.

Actions
Multiattack. The overseer makes two Armblade attacks.

Armblade. Melee Weapon Attack: +7 to hit, reach 5 ft.,


one target. Hit: 9 (1d10 + 4) slashing damage.
Summon Mites (Recharge 6). The overseer calls 1d4
phyrexian mites (statistics found later in this chapter). The
mites arrive in 1d4 rounds, and are under the overseer's
control. The overseer can have no more than eight mites
under its control at one time.

60
Wisnu
WisnuTan
Wisnu
Wisnu
Wisnu Tan
Tan
Tan
Tan
@wisnutan
@wisnutan
@wisnutan
@wisnutan
@wisnutan

Myr
Small Construct (Myr), any alignment

Armor Class 16 (natural armor)


Hit Points 32 (5d6 + 15)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 12 (+1) 16 (+3) 10 (+0) 14 (+2) 11 (+0)

M
M
M
M
Myyyyyrrrrr Skills Athletics +5, Perception +4, Survival +4
Damage Resistances poison
Senses passive Perception 14
“Myr will go where the work is. We always have. We Languages Common
always will.” Challenge 1 (200 XP)
—Urtet, Remnant of Memnarch Proficiency Bonus +2

Mechanical Nature The myr has advantage on saving


The myr are native inhabitant constructs of New Phyrexia's throws against being poisoned and is immune to disease.
plane, and resist the Phyrexians. You can learn more about the
myr in chapter 1. Sleepless. The mmyr doesn't require sleep, and magic
can't put it to sleep.

Actions
Multiattack. The myr makes two slam attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 6 (1d6 + 3) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach
5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing
damage.

Reactions
Repair (5/day). The myr regains 1d6 hit points.

^pan'g4:φee'x. 61
Johann
JohannBodin
Johann
Johann
JohannBodin
Bodin
Bodin
Bodin
@yozartwork
@yozartwork
@yozartwork
@yozartwork
@yozartwork

Necrotitan
Gargantuan Monstrosity (Phyrexian), Unaligned

Armor Class 17 (natural armor)


Hit Points 348 (24d20 + 96)
Speed 60 ft.

STR DEX CON INT WIS CHA


26 (+8) 10 (+0) 18 (+4) 3 (-4) 13 (+1) 8 (-1)

Saving Throws Con +9, Wis +6


Skills Perception +11, Stealth +5
Damage Immunities necrotic
Senses darkvision 120 ft., passive Perception 21
N
N
N
N
Neeeeecccccrrrrro
o
ot
o
o ttt
tiiiiita
ta
tan
ta
ta n
n
n
n
Languages —
Challenge 15 (13,000 XP) Some of Sheoldred’s goliaths spread the glory of
Proficiency Bonus +5 Phyrexia. Others just eat.
The necrotitan is an enormous Phyrexian horror engineered by
Berserk. When the necrotitan starts its turn with 100 hit
praetor Sheoldred. It is an incredible ravenous creature that
points or fewer, roll a d6. On a 6, the necrotitan goes
berserk. On each of its turns while berserk, the necrotitan dismantles and ingests the remains of other Phyrexians, losers in
moves to and attacks the nearest creature it can see. Once Sheoldred's arena, and any non-Phyrexian unlucky enough to
the necrotitan goes berserk, it continues to do so until it is cross its path.
destroyed or regains all its hit points.

Actions
Multiattack. The necrotitan makes two Claw attacks.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one


target. Hit: 21 (3d8 + 8) slashing damage plus 10 (3d6)
necrotic damage, and the target is grappled (escape DC
21).
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one
creature grappled by the necrotitan. Hit: 35 (6d8 + 8)
piercing damage. If the target is slain this way, the
necrotitan devours it, regaining 11 (2d10) hit points.

62 ^pan'g4:φee'x.
Jason
JasonA.
Jason
Jason
JasonA.A.A.
A.Engle
Engle
Engle
Engle
Engle
@jason_engle
@jason_engle
@jason_engle
@jason_engle
@jason_engle

Norn's Choirmaster
Medium Celestial (Phyrexian), Typically Lawful Evil

Armor Class 17 (natural armor)


Hit Points 136 (16d8 + 64)
Speed 30 ft., fly 90 ft.

STR DEX CON INT WIS CHA


18 (+4) 18 (+4) 18 (+4) 17 (+3) 20 (+5) 20 (+5)

Saving Throws Wis +9, Cha +9


Skills Insight +9, Perception +9
Damage Resistances radiant, necrotic; bludgeoning,
piercing, and slashing from nonmagical attacks
Condition Immunities blinded, charmed, exhaustion,
frightened
Senses blindsight 120 ft. (blind beyond this radius), passive
Perception 19
N
N
N
N
Noo
or
o
o rrr
rn
n
nn'''''s
n sC
sss CCC
Ch
h
hh
ho
o
oo
oiiiiir
rrr
rma
ma
mas
ma
ma sss
st
ttt
te
eee
er
rrr
r
Languages all
Challenge 10 (5,900 XP)
Proficiency Bonus +4
“Be not afraid of the holy chorus. Join in rapturous
harmony.” Angelic Weapons. The angel's weapon attacks are
magical.
Aloof and mysterious, Angels were rarely seen on Mirrodin. In the
war against the growing influence of Phyrexia, numerous angels First Strike. The angel has advantage on initiative rolls.
fought and died to halt the corruption. Several of these were
Magic Resistance. The angel has advantage on saving
captured and forcefully compleated by the Machine Orthodoxy.
throws against spells and other magical effects.
Everything in the Fair Basilica exists to reflect and extol Elesh
Norn, and former Mirran angels are no exception. Repurposed as Actions
Norn's honor guard, these angels sing with the voices of the
Multiattack. The angel makes two Glaive attacks.
ossified creatures embedded in their sinewy wings. They are
often accompanied by one or more crawling choruses who join Glaive. Melee Weapon Attack: +8 to hit, reach 10 ft., one
in the song. target. Hit: 9 (1d10 + 4) bludgeoning damage plus 18 (4d8)
radiant damage.
Inexorable Song (Recharge 5-6). Each enemy in a 15-foot
cube originating from the angel must make a DC 17
Wisdom saving throw. On a failed save, a creature takes 18
(4d8) psychic damage and is frightened of the angel until
the start of the angel's next turn. On a successful save, a
creature takes half as much damage and isn't frightened.
Each Phyrexian in that area gains 10 temporary hit points.

^pan'g4:φee'x. 63
Dave
DaveKendall
Dave
Dave
Dave Kendall
Kendall
Kendall
Kendall
@dave-kendall
@dave-kendall
@dave-kendall
@dave-kendall
@dave-kendall

Oil-Gorger Troll
Large Giant (Phyrexian), Typically Chaotic Evil

Armor Class 15 (natural armor)


Hit Points 84 (8d10 + 40)
Speed 30 ft.

STR
18 (+4)
DEX
13 (+1)
CON
20 (+5)
INT
7 (-2)
WIS
9 (-1)
CHA
7 (-2)
O
O
Oiiiiilllll-G
O
O -G
-G
-G
-Goo
or
o
o rrr
rg
g
gg
ge
eee
er rT
rrr TTT
Trrrrro
o
ol
o
o lll
ll
lll
l
Metal or flesh, it didn’t matter—seasoned with ichor, it
Skills Perception +2 all tasted so good.
Senses darkvision 60 ft., passive Perception 12
Languages Phyrexian, Troll Originally from another plane, most trolls disappeared from New
Challenge 4 (1,100 XP) Phyrexia long before the phyrexianization. Those that remained
Proficiency Bonus +3 lived in Tel-Jilad, the Tree of Tales, in the copper forest of the
Tangle. When the Phyrexians transformed the Tangle into the
Keen Smell. The troll has advantage on Wisdom Hunter's Maze, most of the remaining trolls were compleated.
(Perception) checks that rely on smell.
The oil-gorger troll is one such troll. It explores the spheres
Actions beyond the Hunter's Maze in search of glistening oil, the main
only ingredient of its ever-growing appetite.
Multiattack. The troll makes three attacks: one with its
Regenerating Bite and two with its Claws.

Regenerating Bite. Melee Weapon Attack: +7 to hit, reach


5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the
target is a Phyrexian or afflicted with phyresis, the troll
regains hit points equal to 10 plus the piercing damage
dealt.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage.

64 ^pan'g4:φee'x.
Lorenzo
LorenzoMastroianni
Lorenzo
Lorenzo
LorenzoMastroianni
Mastroianni
Mastroianni
Mastroianni
@lorenzomastroianni
@lorenzomastroianni
@lorenzomastroianni
@lorenzomastroianni
@lorenzomastroianni

Paladin of Predation
Huge Monstrosity (Phyrexian), Typically Chaotic Evil

Armor Class 18 (natural armor)


Hit Points 117 (18d8 + 36)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 10 (+0) 14 (+2) 11 (+0) 17 (+3) 13 (+1)

Saving Throws Con +6, Wis +7


Skills Intimidation +5
Senses passive Perception 13
P
PPP offfff P
Paaaaalllllaaaaadddddiiiiinnnnn o
o
o
o PPP
Prrrrreeeeedat
dat
datiiiiio
dat
dat o
on
o
o n
n
n
n Languages Phyrexian
Challenge 9 (5,000 XP)
The strategies and politics of the Vicious Swarm are as Proficiency Bonus +4
subtle as Vorinclex himself.
Four Arms. The paladin has four arms. It can grapple a
The paladin of predation is an adherent of Vorinclex's target while still wielding its greatsword.
philosophies, utterly devoted to survival of the biggest and
Trample Over. The paladin has advantage on attack rolls
strongest predators. It will attack to kill Phyrexians and non-
against creatures smaller than it.
Phyrexians alike.
Actions
Multiattack. The paladin makes two Greatsword attacks,
and it uses Toxic Splash.

Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft.,


one target. Hit: 10 (2d6 + 3) slashing damage plus Hit: 10
(3d6) acid damage.
Toxic Splash. The paladin flings corrosive acid from its
weapon onto one creature it can see within 60 feet of it.
The target must make a DC 15 Constitution saving throw.
On a failed save, the target takes 12 (2d8 + 3) acid damage,
and it is blinded until the start of the paladin's next turn.
On a successful save, the target takes half as much
damage and isn't blinded.

^pan'g4:φee'x. 65
Igor
IgorKieryluk
Igor
Igor
IgorKieryluk
Kieryluk
Kieryluk
Kieryluk
@igorkieryluk
@igorkieryluk
@igorkieryluk
@igorkieryluk
@igorkieryluk

Phyrexian Germ
Tiny Monstrosity (Phyrexian), Unaligned

Armor Class 12
Hit Points 1 (1d4 - 1)
Speed 30 ft.
P
PPP
Ph
h
hh
hy
yyy
yr
rrr
re
eee
ex
x
xx
xia
ia
ian
ia
ia n
nnG
n G
G
G
Geeeeerrrrrm
m
m
m
m
“Even your blade knows who will triumph here.”
STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 8 (-1) 5 (-3) 13 (+1) 4 (-3) —Atraxa, Grand Unifier
Senses darkvision 60 ft., passive Perception 13 Germs are tiny Phyrexian creatures grown in vats of glistening oil.
Languages — They are used in the creation of "living weapons." These artifacts
Challenge 0 (0 or 10 XP) function as normal weapons, but when left alone they awaken as
Proficiency Bonus +2 germs with mobility and aggression.

Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 1 piercing damage.

66 ^pan'g4:φee'x.
Oriana
OrianaMenendez
Oriana
Oriana
Oriana Menendez
Menendez
Menendez
Menendez
@orianamdz
@orianamdz
@orianamdz
@orianamdz
@orianamdz

Phyrexian Mite
Tiny Monstrosity (Phyrexian), Unaligned

Armor Class 12
P
PPP
Ph
h
hh
hy
yyy
yr
rrr
re
eee
ex
x
xx
xia
ia
ian
ia
ia n
nnM
n M
M
M
Miiiiittttteeeee Hit Points 5 (2d4)
Speed 30 ft., climb 30 ft.
“Remember, recruits: A Phyrexian's size is not a reliable
indicator of its threat level.” STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 10 (+0) 5 (-3) 13 (+1) 4 (-3)
—Kara Vrist, resistance spymaster
Though used extensively by the Machine Orthodoxy, mites are Skills Perception +3
unaligned phyrexian creatures that can be used as fodder for any
Senses darkvision 60 ft., passive Perception 13
of New Phyrexia's factions. They exist to spread the infection, and
Languages —
Challenge 1/8 (25 XP)
often appear alongside many others of their ilk.
Proficiency Bonus +2

Oblivious. The mite automatically fails saving throws.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 1 piercing damage plus 3 (1d6) poison damage.
The bite is coated with glistening oil (see "Compleated" in
chapter 2).

^pan'g4:φee'x. 67
Tuan
TuanDuong
Tuan
Tuan
Tuan Duong
DuongChu
Duong
Duong Chu
Chu
Chu
Chu
@duongct
@duongct
@duongct
@duongct
@duongct

Phyrexian Tyrranax
Huge Monstrosity (Phyrexian), Unaligned

Armor Class 16 (natural armor)


Hit Points 287 (25d12 + 125)
Speed 40 ft.

STR DEX CON INT WIS CHA


23 (+6) 12 (+1) 21 (+5) 2 (-4) 13 (+1) 8 (-1)

Senses passive Perception 11


Languages —
Challenge 16 (15,000 XP)
Proficiency Bonus +5
P
PPP
Ph
h
hh
hy
yyy
yr
rrr
re
eee
ex
x
xx
xia
ia
ian
ia
ia n
nnT
n TTT
Tyyyyyrrrrrrrrrraaaaana
na
nax
na
na x
x
x
x
While some predators specialize in speed, size, or deadly
Magic Resistance. The tyrranax has advantage on saving venom, the adaptive tyrranax see no need to limit
throws against spells and other magical effects.
themselves.
Trample. If the tyrranax moves into a smaller creature's
space, that creature must succeed on a DC 19 Strength Tyrranax are giant predatory reptiles similar to tyrannosaurus
saving throw or be knocked prone. rex. They roam the Hunter's Maze, dripping with glistening oil
and feeding on any lesser creature. Many consider them among
Unusual Nature. The tyrranax doesn't require food or
the apex predators of the Maze.
drink.

Actions
Multiattack. The tyrranax makes three attacks: one with
its bite, one with its claws, and one with its tail.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one


creature. Hit: 27 (6d6 + 6) piercing damage. The bite is
coated with glistening oil (see "Compleated" in chapter 2).
Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., one
target. Hit: 22 (3d10 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one
target. Hit: 33 (6d8 + 6) bludgeoning damage. If the target
is a creature, it must succeed on a DC 19 Strength saving
throw or be pushed up to 30 feet away from the tyrranax.

68 ^pan'g4:φee'x.
Marcela
MarcelaBol
Marcela
Marcela
Marcela Bol
Bolííívar
Bol
Bol var
var
íívar
var
@tropicalgloom
@tropicalgloom
@tropicalgloom
@tropicalgloom
@tropicalgloom

Plague Nurse
Medium Humanoid (Phyrexian), Typically Chaotic
Neutral

Armor Class 13 (natural armor)


Hit Points 27 (5d8 + 5)
P
PPP
Plllllag
ag
agu
ag
ag u
ue
u
u eN
eee N
N
N
Nuuuuurrrrrssssseeeee Speed 30 ft.

“Kill the weak so they can’t drag the strong down to STR DEX CON INT WIS CHA
their level. This is true compassion.” 10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
—Benzir, archdruid of Temple Might
Skills Medicine +8, Nature +3, Survival +5
Senses passive Perception 13
The Hunter's Maze is a place where only the strongest survive;
Languages Phyrexian
but evolution sometimes need nudging. Plague nurses tend to
Challenge 2 (450 XP)
the wounded members of the vicious swarm, often making slight Proficiency Bonus +2
adjustments to them to improve their chances in the Maze.

Actions
Plague Burst. Melee or Ranged Spell Attack: +5 to hit,
reach 5 ft. or range 90 ft., one target. Hit: 10 (2d6 + 3)
damage of a type chosen by the nurse: acid, necrotic, or
poison.

Spellcasting. The nurse casts one of the following spells,


using Wisdom as the spellcasting ability (spell save DC 13).
At will: druidcraft, mending, resistance, spare the dying
2/day each: cure wounds, enhance ability
1/day each: aid, lesser restoration

^pan'g4:φee'x. 69
Krharts
Krharts
Krharts
Krharts
Krharts
@krhart
@krhart
@krhart
@krhart
@krhart

Porcelain Zealot
Medium Monstrosity (Phyrexian), Typically Lawful Evil

Armor Class 13 (chain shirt)


Hit Points 27 (5d8 + 5)
Speed 30 ft.

P
PPP
Po
o
oo
or
rrr
rc
ccc
ce
eee
el
lll
la
aaa nZ
aiiiiin
n
n
n ZZZ
Zeeeeeaaaaalllllo
o
ot
o
o ttt
t STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
“There is a single, glorious truth, etched in the hearts of
the faithful. Join in unity, or be washed away.” Skills Persuasion +3, Religion +5
Senses passive Perception 13
Elesh Norn's rule over the Machine Orthodoxy is marked by a
Languages Common, Phyrexian
religious adherence to the Argent Etchings. Porcelain Zealots are
Challenge 2 (450 XP)
the priests of this religious rule, enforcing the will of Norn Proficiency Bonus +2
throughout the Fair Basilica and punishing the heresy of the
other Phyrexian factions.
Actions
Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5
ft. or range 20/60 ft., one target. Hit: 3 (1d6) bludgeoning
damage.

Spellcasting. The zealot casts one of the following spells


without requiring material components, using Wisdom as
the spellcasting ability (spell save DC 13):
At will: light, thaumaturgy
2/day: sanctuary
1/day each: dispel magic, lesser restoration, spirit
guardians

Bonus Actions
Divine Eminence (Recharge 5-6). Until the end of its
turn, the zealot's melee weapon attacks deal an extra 10
(3d6) necrotic damage to a target on a hit.

70 ^pan'g4:φee'x.
Martina
MartinaFackova
Martina
Martina
Martina Fackova
Fackova
Fackova
Fackova
@martinafackova
@martinafackova
@martinafackova
@martinafackova
@martinafackova

P
PPP
Praetors
raetors
raetors
raetors
raetors
ELESH
ELESH
ELESH
^'e NORN
NORN
NORN
lš-norn.
ELESH
ELESH NORN
NORN

Elesh Norn Actions


Medium Monstrosity (Phyrexian), Lawful Evil Multiattack. Elesh Norn makes three Claw attacks.

Armor Class 18 (natural armor) Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
Hit Points 208 (32d8 + 64) Hit: 15 (2d8 + 6) force damage plus 9 (2d8) radiant damage.
The claws are coated with glistening oil (see "Compleated" in
Speed 30 ft. chapter 2).
White Sun's Summons (Recharge 6). Elesh Norn magically
STR DEX CON INT WIS CHA summons 1d6 phyrexian mites (statistics found in this
22 (+6) 15 (+2) 14 (+2) 20 (+5) 19 (+4) 24 (+7) chapter). The called creatures appear in unoccupied spaces
within 30 feet of Elesh Norn, acting as her allies and obeying
Saving Throws Dex +9, Con +9, Wis +11 her spoken commands. The summoned creatures remain for 1
Skills Perception +11 hour, or until Elesh Norn dies or dismisses them as a bonus
Damage Resistances bludgeoning, piercing, and slashing action.
from nonmagical attacks
Condition Immunities charmed, frightened
Legendary Actions
Senses truesight 60 ft., passive Perception 21 Elesh Norn can take 3 legendary actions, choosing from the
Languages Common, Phyrexian options below. Only one legendary action can be used at a
Challenge 20 (25,000 XP) time and only at the end of another creature's turn. Elesh
Proficiency Bonus +7 Norn regains spent legendary actions at the start of her turn.

Attack. Elesh Norn makes one Claw attack.


Aura of the Cenobite. Any creature other than a Phyrexian
Disassembly. Elesh Norn targets one magic item she can see
that starts its turn within 30 feet of Elesh Norn takes 9 (2d8)
radiant damage. within 120 feet of her. Provided the magic item isn't an
artifact, its magical properties are suppressed until Elesh
Legendary Resistance (3/Day). If Elesh Norn fails a saving Norn's next turn, or until Elesh Norn is incapacitated or
throw, she can choose to succeed instead. dies.

Argent Reflection. If Elesh Norn succeeds on a saving throw Norn's Decree. One ally of Elesh Norn that can hear her must
against a spell or an attack roll misses her, the spell or attack's use its reaction, if a available, to move up to its speed as she
damage is reflected back at the caster or attacker. That directs or to make one weapon attack against a target that
creature must succeed on a DC 22 Dexterity saving throw or she designates.
take the damage of the spell or attack.

^pan'g4:φee'x. 71
Eric
EricDeschamps
Eric
Eric
Eric Deschamps
Deschamps
Deschamps
Deschamps
@deschampsart
@deschampsart
@deschampsart
@deschampsart
@deschampsart

JIN-GITA
JIN-GITA
JIN-GITAXIAS
JIN-GITA
JIN-GITA XIAS
XIAS
^dži’n-ɢytx.
XIAS
XIAS

Jin-Gitaxias Blue Sun's Command. Each creature of Jin-Gitaxias's choice


that is within 120 feet of him and can hear him must succeed
Large Monstrosity (Phyrexian, Artificer), Lawful Evil
on a DC 23 Wisdom saving throw or become charmed by him
for 1 minute. A creature can repeat the saving throw at the end
Armor Class 18 (natural armor) of each of its turns, ending the effect on itself on a success. If a
Hit Points 190 (20d10+80) creature's saving throw is successful or the effect ends for it,
Speed 30 ft. the creature is immune to Blue Sun's Command for the next 24
hours.
Spellcasting. Jin-Gitaxias casts one of the following spells,
STR DEX CON INT WIS CHA
requiring no material components and using Intelligence as
16 (+3) 13 (+1) 18 (+4) 20 (+5) 12 (+1) 13 (+1) the spellcasting ability (spell save DC 23):
At will: detect magic, detect thoughts, identify
Saving Throws Con +7, Int +10, Cha +6 2/day each: dispel magic, hold person, mislead
Skills Deception +6, Investigation +10, Perception +6 1/day each: dominate person, hold monster, foresight
Damage Resistances psychic; bludgeoning, piercing, and
slashing from nonmagical attacks Reactions
Senses darkvision 60 ft., passive Perception 16
Counterspell. Jin-Gitaxias casts counterspell, using
Languages Common, Phyrexian
Intelligence as the spellcasting ability (+5).
Challenge 16 (15,000 XP)
Proficiency Bonus +5 Legendary Actions
Jin-Gitaxias can take 3 legendary actions, choosing from the
Actions options below. Only one legendary action can be used at a
time and only at the end of another creature's turn. Jin-
Multiattack. Jin-Gitaxias makes three attacks with his claws. Gitaxias regains spent legendary actions at the start of his
turn.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one
creature. Hit: 17 (4d6 + 3) slashing damage. The claws are Claw. Jin-Gitaxias makes one attack with his Claws.
coated with glistening oil (see "Compleated" in chapter 2).
Spellcasting (Costs 2 Actions). Jin-Gitaxias uses
Spellcasting.

72 ^pan'g4:φee'x.
Robbie
RobbieTrevino
Robbie
Robbie
Robbie Trevino
Trevino
Trevino
Trevino
@robbietrevino
@robbietrevino
@robbietrevino
@robbietrevino
@robbietrevino

SHEOLDRED
SHEOLDRED
SHEOLDRED
^šøldrd.
SHEOLDRED
SHEOLDRED

Sheoldred Black Sun's Flame (2/Day). A 10-foot-radius, 40-foot-high


column of black fire descends in an area up to 120 feet away
Medium Monstrosity (Phyrexian), Chaotic Evil
from Sheoldred. Each creature in the column must make a DC
20 Dexterity saving throw, taking 14 (4d6) fire damage and 14
Armor Class 18 (natural armor) (4d6) necrotic damage on a failed save, or half as much
Hit Points 181 (33d8 + 33) damage on a successful one. A humanoid killed by this
Speed 30 ft. damage immediately rises as a zombie under Sheoldred's
control.

STR DEX CON INT WIS CHA Spellcasting. Sheoldred casts one of the following spells,
16 (+3) 18 (+4) 12 (+1) 21 (+5) 17 (+3) 22 (+6) requiring no material components and using Charisma as the
spellcasting ability (spell save DC 20):
At will: command, detect magic, thaumaturgy
Saving Throws Con +7, Wis +9, Cha +12 2/day each: bestow curse, hold person, sheoldred's edict,*
Skills Arcana +11, Deception +12, Perception +9, Insight +9 silence, zone of truth
Condition Immunities frightened 1/day each: darkness, detect thoughts, dispel magic, circle of
Damage Resistances bludgeoning, piercing, and slashing death, suggestion
from nonmagical attacks
Senses darkvision 120 ft., passive Perception 19 Bonus Actions
Languages Common, Phyrexian
Summon Undead (1/Day). Sheoldred magically summons
Challenge 18 (20,000 XP) five skeletons or zombies. The summoned creatures appear
Proficiency Bonus +6 in unoccupied spaces within 60 feet of Sheoldred, whom they
obey. They take their turns immediately after Sheoldred. Each
Legendary Resistance (3/Day). If Sheoldred fails a saving lasts for 1 hour, until it or Sheoldred dies, or until Sheoldred
throw, she can choose to succeed instead. dismisses it as a bonus action.

Parasitic Form. Sheoldred can attach her upper torso to a Legendary Actions
willing Large or larger Phyrexian creature, using it as a Sheoldred can take 3 legendary actions, choosing from the
controlled mount as described in the mounted combat rules options below. Only one legendary action can be used at a
in the Player's Handbook. time and only at the end of another creature's turn. Sheoldred
regains spent legendary actions at the start of her turn.
Actions
Multiattack. Sheoldred makes three Claw attacks. Command Undead. An allied Undead within 30 feet of
Sheoldred uses its reaction to make one attack against a
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. target of Sheoldred's choice that she can see.
Hit: 20 (4d6 + 6) necrotic damage. The claw is coated in Claw. Sheoldred makes one Claw attack.
glistening oil (see "Compleated" in chapter 2).
Cast a Spell (Costs 2 Actions). Sheoldred uses Spellcasting.

* This spell appears in chapter 3.


^pan'g4:φee'x. 73
Campbell
CampbellWhite
Campbell
Campbell
Campbell White
White
White
White
@campbellwhite
@campbellwhite
@campbellwhite
@campbellwhite
@campbellwhite

UR
UR
URABR
UR
UR ABR
ABRASK
ABR
ABR ASK
ASK
^'urbrask.
ASK
ASK

Urabrask Actions
Large Monstrosity (Phyrexian), Chaotic Neutral Multiattack. Urabrask makes four Claw attacks.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one


Armor Class 18 (natural armor)
Hit Points 127 (15d10 + 45) creature. Hit: 19 (4d6 + 5) slashing damage. The claw is coated
in glistening oil (see "Compleated" in chapter 2).
Speed 60 ft.
Slow. Urabrask casts slow without requiring a material
component, using Constitution as the spellcasting ability
STR DEX CON INT WIS CHA (spell save DC 17).
13 (+1) 20 (+5) 16 (+3) 10 (+0) 14 (+1) 15 (+2)
Red Sun's Suppression (Recharge 5-6). Urabrask targets one
magic item he can see within 120 feet of him. Provided the
Saving Throws Str +7, Dex +11, Cha +7 magic item isn't an artifact, its magical properties are
Skills Acrobatics +11, Stealth +11 suppressed for 1 minute, or until Urarbrask is incapacitated or
Damage Resistances fire; bludgeoning, piercing, and dies.
slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 12 Bonus Actions
Languages Common, Phyrexian Haste. Urabrask uses his Claw attack or takes the Dash,
Challenge 18 (20,000 XP) Disengage, or Hide action.
Proficiency Bonus +6
Legendary Actions
Evasive. Urabrask has advantage on Dexterity saving throws. Urabrask can take 3 legendary actions, choosing from the
options below. Only one legendary action can be used at a
Legendary Resistance (3/day). If Urabrask fails a saving time and only at the end of another creature's turn. Urabrask
throw, it can choose to succeed instead. regains spent legendary actions at the start of its turn.
Siege Monster. Urabrask deals double damage to objects and
Claws. Urabrask makes one attack with his Claws.
structures.
Move. Urabrask moves up to half his speed.

74 ^pan'g4:φee'x.
Daarken
Daarken
Daarken
Daarken
Daarken
@daarken
@daarken
@daarken
@daarken
@daarken

VORINCLEX
VORINCLEX
VORINCLEX
^vornχlx.
VORINCLEX
VORINCLEX

Vorinclex Voice of Hunger. If a creature within 60 feet of Vorinclex


regains hit points, Vorinclex has advantage on attack rolls
Large Monstrosity (Phyrexian), Chaotic Evil
until the end of its next turn.

Armor Class 18 (natural armor) Actions


Hit Points 190 (20d10+80) Multiattack. Vorinclex makes two attacks with his Bite and
Speed 50 ft., climb 30 ft. two attacks with his Claws.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one


STR DEX CON INT WIS CHA creature. Hit: 12 (2d6 + 5) piercing damage.
20 (+5) 13 (+1) 18 (+4) 12 (+1) 15 (+2) 13 (+1)
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one
creature. Hit: 19 (4d6 + 5) slashing damage. The strike is
Saving Throws Str +11, Con +10, Wis +8 coated in glistening oil (see "Compleated" in chapter 2).
Skills Athletics +11, Intimidation +7, Perception +8
Damage Resistances acid; bludgeoning, piercing, and Green Sun's Call (1/day). Provided he is outdoors, Vorinclex
slashing from nonmagical attacks magically calls 1d6 creatures, choosing from cankerblooms,
Damage Immunities poison contagious vorracs, plague nurses, or rotpriests (statistics
Condition Immunities poisoned found in this chapter). The called creatures arrive in 1d4
Senses darkvision 60 ft., passive Perception 17 rounds, acting as allies of Vorinclex and obeying his spoken
commands. The summoned creatures remain for 1 hour, until
Languages Common, Phyrexian Vorinclex dies, or until Vorinclex dismisses them as a bonus
Challenge 18 (20,000 XP) action.
Proficiency Bonus +6
Legendary Actions
Legendary Resistance (3/day). If Vorinclex fails a saving Vorinclex can take 3 legendary actions, choosing from the
throw, he can choose to succeed instead. options below. Only one legendary action can be used at a
time and only at the end of another creature's turn. Vorinclex
Monstrous Aura. When a creature starts its turn within 30
regains spent legendary actions at the start of his turn.
feet of Vorinclex, it must choose whether it gets a move, an
action, or a bonus action; it gets only one of the three. Claws. Vorinclex makes one attack with his Claws.

^pan'g4:φee'x. 75
Brian
BrianValeza
Brian
Brian
BrianValeza
Valeza
Valeza
Valeza
@tots
@tots
@tots
@tots
@tots

Rotpriest
Medium Humanoid (Phyrexian), Typically Chaotic Evil

Armor Class 16 (natural armor)


Hit Points 27 (5d8 + 5)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (+0)

Skills Nature +3, Perception +4, Survival +4


Senses passive Perception 14 R
R
R
R
Roo
ot
o
o ttt
tp
ppp
pr
rrr
riiiiie
eee
es
sss
st
ttt
t
Languages Druidic, Phyrexian
Challenge 2 (450 XP) “This was once a peaceful spring, but I wouldn’t advise
Proficiency Bonus +2 taking a sip.”

Toxic Reflection. When a creature within 30 feet of the —Melira, the Living Cure
rotpriest casts a spell, the rotpriest converts some of the
spell's energy into a burst of corrosive material; each The rotpriests are the servants of glistening oil, necrogen, lamina,
creature within 30 feet of the rotpriest must make a DC 15 and all other poisonous and toxic substances found throughout
Constitution saving throw, taking 3 (1d6) necrotic damage New Phyrexia. The tend and cultivate these substances,
per level of the spell on a failed save, or half as much
damage on a successful one. perfecting them and turning them into lethal weapons for the
phyrexian machine.
Actions
Rotting Fist. Melee Weapon Attack: +2 to hit (+4 to hit
with shillelagh), reach 5 ft., one target. Hit: 10 (2d6 + 3)
bludgeoning damage plus 10 (3d6) necrotic damage. The
fist is coated with glistening oil (see "Compleated" in
chapter 2).

Reactions
Take Root. If the rotpriest is standing on the ground, it
gains advantage against one effect that would knock it
prone or move it against its will.

76 ^pan'g4:φee'x.
Martin
Martinde
Martin
Martin
Martin de
deDiego
de
deDiego
Diego
Diego
Diego
@martindediego
@martindediego
@martindediego
@martindediego
@martindediego

Coming Soon...
Translation in Progress

^txš: ?.
S
SSS
Scccccrrrrraaaaapppppgggggo
o
or
o
o rrr
rg
g
gg
ge
eee
er
rrr
r ^koqšqle’yt: ?.
^zikl: ?.
“Eat. Sort. Eat. Sort. Eat.”
^nu’f: ^qpønč: təʁirt: ^natlč:
^ǩaφa-φyrxɮɒ'ɣ- ^?(+?). ^?(+?). ^?(+?). ^?(+?).

təʁirot. ^ɣwi: ?.
^qẅrɬwi'g: ?.
^xwe-ɢnaɢɮronɣ- ^rukm: ?.
^ɮɒ’ɣ: ?.
'iţpənaan. ^χanj: ?.

^ɣwiǩažð:
^qipmt: ?.

^čtəəčplčn.
^ɣwitwøǩx: ?.
^twøφt: ?.
^ɢʁičtx: ?.
^ʁums: ?.

^pan'g4:φee'x. 77
Mike
MikeFranchina
Mike
Mike
Mike Franchina
Franchina
Franchina
Franchina
@sirfrancisdrake
@sirfrancisdrake
@sirfrancisdrake
@sirfrancisdrake
@sirfrancisdrake

Scraptrap
Large Monstrosity (Phyrexian), Unaligned

Armor Class 12
Hit Points 127 (15d10 + 45)
Speed 5 ft.

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 16 (+3) 1 (-5) 15 (+2) 3 (-4)

Condition Immunities blinded, deafened, poisoned


Senses blindsight 120 ft. (blind beyond this radius), passive
S
SSS
Scccccrrrrraaaaappppptttttrrrrraaaaappppp
Perception 12
Languages — “Does anyone else hear that horrible crunching sound?”
Challenge 5 (1,800) —Jace Beleren
Proficiency Bonus +3

The scraptrap is a horrifying Phyrexian monster than wanders


Actions about the Dross Pits consuming anything it can grab. It digests its
Multiattack. The scraptrap makes three Pincer attacks. prey in a stomach full of necrogen and necrotic acid.

Pincer. Melee Weapon Attack: +5 to hit, reach 10 ft., one


Large or smaller creature. Hit: 13 (2d10 + 2) piercing
damage, and the target is grappled.
Swallow. The scraptrap swallows a creature grappled by it,
and the grapple ends. The swallowed creature is
restrained, it has total cover against attacks and other
effects outside the scraptrap, and it takes 10 (3d6) acid
damage at the start of each of the scraptrap's turns.
Acid Breath (Recharge 5-6). The scraptrap exhales acid
in a 30-foot line that is 5 feet wide. Each creature in that
line must make a DC 13 Dexterity saving throw, taking 22
(4d10) acid damage on a failed save, or half as much
damage on a successful one.

78 ^pan'g4:φee'x.
Andrey
AndreyKuzinskiy
Andrey
Andrey
Andrey Kuzinskiy
Kuzinskiy
Kuzinskiy
Kuzinskiy
@kuzinskiy
@kuzinskiy
@kuzinskiy
@kuzinskiy
@kuzinskiy

Sheoldred's Headcleaver
Medium Humanoid (Phyrexian), Typically Neutral Evil

S
SSS
Sh
h
hh
he eeeeo
ooo
ol lllldd
d d
dr rrrre
eee
ed
d
dd'''''s
d sss
s Armor Class 17 (natural armor)
Hit Points 58 (9d8 + 18)
H
H
HH
Heeeeeaaaaadddddcccccllllleeeeeav
av
ave
av
av eee
er rrr
r
Speed 30 ft.

The punishment for sedition, like every other crime in the STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
Dross Pits, is execution.
Headcleavers are Sheoldred's enforcers and executioners in her Skills Athletics +5, Insight +2
arena and throughout her domain in the Dross Pits. Rather than Senses passive Perception 10
kill Sheoldred's opponents, they drag them back to the arena for Languages Phyrexian
bloodsport. Only when the crowd cheers and Sheoldred gives her Challenge 3 (700 XP)
edict do they strike the final blow. Proficiency Bonus +2

Actions
Multiattack. The veteran makes two Greataxe attacks.

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 9 (1d12 + 3) slashing damage. A creature
reduced to 0 hit points by this damage dies.

^pan'g4:φee'x. 79
Campbell
CampbellWhite
Campbell
Campbell
Campbell White
White
White
White
@campbellwhite
@campbellwhite
@campbellwhite
@campbellwhite
@campbellwhite

Sinew Dancer
Medium Humanoid (Phyrexian), Typically Lawful Evil

Armor Class 13 (natural armor)


Hit Points 16 (3d8 + 3)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 15 (+2) 12 (+1) 11 (+0) 10 (+0) 14 (+2)

Skills Acrobatics +6, Performance +6, Religion +2


S
SSS wD
Siiiiinnnnneeeeew
w
w
w D
D
D
Daaaaannnnnccccceeeeerrrrr
Condition Immunities blinded
Senses blindsight 120 ft. (blind beyond this radius), passive He spreads word of the Argent Etchings to a captive
Perception 15 audience.
Languages Phyrexian
Sinew Dancers use sinews of muscley flesh to attack and capture
Challenge 1/4 (50 XP)
Proficiency Bonus +2 enemies of the Machine Orthodoxy. Despite the grotesqueness of
their methods, there is a captivating elegance and beauty in their
motions. The dancers perform in the various chanceries
Blind Senses. The dancer can't use its blindsight while
throughout the Fair Basilica, often dragging along captured
deafened.
rebels to be indoctrinated and compleated.
Integrated Artifice. The dancer can't be disarmed of its
weapons.

Actions
Multiattack. The dancer makes two Sinew Whip attacks

Sinew Whip. Melee Weapon Attack: +4 to hit, reach 10 ft.,


one target. Hit: 4 (1d4 + 2) piercing damage.
Sinew Net. Melee Weapon Attack: +4 to hit, reach 15 ft.,
one Large or smaller creature. Hit: The target is grappled.
Until this grapple ends, the target is restrained and the
dancer can't use its Sinew Net attack on another target.

80 ^pan'g4:φee'x.
Brad
BradRigney
Brad
Brad
Brad Rigney
Rigney
Rigney
Rigney
@cryptcrawler
@cryptcrawler
@cryptcrawler
@cryptcrawler
@cryptcrawler

Skirge
Tiny Fiend (Phyrexian), Typically Neutral Evil

Armor Class 13
Hit Points 10 (3d4 + 3)
Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA


S
SSS
Skkkkkiiiiirrrrrgggggeeeee 6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)

“Get away from there! I must rebuild that one for the Skills Perception +4, Stealth +5
next bout. Shoo, shoo!” Damage Resistances bludgeoning, piercing, and slashing
from nonmagical attacks
—Keskit, the Flesh Sculptor Damage Immunities poison
Condition Immunities poisoned
Skirges are Phyrexian imps. Vault skirges were created by Senses darkvision 120 ft., passive Perception 11
Vishgraz to bring back vital flesh and fluids to Ish Sah for use in Languages Phyrexian
creating his Phyrexian monstrosities. They fly in and attach Challenge 1 (200 XP)
themselves to their prey with a powerful claw, they then either Proficiency Bonus +2
bite a chunk of flesh off or suck a victim's blood before flying off
to their master, delivering their stolen payload. Wrack imps flit or Corrupted. The skirge regains 10 hit points at the start of
caper about with fear-masks screwed over their faces. They are its turn if it has at least 1 hit point and it is within 120 feet
often servants of Azax-Azog, and their appearance always heralds of another Phyrexian or a creature afflicted with phyresis.
some dire or frightful event. Whatever their origin, skirges can be
Devil's Sight. Magical darkness doesn't impede the
found throughout the spheres of New Phyrexia; at best as pests, skirge's darkvision.
and at worst as swarms of vicious hunters.
Magic Resistance. The skirge has advantage on saving
throws against spells and other magical effects.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 3) piercing damage, and the target
must make a DC 11 Constitution saving throw, taking 10
(3d6) poison damage on a failed save, or half as much
damage on a successful one.

^pan'g4:φee'x. 81
Billy
BillyChristian
Billy
Billy
BillyChristian
Christian
Christian
Christian
@billcreative
@billcreative
@billcreative
@billcreative
@billcreative

Skitterfang
Small Construct (Phyrexian), Unaligned

Armor Class 13 (natural armor)


Hit Points 9 (2d6+2)
Speed 30 ft., climb 30 ft., fly 15 ft.

STR DEX CON INT WIS CHA


S
SSS
Skkkkkiiiiitttttttttteeeeerrrrrfa
fa
fan
fa
fa n
nn
ng
g
gg
g
5 (-3) 14 (+2) 12 (+1) 1 (-5) 7 (-2) 3 (-4)
What cannot be remade will be unmade, one scrap at a
time.
Skills Perception +0
Damage Immunities poison, psychic A skitterfang is a phyrexianized giant centipede, compleat with a
Condition Immunities paralyzed, petrified, poisoned number of improvements and modifications. Atraxa, the
Senses blindsight 30 ft., passive Perception 10 praetor's voice and Elesh Norn's right hand, is known to have and
Languages — make use of a skitterfang as a kind of familiar.
Challenge 1/2 (100 XP)
Proficiency Bonus +2

Unusual Nature. The skitterfang doesn't require air, food,


drink, or sleep.

Vigilant. The skitterfang can't be surprised while it isn't


incapacitated.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 9 (2d6 + 2) piercing damage, and the target
must succeed on a DC 11 Constitution saving throw or take
7 (2d6) necrotic damage. The skitterfang regains hit points
equal to the necrotic damage dealt.

82 ^pan'g4:φee'x.
Svetlin
SvetlinVelinov
Svetlin
Svetlin
Svetlin Velinov
Velinov
Velinov
Velinov
@velinov
@velinov
@velinov
@velinov
@velinov

Skulldweller
Tiny Monstrosity (Phyrexian), Unaligned
S
SSS
Skkkkkuuuuulllllllllldw
dw
dwe
dw
dw eee
el
lll
ll
lll
le
eee
er
rrr
r Armor Class 12
“Watch your footing around here. Anything you might Hit Points 2 (1d4)
Speed 30 ft.
step on probably has teeth.”

—Kara Vrist, resistance spymaster STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 10 (+0) 5 (-3) 13 (+1) 4 (-3)
A skulldweller is a tiny Phyrexian insect, similar to a germ or mite.
It gets its namesake from its habit of making a home out of the Skills Perception +3, Stealth +5
rotting skulls littering the floors of spheres like the Dross Pits and Senses darkvision 60 ft., passive Perception 13
the Hunter's Maze. Languages —
Challenge 1/8 (25 XP)
Proficiency Bonus +2

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) piercing damage, and the target
must succeed on a DC 12 Constitution saving throw or
become poisoned for 1 minute.

^pan'g4:φee'x. 83
Donato
DonatoGiancola
Donato
Donato
Donato Giancola
Giancola
Giancola
Giancola
@donatoarts
@donatoarts
@donatoarts
@donatoarts
@donatoarts

Soulless Jailer
Large Construct (Phyrexian), Neutral

Armor Class 15 (natural armor)


Hit Points 84 (8d10 + 40)
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 9 (-1) 20 (+5) 10 (+0) 14 (+2) 8 (-1)

Skills Athletics +8, Perception +5


Damage Resistances bludgeoning, piercing, and slashing
from nonmagical attacks that aren't adamantine
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 15
Languages understands Phyrexian but can't speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3
S
SSS
So
o
oo
ou
u
uu
ul
lll
ll
lll
le
eee
es
sss
ss s JJJJJa
sss aaa
aiiiiil
lll
le
eee
er
rrr
r
Immutable Form. The jailer is immune to any spell or
effect that would alter its form. “Lock the door and eat the key.”

Actions —Vraan, Executioner Thane


Hand-Cage. Melee Weapon Attack: +8 to hit, reach 5 ft.,
The soulless jailer is a golem that serves Vraan, the Executioner
one target. Hit: 26 (6d6 + 5) bludgeoning damage, and the
Thane of the Dross Pits. Despite leading the Bleak Coven, a coven
target is grappled (escape DC 16) if it is a Large or smaller
creature. Until this grapple ends, the target is restrained. of phyrexian vampire assassins, Vraan occasionally needs
The jailer has two hand-cages, each of which can grappled prisoners kept alive; either for political machinations between
a creature. the Seven Thanes or simply as a food source for his vampiric
needs.
Engulf. The jailer engulfs a Medium or smaller creature
grappled by it, and the grapple ends. The engulfed
creature is blinded and restrained, it has three-quarters
cover against attacks and other effects outside the jailer,
and it must succeed on a DC 14 Constitution saving throw
at the start of each of the jailer's turns or take 10 (3d6)
bludgeoning damage at the start of each of the
banderhobb's turns. A creature reduced to 0 hit points in
this way stops taking the bludgeoning damage and
becomes stable.
If the jailer moves, the engulfed creature moves with it.
The jailer can have three creatures engulfed at a time.
While the jailer isn't incapacitated, it can release the
creature at any time (no action required) in a space within
5 feet of it. The creature exits prone. If the jailer dies, it
likewise releases an engulfed creature.

84 ^pan'g4:φee'x.
Svetlin
SvetlinVelinov
Svetlin
Svetlin
Svetlin Velinov
Velinov
Velinov
Velinov
@velinov
@velinov
@velinov
@velinov
@velinov

Squealstoke
Small Humanoid (Phyrexian, Goblinoid), Typically
Chaotic Neutral

Armor Class 15 (natural armor)


Hit Points 7 (2d6)
Speed 30 ft.

STR DEX CON INT WIS CHA


S
SSS
Sq
q
qq
qu
u
uu
ue
eee
ea
aaa
al
lll
ls
sss
st
ttt
to
o
oo
ok
k
kk
ke
eee
e
8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)

“They’re violent, headstrong, and wildly unpredictable. It Skills Stealth +6


should be amusing to see how Norn’s vaunted tactics try Senses darkvision 60 ft., passive Perception 9
Languages Phyrexian, Goblin
to cope with them.”
Challenge 1/4 (50 XP)
—Urabrask the Hidden Proficiency Bonus +2

Compleated goblins in the service of Urabrask, squealstokes Death Burst. When the goblin dies, it explodes, and each
have gleefully seized the task of stoking the furnace fires both at creature within 5 feet of it must succeed on a DC 10
Constitution saving throw or take 7 (2d6) fire damage. The
Kuldotha and within the furnace layer. They frantically race
explosion ignites flammable objects in that area that
about, building spiny contraptions to fan the flames. They aren't being worn or carried.
sometimes fuel the furnace with a little too much zeal,
occasionally throwing each other into the furnaces or anything Heated Body. A creature hits the goblin with a melee
else that happens to be lying or scurrying around. If their efforts attack while within 5 feet of it takes 3 (1d6) fire damage. At
fall short, they will throw themselves into the furnace, achieving the start of its turn, the goblin deals 3 (1d6) fire damage to
the dual purpose of feeding the fires and avoiding more painful
any creature grappling it or that it is grappling.
punishment at the hands of their overlords. Nimble Escape. The goblin can take the Disengage or
Hide action as a bonus action on each of its turns.

Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) slashing damage.

^pan'g4:φee'x. 85
Brian
BrianValeza
Brian
Brian
BrianValeza
Valeza
Valeza
Valeza
@tots
@tots
@tots
@tots
@tots

Syphoner
Tiny Monstrosity (Phyrexian), Unaligned

Armor Class 14 (natural armor)


Hit Points 2 (1d4)
Speed 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA


4 (-3) 16 (+3) 11 (+0) 2 (-4) 8 (-1) 6 (-2)
S
SSS
Syyyyyppppph
h
ho
h
h o
on
o
o n
ne
n
n eee
er
rrr
r
Senses darkvision 60 ft., passive Perception 9
Languages —
The praetors of the other Spheres privately wonder how
Challenge 1/8 (25 XP) Sheoldred always has a surplus of glistening oil at her
Proficiency Bonus +2 disposal.

Syphoners are tiny, pestilent creatures that fly through all the
Actions spheres and harvest glistening oil from other Phyrexians;
returning it to their master Sheoldred. The syphoners are also
Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft.,
capable of draining blood from a non-phyrexian creature, making
one creature. Hit: 5 (1d4 + 3) piercing damage, and the
syphoner attaches to the target. While attached, the swarms of them very dangerous to Mirran survivors and rebels.
syphoner doesn't attack. Instead, at the start of each of the
syphoner's turns, the target loses 5 (1d4 + 3) hit points due
to blood loss. If the target is a Phyrexian, the syphoner
immediately recharges its Oil Deposit trait.
The syphoner can detach itself by spending 5 feet of its
movement. It does so after it drains 10 hit points of blood
from the target or the target dies. A creature, including
the target, can use its action to detach the syphoner.

Oil Deposit (Recharges After a Long Rest). Melee


Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: The
target comes into contact with glistening oil (see
"Compleated" in chapter 2).

86 ^pan'g4:φee'x.
Igor
IgorKieryluk
Igor
Igor
IgorKieryluk
Kieryluk
Kieryluk
Kieryluk
@igorkieryluk
@igorkieryluk
@igorkieryluk
@igorkieryluk
@igorkieryluk

Vivisection Evagelist
Huge Monstrosity (Phyrexian), Typically Lawful Evil

Armor Class 17 (natural armor)


Hit Points 126 (11d12 + 55)
Speed 40 ft.

STR DEX CON INT WIS CHA


23 (+6) 15 (+2) 20 (+5) 10 (+0) 12 (+1) 14 (+2)

Saving Throws Str +5, Con +8, Wis +4


Skills Perception +4, Religion +3
Senses darkvision 60 ft., passive Perception 14
Languages Common, Phyrexian
Challenge 7 (2,900 XP)
V
VVV
Viiiiivvvvviiiiissssseeeeeccccctttttiiiiio
o
on
o
o nE
n
n
n EEE
Eva
va
van
va
va n
nn
ng
g
gg
ge
eee
el
lll
liiiiis
sss
st
ttt
t Proficiency Bonus +3

“May you rejoice in the magnificence of Norn. May your Actions


flesh serve perfection.”
Multiattack. The evangelist makes two Slam attacks.
Compleation involves enhancing creatures by replacing parts of
Slam. Melee Weapon Attack: +9 to hit, reach 15 ft., one
their flesh. The enormous vivisection evangelist is a firm
target. Hit: 19 (3d8 + 6) bludgeoning damage.
believing in this process, inflicting it on the unwilling.
Frightful Presence. Each creature of the evangelist's
choice that is within 120 feet of the evangelist and aware
of it must succeed on a DC 15 Wisdom saving throw or
become frightened of the evangelist for 1 minute. A
creature can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends for
it, the creature is immune to the evangelist's Frightful
Presence for the next 24 hours.
Horrific Dissection. The evangelist dissects the corpse of
one enemy within reach that died within the past minute.
Each enemy within 60 feet of the evangelist and able to
see the dissection must succeed on a DC 15 Wisdom saving
throw or be afflicted with short-term madness
(determined randomly or by the DM; see "Madness" in
chapter 8 of the Dungeon Master's Guide).

^pan'g4:φee'x. 87
Chris
ChrisCold
Chris
Chris
Chris Cold
Cold
Cold
Cold
@chriscold
@chriscold
@chriscold
@chriscold
@chriscold

Watchful Blisterzoa
Medium Aberration (Phyrexian), Unaligned

Armor Class 12
Hit Points 55 (10d8 + 10)
Speed 10 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA


15 (+2) 14 (+2) 13 (+1) 3 (-4) 17 (+3) 9 (-1)

Skills Perception +8, Stealth +6


Condition Immunities prone
Senses darkvision 60 ft., passive Perception 18
Languages Phyrexian W
W
W
W
Wat
at
atc
at
at ccc
ch
h
hh
hfffffu
u
ul
u
u lB
lll BBB
Bllllliiiiisssssttttteeeeerrrrrzzzzzoa
oa
oa
oa
oa
Challenge 1 (200 XP)
Proficiency Bonus +2 After a series of ambushes, Uulbrek demanded a sentry
with no blind spots.
Vigilant. The blisterzoa can't be surprised while it isn't
incapacitated. The blisterzoa are floating horrors that patrol the Surgical Bay;
they are mass of eyes and eyestalks that look like tentacles. They
Actions were created by Uulbrek's sective to protect the laboratories
from unwanted guests. When an intruder is found, blisterzoa will
Multiattack. The blisterzoa makes two attacks: one with
its Tentacles and one with its Bite. cast a spell then quickly depart to alert other nearby members of
the Progress Engine of the danger.
Tentacles. Melee Weapon Attack: +4 to hit, reach 10 ft.,
one creature. Hit: 7 (1d10 + 2) piercing damage, and the
target is grappled (escape DC 15). If the target is Medium
or smaller, it is also restrained until this grapple ends.
While grappling the target, the blisterzoa has advantage
on attack rolls against it and can't use this attack against
other targets. When the blisterzoa moves, any Medium or
smaller target it is grappling moves with it.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (2d4 + 2) piercing damage.
Eyebite (1/day). The blisterzoa casts eyebite using
Wisdom as the spellcasting ability (spell save DC 13).

88 ^pan'g4:φee'x.
Martina
MartinaFackova
Martina
Martina
Martina Fackova
Fackova
Fackova
Fackova
@martinafackova
@martinafackova
@martinafackova
@martinafackova
@martinafackova

Y
YYY
^jɒ'gmo'θ.
Yawg
awg
awgm
awg
awg m
mm
mo
o
oo
ot
ttt
th
h
hh
h

Yawgmoth Yawgmoth's Edict. Whenever a spell attack misses


Yawgmoth or its saving throw against a spell succeeds, the
Gargantuan Celestial (Phyrexian, God), Chaotic Evil
caster takes 1d10 necrotic damage for each level of the spell,
and Yawgmoth regains hit points equal to the necrotic
Armor Class 23 (natural armor) damage taken.
Hit Points 574 (28d20 + 280)
Speed 60 ft., fly 120 ft. Actions
Multiattack. Yawgmoth makes three Vile Burst attacks.
STR DEX CON INT WIS CHA Vile Burst. Melee or Ranged Spell Attack: +19 to hit, reach 15
30 (+10) 14 (+2) 30 (+10) 21 (+5) 20 (+5) 26 (+8) ft. or range 150/600 ft., one target. Hit: 21 (2d10 + 10) necrotic
damage. The burst is coated with glistening oil (see
Saving Throws Dex +11, Con +19, Wis +14, Cha +17 "Compleated" in chapter 2).
Skills Intimidation +26, Perception +23 Toxic Deluge (Recharge 5–6). Yawgmoth causes glistening
Damage Immunities acid, necrotic, poison; bludgeoning, oil to fall from above like rain in 150-foot radius around
piercing, and slashing from nonmagical attacks himself. Each creature in that area must make a DC 27
Condition Immunities blinded, charmed, deafened, Dexterity saving throw. On a failed save, the creature takes 71
frightened, poisoned, stunned (11d12) necrotic damage. On a successful save, the creature
Senses truesight 120 ft., passive Perception 33 takes half as much damage.
Languages Common, Phyrexian Phyrexian Rebirth (Recharge 6). Yawgmoth targets the
Challenge 30 (155,000 XP) corpse of one creature that isn't a phyrexian within 150 feet of
Proficiency Bonus +9 him. The corpse returns to life with all its hit points. The
creature is immediately compleated, becoming a phyrexian,
Discorporation. When Yawgmoth drops to 0 hit points or and is charmed by Yawgmoth and obeys his commands.
dies, he reverts to his death cloud form and is unable to take
physical form until he returns to the core of Phyrexia. Legendary Actions
Yawgmoth can take 3 legendary actions, choosing from the
Legendary Resistance (5/Day). If Yawgmoth fails a saving options below. Only one legendary action can be used at a
throw, he can choose to succeed instead. time and only at the end of another creature's turn. Yawgmoth
Magic Resistance. Yawgmoth has advantage on saving regains spent legendary actions at the start of his turn.
throws against spells and other magical attacks, and spell
Attack. Yawgmoth makes one Vile Burst attack.
attacks made against him have disadvantage.
Terrifying Presence (Costs 2 Actions). One target of
Yawgmoth's choice within 150 feet of him must succeed on
a DC 27 Wisdom saving throw or become frightened of
Yawgmoth until the end of its next turn.

^pan'g4:φee'x. 89
^ǩaπa-

š'iimashaǩ.
Huge thank you to all of my supporters and my
personal play group, and to James Wyatt for his
work on the original Plane Shift supplements.

This supplement is 100% free fan content


permitted under the Fan Content Policy. Not
approved/endorsed by Wizards. Portions of the
materials used are property of Wizards of the
Coast. ©Wizards of the Coast LLC.

If you'd like to help support more Magic: the


Gathering planes homebrewed into D&D,
consider supporting me on Patreon, or buying
me a coffee.

For use with the fifth edition Player's Handbook,


Monster Manual, and Dungeon Master's Guide

PATREON.COM/PLANESHIFTED

Aleksi
Aleksi
AleksiBriclot
Aleksi
Aleksi Briclot
Briclot
Briclot
Briclot
@aleksi
@aleksi
@aleksi
@aleksi
@aleksi
WWW.GMBINDER.COM

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