Planeshifted Guide to Phyrexia

by grzart

Search GM Binder Visit User Profile
A Planeshifted Guide to
|n'mhupment-χi'ətsxntekt-žki

Explore the biomechanical horror of Magic: the Gathering's Phyrexians in this rules expansion guide for the world's greatest roleplaying game.

^ǩaφa-φyyrx-džkaqqšχʁɒčx-hɢə-žkinɒqčtekt-φibrus.

Credits

^nɒɒqč.



Artist Credits:
Adam Burn, Alayna Danner, Alix Branwyn, Andrea De Dominicis, Andrew Mar, Andrey Kuzinskiy, Billy Christian, Brad Rigney, Brian Valeza, Campbell White, Chris Rahn, Chris Cold, Daarken, Dave Kendall, David Astruga, Denman Rooke, Denis Zhbankov, Donato Giancola, Eric Deschamps, Igor Kieryluk, Illustranesia, Isis, Jason A. Engle, Jehan Choo, Joe Slucher, Johann Bodin, Joseph Meehan, Kasia 'Kafis' Zielińska, Konstantin Porubov, Krharts, Lauren K. Cannon, Lie Setiawan, Lorenzo Mastroianni, Manuel Castañón, Marc Simonetti, Marcela Bolívar, Martin de Diego, Martina Fackova, Mathias Kollros, Matt Stewart, Maxime Minard, Michael Walsh, Mike Franchina, Muhammad Firdaus, Matt Stewart, Nestor Ossandon Leal, Nicholas Gregory, Noah Bradley, Oriana Menendez, Pavel Kolomeyets, Robbie Trevino, Sam Wolfe Connelly, Sarah Finnigan, Steve Argyle, Steven Belledin, Svetlin Velinov, Tuan Duong Chu, Victor Adame Minguez, Vladimir Krisetskiy, Wisnu Tan



Other Planeshifted Guides


Support Planeshifted Guides
Show your support for the Planeshifted Guides project through my Patreon, or by buying me a coffee. Thank you!

Changelog
  • Version 1.5
    • Added Phyrexian Invasion information
    • Added 7 new March of the Machine stat blocks
    • Fixed internal page links
    • Small additions to lore (pertaining to invasion)
  • Version 1.4
    • Added (all but 2) missing stat blocks
  • Version 1.3
    • Finished and rebalanced Praetor statblocks
    • Fixed broken image links
  • Version 1.2
    • Glistening Oil mechanics updated

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 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.

Illustranesia

WELCOME TO NEW PHYREXIA

^lo-φyrxkeθyɢð-šdeχad.

“Hear only harmony. See only glory. Speak only truth.”

—Atraxa, Grand Unifier

About this Book

This book is a detailed guide to Magic: the Gathering's Phyrexians and their plane of New Phyrexia for a Dungeons & Dragons campaign or adventure. You can read more information about Phyrexia in A Planeswalker's Guide to Phyrexia: All Will Be One.

Chapter 1 provides an overview of New Phyrexia, its factions, and locations.

Chapter 2 provides rules for phyrexian infection, and presents race options that represent the rebel resistance of survivors on New Phyrexia.

Chapter 3 presents a collection of 9 new spells and 19 new magic items from the setting.

Chapter 4 concludes with a collection of stat blocks for various Phyrexian creatures and NPCs.

Phyrexia
^φyrx.

Phyrexia is a society of biomechanical creatures who want to achieve an artificial, inorganic vision of "perfection." Their parasitic civilization invades and consums all planes it encounters, expanding its ranks by converting other beings into biomechanical creatures ("compleation"). They believe their infection ("phyresis") is a divine gift, and those who oppose them are misguided or evil and must be shown the error of their ways.

The Nine Spheres
^9θəəx'θ.

Originally a plane known as Argentum or Mirrodin, New Phyrexia was born from a single drop of glistening oil, the infectious agent of phyresis. Under the influence of the plane's five suns, five phyrexian Praetors arose and infected the plane, taking it for themselves. Since conquering Mirrodin, Phyrexian engineers have worked tirelessly to transform the plane’s original two layers into a more fitting array of nine.

^pan'g1:šdeχed.
Igor Kieryluk
@igorkieryluk
Adam Burn
@adamburnart

The Glorious Facade

^'iitč-'ɒjbť.

After conquering Mirrodin, the praetors decided to display their unified power by enclosing the entire plane within a single outer sphere. It was built 100 feet above the surface using scraps of the Glimmervoid, Mirrodin's desert. The sphere was then decorated with commemorative monuments. These ominous structures exist beyond human comprehension and have no obvious pattern.

Occasionally, towers crumble without warning, only for 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.

The Mirrex

^mrex.

Mirrex was originally the outer of Mirrodin's two original spheres, but the Phyrexian invasion left it an apocalyptic ruin. Mirrodin's various landmarks were dismantled and their parts taken under the surface to make New Phyrexia's inner spheres. Cut off from their suns' mana, the Mirran survivors continue to scrape by while evading constant forays of Phyrexian scavengers on the lookout for more material.

^pan'g1:šdeχed.
Muhammad Firdaus
@muhammadfirdaus1

The Autonomous Furnace

^čkaqqχiɢʁč.

The Autonomous Furnace was the first layer the Phyrexians established, prior to their first assault on Mirrodin. It is a sphere where rivers of molten metal are used to construct new titanic forges and machines. Magma teems all around this layer, and the air is swelteringly hot. Shelves of pyroclastic rock serve as solid ground, and burning pools experience steep thermoclines.

Although the entire sphere functions as a single forge overseen by Praetor UrabraskPage 81, it is divided into smaller, independent sections overseen by furnace bosses who operate them independently from each other. Urabrask's detached leadership means they often do whatever they want and clash with each other.

Since the Phyrexianization, Kuldotha has become the main gateway into Mirrodin's Core. It is a massive furnace-city that was onced treated as a church to the Steel Mother by the goblins of the Oxidda chain mountains. The structure has developed into a quasi-living entity through a rich diet of mycosynth. It already had a sort of digestive system, and as time passes, it also seems to have moods and tempers. Too many impurities sicken it, and a steady supply of rich, pure ore and metal keep it quiet. Elsewhere in the layer is the Salvage Complex, a former Mirran prison compound now run by the compleated goblin tinkerer Slobad (CN Phyrexian Goblin Boss) to repurpose obsolete Phyrexians.

The Mirran Resistance, surviving natives who have not been compleated, have a holdout in this layer; a camp known as slagmaw. The camp is located inside a once-living creature protecting it from the surrounding environs and, in turn, allowing it to be the best outfitted mirran camp.

The Quiet Furnace

The Quiet Furnace faction's original function was to tend the forges present there, building weaponry and recycling failed Phyrexians and Mirrans alike. During the war days, they emerged from the Oxidda Chain and expanded onto the surface. While the majority of these Phyrexians have returned to the depths of the Furnace, the mountains are guarded by Forgehammer Centurions and Kuldotha Cacklers.

Phyrexians of the Quiet Furnace differ from all others in the way that they have strong emotions and individuality, and as such, developed empathy for the Mirrans. While still brutal creatures, their empathy proved strong enough to allow them to let Mirran survivors dwell on their layer, treating them as if they didn't exist. To hide this secret, as well as to avoid having to deal with other factions, Urabrask demanded that all access to the Furnace be denied to the other factions, isolating himself and his servitors; the surface Phyrexians in the mountains serve as guardians to the entrances to the Furnace Layer. For the most part, the other factions ignore the Quiet Furnace, except for the Progress Engine, which is paranoid about them.

Other agents of the Quiet Furnace include Furnace Striders, Masticores, and Squealstokes.

^pan'g1:šdeχed.
Alayna Danner
@alayna

The Hunter Maze

^'oɢθəsð.

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 being compleated, the former elven hero Glissa (CE Phyrexian Elf Death Knight) worked with the praetor Vorinclex to dismantle the Tangle and transform it into a "survival of the fittest" battlefield. Giant, deadly beasts prey on each other in its endless, canopied forest. Most praetors rule with an iron fist, but Vorinclex and Glissa prefer to sit back and admire the beautiful evolution they created.

With the advance of Phyrexia, the Tangle became infected by the growth of lamina, a species of dark green, fleshy fungus. The floor has become spongy and mossy as the lamina contaminates the metal ground and inches up the trees. The ground seeps a substance like yellowish pus. Trees made of oxidized metal flourish here and neither the sphere's floor nor ceiling is visible. The Maze is hot and humid, smelling strongly of rotten flesh. Green light pierces the canopy, and metallic screeches can be heard throughout.

At the bottom of the Maze, the ground is riddled with water-swollen potholes, oily pools, and thick roots rendering it practically impassable. Pulsing veins transport black oil through the dense undergrowth and small suckers protrude from tree trunks, branches sprouting toward sunlight. Fungus-like tree platforms are coated with glowing patches of the green, lichen-like lamina and fern-like foliage. The ecosystem of the Maze is interconnected; small eyeballs protrude from trees and mites scuttle about.

At the top of the canopy, the light is brighter, a hotter and richer buttery yellow color. The intertwining branches form a network of roads that life travels across. On the trees, leaves glimmer, fist-size stomata opening and closing as the trees breathe; large berries dangle in bunches; and flowers, pink and rank with the smell of flesh drip black oil.

Toward the center of the Maze, the underbrush and inhabitants give way as most life forms avoid the area around Vorinclex's chamber. Phyrexians near this area hear loud voices murmuring unintelligibly the deeper they enter, and the cilia lining the Maze's walls wave visitors inward. Inside Vorinclex's chamber, the cilia grow thicker, longer, and paler: a glistening, yellowy white. The floor depresses into a hole that resembles a starfish's mouth, and monstrous skulls hang from the ceiling.

The Vicious Swarm

Like all Phyrexians, the members of the Vicious Swarm faction believe that flesh is weak, but unlike the other Phyrexians, they believe that New Phyrexia should progress more naturally, based on the roles of predation, allowing the strong to emerge triumphant over the weak. They believe that artificial engineering should be restricted to making predators more efficient, and that sentience and sapience are curses, inadequate when compared to the raw power of instinct. Lacking any sort of organization whatsoever, they are merely a massive variety of creatures that kill each other to select the strongest. The strongest predators carve out a niche for themselves in the Tangle and battle with each other for supremacy. In typical Phyrexian fashion, the predatory urge remains even though the need for sustenance is gone. Predation is the goal in and of itself.

Members of the Vicious Swarm include glistener elves, paladins of predation, plague nurses, and rot priests. Other phyrexian creatures that can be found in the Hunter's Maze include cankerblooms, contagious vorracs, contaminators, copper longlegs, evolved spinoderms, oil-gorger trolls, phyrexian tyrranax, and skulldwellers.

^pan'g1:šdeχed.
Sarah Finnigan
@sarahfinnigan

The Surgical Bay

^kẅθəɢð.

The Surgical Bay is a sphere where sterile laboratories rise from islands in the middle of a sea of Quicksilver and glistening oil. Even breathing the spray of the sphere's fountains can begin phyresis. Mechanical eyes appear in all places, alongside the ever vigilant Watchful Blisterzoas, to observe all who enter and reside in this sphere. Painful and inhumane experiments are conducted here to further Phyrexian knowledge though no real substance is gained. It is patrolled by chrome prowlers and maintained by the atmosphere surgeons, all while experiment subjects fill the sphere with their muffled screams.

Known simply as the Fourth Layer during the initial invasion, this liquid sphere was created to spread glistening oil under Mirrodin's surface. Once the Mirrans had been compleated, Praetor Jin-Gitaxias drained Mirrodin's Quicksilver Sea into the Fourth Layer to create an even larger oil reservoir. Vedalken cities and research centers were transported down and renovated for Phyrexian experimentation.

The Lumengrid is a city-stronghold rising above the Quicksilver Sea on a massive cylinder with a mushroom-like dome at its top. It was the center of technology and artifice on Mirrodin before the Phyrexian invasion and was the seat of the Synod, the ruling council of the Mirran vedalken. The Fathom Ward is an underwater facility where "sea monsters" are engineered, and where vials of blinkmoth serum are kept safe.

The Progress Engine

The ruins of the Lumengrid now serve as a research center for Jin-Gitaxias' Progress Engine. They hold themselves to a higher degree of perfection than the other factions, conducting hideous experiments. Fueled by untold volumes of mana that emanate from the Quicksilver Sea, slaughterhouse-style laboratories investigate the most rapid and effective forms of compleation for all races and species, as well as methods for creating new life forms and technology. The Engine is the most organized group so far, with at least ten observable ranks that oversee various sectives or research experiments, including Subpraetors, Pontiffs, Exarchs, Vat-Priests, Surgeons, Transcriptors, and Servitors. One of their great experiments is The Meldweb in which the original vedalken Pools of Insight are filled with the brains of hundreds of sentient beings all networked together. It is tended by Meldweb Curators.

Jin-Gitaxias has modified the Phyrexian Scriptures in their mentioning of "The Grand Evolution." He sees it as "The Great Synthesis" and has etched his own lengthy treatise about its merits. Within the Great Synthesis, Jin-Gitaxias laid out a guideline for the sectives who began work compleating the Mirran population. This scripture is known as the Gitaxian Standard of Purity.

Other members of the Progress Engine include Gitaxian Raptors, Glistener Seers, and Mercurial Spelldancers.

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

The Dross Pits

^mefidrs.

The Dross Pits are a land of eternal conflict led by the Seven Steel Thanes. The landscape is shallow, pockmarked with glowing pools of liquid necrogen, shining bright green and poisonous. Humped, crude structures of black-gilded bone break up the horizon. Acidic pools and toxic vents spewing necrotic gases are siphoned from the Dross Pits. Non-Phyrexian visitors are killed by inhaling the Pits' fumes before they can be compleated by the spores they contain. It was once home to the Moriok human tribe, and remains home to undead creatures such as the vampire clans and the nim, zombies reanimated by necrogen. From the peak of the Fair Basilica, Phyrexians can travel up a shaft to the Dross Pits.

This sphere was initially created by thane Roxith as the Flesh Sphere he promised Kraynox, but after falling for Sheoldred's deception, he lost control of it to her. Since then, the other remaining thanes have moved in, established their own strongholds, and restarted their war games. They regularly send armed battalions against each other, but no one has deposed Sheoldred yet.

Those unfortunate enough to get caught here are sent to Sheoldred's arena to fight for their survival and glory. Those who fall face death by Sheoldred's Headcleavers. The winners can harvest parts from the losers and graft them to themselves. The Coliseum is a vast, black structure surrounded by a massive ribcage. Its gate is so narrow that competitors are forced to enter single file. The interior is a vast bowl surrounded by steep ranks of backless seating. Its floor is black metal, with a pool of black necrogen at its center and around its edges.

The Seven Steel Thanes

Phyrexians of the Dross Pits serve one of the Seven Steel Thanes, powerful Phyrexians who are masters of necromancy, corruption, slaughter, and enslavement. Having claimed power during the war with the plane's inhabitants, the thanes have managed to carve out territories around the expanding edges of the Mephidross. The thanes are all fighting a war of succession to be named Father of Machines. They are led for the moment by Sheoldred, the Whispering One. The other thanes are: Kraynox, the Deep Thane, Roxith, the Thane of Rot, Vishgraz, the Doomhive, Azax-Azog, the Demon Thane, and Vraan, the Thane of Blood.

Creatures under the thanes exist in two broad social strata. In the lower strata are the savage nim, bestial creatures, compleated Mirrans, and mercenary undead. Pure Phyrexians of intelligence and the most resourceful of the compleated Phyrexians form a higher caste. The relationship is not unlike some feudal societies, with the lower caste as the serfs and conscripts in armies, while the higher caste serves as the nobility in the courts and the knights and officers of the thanes' armies. Yet this structure takes a uniquely Phyrexian form. For example, a thane might express a strange civility in welcoming the emissary of another thane, speaking cordially with the messenger while the emissary's bodyguards are flayed alive. The herald of an important Phyrexian lord might announce the arrival of its patron by cutting his name into its own skin.

Phyrexian servants of the Seven Steel Thanes include the Archfiend of the Dross, fleshless gladiators, hivemasters, necrotitans, skirges, the soulless jailer, and the syphoner. Other creatures found in the Dross Pits include blightbelly rats, scraptraps, and skulldwllers.

^pan'g1:šdeχed.
Marc Simonetti
@marcsimonetti

The Fair Basilica

^ǩlətkyk.

After declaring herself the dominant praetor of all Phyrexia, Elesh Norn claimed the prime location for the Machine Orthodoxy. Her realm surrounds Mirrodin's mycosynth growths. Controlling a crucial material for building new spheres ensured Norn retained power over the other praetors. Every aspect of the Fair Basilica was designed as a symbolic testament to Norn, helping her consolidate her rule over all Phyrexians. It contains Norn's throne room, though she now resides in the plane's second layer and designates the unification of the plane to Atraxa in her stead. Though no light from the plane's suns can reach this layer, its structures generate their own light; the layer's walls, composed of ossified Phyrexian corpses of those Norn deemed perfect, glow white, while crimson capillaries etched into its marble-esque floor glow blood-red. Becoming ossified as a part of Elesh Norn's throne is considered the highest honor in the Basilica.

Elesh Norn's altar, a tall cathedral larger and more ornate than other buildings on the layer, serves as a monument to a unified Phyrexia. Norn's throne, inside the altar, sits atop a chamber containing a winding stairway that leads to the Gardens below.

Hidden on this layer is the Auriok city of Bladehold, one of the last few holdouts of the Mirran Resistance, survivors who have escaped compleation.

The Machine Orthodoxy

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 Argent Etchings, Norn's religious laws and maxims. Everything the Phyrexians practice under the Machine Orthodoxy is designed to achieve perfection through phyresis across the multiverse. They see non-Phyrexians as either lost unfortunates or willful sinners, deserving of reclamation and transformation in either case.

The Machine Orthodoxy is one, but divides itself into smaller sects. Three of the most prominent sects include The Flesh Singularity, The Porcelain Legion, and the Disciples of Karn. The Flesh Singularity tries to achieve total unity by literally flaying the creatures that inhabit the lands and sewing them together. The Porcelain Legion repurpose and adapt creatures by implanting white metal plates into their bodies, while the Disciples of Karn previously held Karn himself hostage, in hope of pushing him ever deeper into insanity to glean leadership out of his madness.

The Orthodoxy is filled with countless orders of priests and chancellors. Cenobites are the priests in charge of the inquisition of non-Phyrexian life. The suture priest is a specialized cenobite whose job is the sacred act of binding the individual into the 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.

^pan'g1:šdeχed.
Andrew Mar
@andrewkmar
Kasia 'Kafis' Zielinska
@kafis

The Mycosynth Gardens

^mykosnθ.

The Mycosynth Gardens were the original inner core of Mirrodin. In contrast to the other spheres, which are packed with bustling Phyrexian unlife, the Mycosynth Gardens are mysteriously still and empty. Norn forbids any visitors to this and the lowest layer without her invitation, including other Praetors.

Within this layer is a gateway leading into the Seedcore. It appears as a piled-up structure of fungal strands that twists into a mimicry of entrails. It infects anything it touches. As someone approaches the gateway, it heaves, pulsing, before opening into a terrible hole into darkness ringed with waving tendrils.

The Seedcore

^'emq.

The Seedcore grows from the most historically significant site of Mirrodin. The plane's first ruler, Memnarch, lived among the mycosynth towers in an observation deck he called the Panopticon. It was later renamed the Throne Room and converted into a prison for Karn, a golem planeswalker and the second ruler of the plane.

The seedcore contains a replica of Norn's throne made of woven roots. The air hums with an uncanny chorus of discordant voices, layered across each other to form a harmony of inchoate parts. The air shimmers with static and tastes of aether.

Norn planted essence from Kaldheim's World Tree in Karn's 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.

^pan'g1:šdeχed.
Campbell White
@campbellwhite

The Invasion

^nmhuppan'og.

Across many worlds, millions of eyes witnessed the same impossible horror.

The Plan

Under the leadership of Elesh Norn, New Phyrexia waits for the beginning of their invasion, a day when they can spread the glory of Phyrexia to every world.


Planeswalkers are the only creatures capable of naturally navigating across different planes via their planeswalker spark. This spark is connected to the soul, but the process of compleation removes the soul, and thus the spark. In order to begin their invasion, the phyrexians devised a plan. The plane of Kaldheim has ten realms, all connected by omenpaths, the branches of a world tree. Phyrexian agents, aided by the devious planeswalker Tezzeret, have stolen a seed of this tree and planted it in the Seedcore layer of New Phyrexia. They will use the compleated world tree to open omenpaths to every plane, allowing the Phyrexians to invade and conquer.

Phyrexian Campaigns

Your campaign or adventure may take place at any time during the rise and fall of New Phyrexia.


Before the invasion begins, phyrexian agents are scattered throughout the planes of the Magic multiverse, and secretly prepare these worlds for the invasion by weakening alliances and sowing discord and mistrust. On the plane of New Phyrexia itself, survivors who have escaped compleation known as the Mirran Resistance fight scattered, disjointed battles as they secretly roam the layers.


During the time of the invasion, the phyrexians invade the planes of the multiverse in full force, and the landscape of many worlds is forever changed. You can read more about the effects of the invasion in the Magic Story for Phyrexia: All Will Be One and March of the Machine (both stories released in 2023). In universe, Yawgmoth and the Old Phyrexians were defeated in 4205 AR, the New Phyrexians first reappear in 4561 AR, and the New Phyrexian invasion begins in 4562 AR.

^pan'g1:šdeχed.
Manuel Castanon
@castaguer

Races

^πook.

At 1st level, you choose your character's race. When you create a character for a campaign or adventure set on the plane of New Phyrexia, you choose from one of the race options presented here, and follow these additional rules during character creation.

Ability Score Increases

When determining your ability scores, you increase one of those scores by 2 and increase a different score by 1, or you increase three different scores by 1. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

Your class's "Quick Build" section offers suggestions on which scores to increase. You're free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The languages in New Phyrexia that a character might speak are listed below.

Mirran Languages
Language Typical Speakers
Common Anyone
Elvish Elves
Goblin Goblins
Leonin Leonin
Loxodon Loxodon
Phyrexian Phyrexians
Vedalken Vedalken

Creature Type

Every creature in D&D, including every player character, has a 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. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways.

Age

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. A race in this section tells you if it has an atypical life span.

Height and Weight

A race in this section tells you your character's size and typical height range. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook.

Proficiencies

Some races in this section grant proficiencies. Your character might not have any connection with the cultural origin of these proficiencies or might have pursued different training. You can replace each of those proficiencies with a different one of your choice, following the restrictions on the Proficiency Swaps table.

Proficiency Swaps
Proficiency Replacement Proficiency
Skill Skill
Armor Simple/Martial weapon or tool
Martial weapon Simple/Martial weapon or tool
Simple weapon Simple weapon or tool
Tool Simple weapon or tool
Denman Rooke
@denmanrooke
Compleated
^plinxs.

Phyrexians reproduce using flesh-vats and birthing pods, or they are created by infecting other beings with glistening oil. The oil is a mutagen that first twists the minds of the infected, before eventually replacing all vital liquids in the host body. This prepares the host for compleation, a surgical process overseen by other Phyrexians that integrates the body's organic matter with artificial machinery. If these procedures prove fatal, necromancy reanimates the host. Once the host's body is fully integrated with machinery, they are considered truly Phyrexianized.

Compleated Traits

You might have once been a member of another race, but you now possess only the following racial traits.

Ancestral Legacy. You keep the following elements of your previous race: your Creature Type, your Size, and your Speed.

Creature Type. In addition to your creature type, you are also considered a phyrexian for any prerequisite or effect that requires you to be a phyrexian.

Life Span. You cease aging and cannot be aged magically.

Integrated Artifice. You gain one weapon or tool of your choice that attaches to your body, becoming inseparable from you. As a bonus action, you can retract the item into your body or extend it from there. While it is extended, you can use the item as if you were holding it, and you are proficient with it.

Phyrexian Nature. You have immunity to disease, and you 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):


  • Secondary Arms. You have two secondary arms below your primary pair of arms. The secondary arms function like your primary arms.
  • Heated Body. A creature that hits you with a melee attack while 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.
  • Unnatural Armor. While you aren't wearing armor, your base Armor Class is 12 + your Constitution modifier.

Glistening Oil

Hazard

Glistening oil is an infectious black ichor. Some Phyrexian creatures weaponize this oil by coating their weapons with it. On New Phyrexia, the oil can be found leaking from structures, collecting in pools and fountains, or dripping from the spheres above. A pool of glistening oil typically covers a 10-foot square. A creature can avoid being struck by dripping glistening oil with a successful DC 10 Dexterity saving throw. A creature that comes into contact with glistening oil must make a DC 15 Constitution saving throw or become afflicted with phyresis until cured. Phyresis can't be cured by any means short of a wish spell.

At the end of each long rest, a creature afflicted with phyresis must repeat the Constitution saving throw. A creature wearing hexgold armor has advantage on this saving throw. A creature under the effects of a potion of halo* or a cosmos elixir* automatically succeeds on this saving throw. If a creature fails its saves ten times (the failures don't need to be consecutive), the affliction ends, and creature gains the following traits:


  • All Will Be One. You gain a new character bond that supersedes all others: "I serve Phyrexia." You are free to interpret this bond in accordance with your alignment; you may seek to hide this new bond from others to further Phyrexia's goals in secret, or you may attempt to infect others by force.
  • Glistening Strike. Your unarmed strikes are coated with glistening oil.
  • Language. You can speak, read, and write Phyrexian.

A Single Drop

The statistics for glistening oil are adjusted to be more forgiving for campaigns and adventures. For a more "lore-friendly" version of the oil, consider making the afflicted creature repeat the saving throw at the end of every hour, rather than at the end of a long rest.

* The potion of halo appears in A Planeshifted Guide to the Streets of New Capenna. The cosmos elixir appears in
A Planeshifted Guide to the Ten Realms of Kaldheim.

^pan'g2:πook.
Victor Adame Minguez
@victoradameart
Elf
^jalf.

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.

Elf Traits

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.

^pan'g2:πook.
Andrea De Dominicis
@huidao
Goblin
^gɒbln.

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.

Goblin Traits

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.

^pan'g2:πook.
Eric Deschamps
@deschampsart
Human
^'ønəķ.

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.


  • Auriok. The Auriok are a tall people with bronze skin, stiff white hair, and muscular frames. The metal that grows from their flesh is gold. The Auriok were once a nomadic human ethnic group from the Razor Fields. Warriors and diplomats in equal turns, the Auriok survive by trading with other races with whom they come in contact.
  • Neurok. The Neurok are shorter and more slender than other humans, and have pale skin that ranges from light pink to faint gray. The metal that grows from their flesh is silver. Native to the islands of the Quicksilver sea, the Neurok highly value knowledge, and like the vedalken are in constant pursuit of it.
  • Moriok. The Moriok tend to have pale complexions and sleek physiques. The metal that grows from their flesh is lead. The most alarming feature of the Moriok is the black metal plate that grows across their eyes, making them blind. The Moriok traditionally revere the black moon of Mirrodin, calling it the Whisperer, and believe that it grants power to those who can listen.
  • Vulshok. The Vulshok are large and powerful, with muscular frames and thick, tanned skin and hair that resembles flexible metal wire. The metal that grows from their flesh is iron. The Vulshok are divided into six tribes: the Anvil, the Blade, the Hammer, the Helm, the Shield, and the Spear. Each tribe fulfills a role in Vulshok culture, such as crafting, training warriors, providing magic, and so on.
  • Sylvok. The Sylvok are of medium height and build, with fair skin, sometimes with a greenish tinge. The metal that grows from their flesh is copper. The Sylvok are a reclusive human 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.

Human Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium (about 5-7 feet tall).

Speed. Your walking speed is 30 feet.

Human Determination. When you make an attack roll, ability check, or saving throw, after seeing the result but before the effects of the roll are resolved, you can reroll the die and must use the new roll. 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.

Tool Proficiency. You have proficiency with one tool of your choice.

Tribe. You hail from one of the human Mirran tribes, which determines the type of metal that adorns your flesh and other characteristics. You gain an additional benefit based on one of the following options (choose when you select this race):


  • Auriok. You have proficiency in the Athletics and Persuasion skills.
  • Moriok. You have blindsight out to 30 feet, but are blinded beyond this radius. Using this blindsight, you can perceive your surroundings without relying on sight.
  • Neurok. You have proficiency in the Investigation and Stealth skills.
  • Sylvok. You have proficiency in the Nature and Survival skills.
  • Vulshok. While you aren't wearing armor, your base Armor Class is 13 + your Dexterity modifier.
^pan'g2:πook.
Denman Rooke
@denmanrooke
Leonin
^lionn.

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.

Leonin Traits

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.

^pan'g2:πook.
Steven Belledin
@stevenbelledin
Loxodon
^lɒxdn.

The loxodon, once inhabitants of the Razor Fields alongside the leonin and Auriok humans, have metal on their bodies just like all other life in New Phyrexia. They are humanoids with strong elephantine characteristics. The loxodons traditionally believe in the Modest Truth, a code of absolute morality that is taken at face value and passed on from generation to generation. Loxodon clerics continue to wandered the Mirrex sphere, dispensing justice in the form of physical punishment and offering atonement. They have a reputation for being stubborn and difficult to sway.


As Mirrodin became New Phyrexia, the Machine Orthodoxy's invasion of the Razor Fields isolated the remaining loxodon. Most of the last remaining living loxodons on the plane accompany Ghalma the Shaper (LG Loxodon Mage), who has settled in the rebel outpost of Bladehold.

Loxodon Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium (about 7-8 feet tall).

Speed. Your walking speed is 30 feet.

Life Span. 450 years on average.

Keen Senses. You have proficiency in the Perception skill.

Modest Truth. You have advantage on saving throws you make to avoid or end the charmed or frightened condition on yourself.

Natural Armor. While you aren't wearing armor, your base Armor Class is 13 + your Dexterity modifier.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Trunk. You can use your trunk to manipulate an object, open or close a door or container, pick up or set down a Tiny object, or make an unarmed strike. The trunk can't activate magic items or lift more than 20 pounds.

^pan'g2:πook.
Svetlin Velinov
@velinov
Myr
^myr.

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.

Myr Traits

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.

^pan'g2:πook.
Igor Kieryluk
@igorkieryluk
Vampire
^vampyr.

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. Vraan, the executioner thane, is a phyrexian vampire warlord who vies against the praetor Sheoldred for the title of ruler of the Dross Pits. He commands a group of vampire assassins called the Bleak Coven, and uses them to further his goals throughout the entire plane of New Phyrexia, which usually involve the execution of his enemies.


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.

Vampire Traits

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.

^pan'g2:πook.
Jehan Choo
@styloren
Vedalken
^v'dɒlkn.

The vedalken are blue-skinned humanoids with four arms and gills, in some cases lacking a nose or visible ears. They have a natural curiosity and aptitude for artifice.


The center of their culture was the city of Lumengrid, from which the Vedalken ruled over an empire that enslaved the Neurok human tribes at the shores of the Quicksilver Sea. For a long time, the Vedalken were ruled by the Synod, who considered themselves servants of Mirrodin's guardian Memnarch. After Memnarch's fall, they were forced to reorganize themselves. Central to this reorganization was the "Origin Query", the answer to the origin of the Vedalken race.


When New Phyrexia rose, Lumengrid was overtaken by the forces of Jin-Gitaxias. Many Vedalken fell prey to phyresis, their distended brains looming over frail, but lethal and burr-pocked, bodies. Jin-Gitaxias and the Progress Engine turned the conquered vedalkens into a living research library and co-opted many of their principles and materials, including their academic structure. Those few remaining have cast their lot with the surviving Neurok in an attempt to survive.

Vedalken Traits

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.

Amphibious. You can breathe air and water.

Origin Query. You have proficiency in the Investigation and History skills.

Secondary Arms. You have two secondary arms below your primary pair of arms. The secondary arms function like your primary arms.

Tireless Precision. When you make an Intelligence (Investigation) check or an ability check using a tool with which you have proficiency, you can roll a d4 and add the number rolled to the ability check.

Vedalken Cunning. You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells.

^pan'g2:πook.
Isis
@isissangare

Magic

^ma'n.

Magic functions on Phyrexia as it does in most other D&D settings. The following chapter presents a feat and a number of spells and magic items that are unique to Phyrexia and can be used by characters in a campaign or adventure that features Phyrexians.

Phyrexian Mana
^φyrxma'an.

The Phyrexians perfect and improve upon everything, including magic. At your DM's discretion, your character might discover the secrets of Phyrexian mana, perhaps as a forgotten tablet in a Phyrexian lab or by studying a vial of glistening oil. A character who discovers the secrets of Phyrexian mana obtains the following feat. The optional rules for feats are found in the Player's Handbook.

Phyrexian Mana

Prerequisite: Spellcasting or Pact Magic


You can transform unexpended hit die into one spell slot as a bonus action on your turn. This requires expending a number of 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 expended die. This damage cannot be reduced or prevented in any way. Your hit point maximum is reduced by the amount of necrotic damage taken. The hit point reduction lasts until you finish a long rest. The created spell slot must be of a level which you can cast and no higher in level than 5th. The created spell slots vanish at the end of a short or long rest.

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 cleric has a d8 hit die, you would then take 3d8 necrotic damage, and your hit point maximum would be reduced by the amount of necrotic damage taken until you finish a long rest.

Spells
^ʁuums.

The following section presents spells available for this setting. 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 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 Tasha's Cauldron of Everything). The spells are presented in alphabetical order.

Spells
Level Spell School Classes
2nd Sheoldred's Edict Enchantment Bard, Cleric, Paladin
3rd Carrion Call Conjuration Druid, Ranger
3rd Corrosive Gale Conjuration Artificer, Druid, Sorcerer, Wizard
3rd Duress Enchantment Bard, Cleric, Paladin, Wizard
3rd Fuel for the Cause Abjuration Sorcerer, Warlock, Wizard
3rd Marrow Shards Transmutation Artificer, Cleric, Druid, Sorcerer, Warlock, Wizard
3rd Postmortem Lunge Necromancy Artificer, Cleric, Paladin, Wizard
4th Hate Mirage Illusion Bard, Wizard
5th Unnatural Restoration Transmutation Artificer, Druid

Carrion Call

3rd-level Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a vial of glistening oil, which the spell consumes)
  • Duration: Concentration, up to 1 hour

You summon four phyrexian mites that appear in unoccupied spaces that you can see within range. Each creature disappears when it drops to 0 hit points or when the spell ends.


The summoned creatures are friendly to you and your companions. In combat, the summoned creatures share your initiative count, but take their turn as a group immediately after yours. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

Corrosive Gale

3rd-level Conjuration


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a pinch of sulfur in a vial of rainwater)
  • Duration: Concentration, up to 1 minute

Until the spell ends, acid falls like rain in a 40-foot-radius, 40-foot-high cylinder centered on a point you can see within range. Until the spell ends, the area is lightly obscured.


A creature in the area when you cast the spell or that enters the spell's area for the first time on a turn must make a Constitution saving throw, taking 4d6 acid damage on a failed save, or half as much damage on a successful one.

Duress

3rd-level Enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You attempt to interfere with a creature's knowledge of spells. One creature of your choice that you can see within range must 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 any. For the duration, the target loses the ability to cast one of those spells of your choice.


At the end of each of its turns, the target can repeat the Wisdom saving throw, ending the spell on a success.

Eyes of Gitaxias

6th-level Divination


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M (an eyestalk and a vial of quicksilver)
  • Duration: Concentration, up to 10 minutes

Name a location you are familiar with on any plane of existence. You create an invisible sensor at that location. You can specify a target destination in general terms, and the sensor appears at or near that destination, at the DM's discretion. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.


You can see and hear through the sensor as if you were in its space. During this time, you are deaf and blind with regard to your own senses.


As an action, you can move the sensor up to 30 feet in any direction. The sensor can't enter another plane of existence, and a solid barrier blocks the sensor's movement.

Fuel for the Cause

3rd-level Abjuration


  • Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of you succeeds on an ability check or saving throw using a mental ability score
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You drain the mind and will of the triggering creature, repurposing its energy. The triggering creature must reroll the d20 and use the lower roll. You then create one of the following effects:

  • One magic item of your choice within range regains an expended charge.
  • For 1 minute, one creature of your choice within range has advantage on Strength-based ability checks and Strength saving throws, and its weapon attacks deal 1d4 extra damage.
  • For 1 minute, one creature of your choice within range has disadvantage on Constitution saving throws and Strength saving throws.
^pan'g3:ma'n.
Chris Rahn
@chrisrahnart

Hate Mirage

4th-level Illusion


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a pinch of sand)
  • Duration: Concentration, up to 1 minute

You create an illusory duplicate of a creature of challenge rating 4 or lower that you can see within range. The duplicate appears in an unoccupied space within range, and disappears when it drops to 0 hit points or when the spell ends. The duplicate is a creature, partially real and formed from shadow stuff. The duplicate has all the statistics of the creature it duplicates, except it has half the creature's hit point maximum and is a Construct. The duplicate isn't sapient and doesn't know anything the original creature knew.


The duplicate is an ally to you and your companions. In combat, the duplicate shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each 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 another creature within range.

Marrow Shards

3rd-level Transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You magically expel shards of bone from your body and launch them at nearby creatures. You take necrotic damage equal to one roll of your hit dice, which can't be reduced in any way. Then each creature in a 20-foot cone originating from you must make a Dexterity saving throw, taking 6d6 piercing damage on a failed save, or half as much damage on a successful one.

^pan'g3:ma'n.
Ryan Pancoast

Postmortem Lunge

3rd-level Necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

This spell causes the corpse of a creature within range to animate for one final attack. You cause the corpse to make a weapon attack or unarmed strike against a creature other than itself within range that you mentally choose. The corpse uses the statistics it used in life to make the attack.

Sheoldred's Edict

2nd-level Enchantment


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You issue a command of betrayal. Each Humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically. On a failed save, the target must use its reaction to make a melee attack against a creature other than itself that you mentally choose.

Unnatural Restoration

5th-level Transmutation


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (rare herbs worth at least 1,000 gp, which the spell consumes, and a bit of copper)
  • Duration: Instantaneous

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new body from the rare herbs and calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.

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.
^pan'g3:ma'n.
Tuan Duong Chu
@duongct
MAGIC ITEMS
^qxuun'k.

The following section describes magic items that are likely to be found during an adventure or campaign with Phyrexians. The items are presented in alphabetical order.

Barbed Batterfist

Wondrous Item, Common

This gauntlet is made of metal spikes held together by magical plating.

You can use a barbed batterfist to make an unarmed strike. When you hit with it, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Batterskull

Wondrous Item, Legendary (Requires Attunement)

This helm covers the face and depicts a grotesque skull with forehead plates and tusk-like growths around the jaws. While wearing it, you gain a +3 bonus to AC, saving throws, initiative, and to attack and damage rolls made with unarmed strikes.


Living Weapon. While not being worn, the batterskull becomes a creature with the statistics of a phyrexian germ, except it gains the benefits of the magic item as if it were wearing the item.

While you are attuned to the batterskull, the creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. In combat, the creature shares your initiative count, but 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.

Bladehold War-Whip

Weapon (Whip), Rare (Requires Attunement)

This whip made of magical energy splits in two, with weighted hexgold plates at each end.

Once on each of your turns when you attack with this magic weapon using the Attack action, you can make one additional attack with it as part of the same action.

Blade of Shared Souls

Weapon (Greatsword, Longsword, Rapier, Scimitar, or Shortsword), Legendary (Requires Attunement)

This hexgold blade leaves a fading illusory trail of self-dupicates whenever it is moved.

As an action while wielding this magic weapon, you can cast the true polymorph spell on yourself. When you cast this spell this way, your new form can only be a creature that regards you as an ally and is within 120 feet of you, and the transformation lasts for 1 hour. The weapon can't be used this way again until the next dawn.

Blinkmoth Serum

Potion, Uncommon

When you drink this potion, your Intelligence score changes to 21 for 1 hour. The potion has no effect on you if your Intelligence is equal to or greater than that score.

When the hour ends, you must succeed on a DC 15 Constitution saving throw or be afflicted with long-term madness (determined randomly or by the DM; see "Madness" in chapter 8 of the Dungeon Master's Guide). The madness ends early if you drink another blinkmoth serum. This viscous blue serum is harvested from blinkmoths.

Dragonwing Glider

Wondrous Item, Very Rare

This glider is made from a dragon's wings held together with hexgold plates. You can use it to fly, provided your weight (including whatever you are wearing or carrying) doesn't exceed 300 pounds. It has a flying speed of 30 feet, and you must use two hands to control its movement.

The glider has a 14-foot wingspan, and weighs 25 pounds.

Glimmer Lens

Wondrous Item, Common

This contraption attaches to your shoulders and extends a mechanical arm that holds a magical light source. While extended, it casts bright light in a 60-foot cone and dim light for an additional 60 feet. As an action, you can retract or extend the arm.

Hexgold Armor

Armor (Any), Uncommon

Hexgold is made from the plates of the glimmervoid treated with blinkmoth serum.

While wearing this armor, you have advantage on saving throws you make to avoid the effects of phyresis.

Hexgold Weapon

Melee Weapon (Any), Rare

Hexgold is made from the plates of the glimmervoid treated with blinkmoth serum.

When you hit a Phyrexian with a melee attack using this weapon, the attack is a critical hit.

Ichormoon Gauntlet

Wondrous Item, Artifact (Requires Attunement)

This gauntlet was created and used by the planeswalker Tamiyo after her compleation. It consists of many fingers that ends in various surgical tools and connects to the host via many tiny cables.

The gauntlet can hold 12 charges, but has 0 charges when found. Whenever a spell is cast within 60 feet of the gauntlet while you are wearing it, it regains 1 charge. As an action while wearing the gauntlet, you can use the charges in one of the following ways:

  • You can use your action and expend 1 charge to cause another magic item of your choice within 60 feet of you to regain an expended charge.
  • Whenever a creature within 60 feet of you makes an ability check or saving throw, you can use your reaction and expend 1 charge to give that creature your choice of advantage or disadvantage on the roll.
  • You can use your action and expend 12 charges to cast the time stop spell. When you cast this spell this way, you can choose any number of allies within 60 feet of you to be unaffected by it. Casting this spell this way doesn't cause the gauntlet to gain a charge.

Infested Fleshcutter

Weapon (Greatsword, Longsword, Scimitar), Legendary (Requires Attunement)

This blade is made of the porcelain bone material of Elesh Norn's machine army, with flesh-like decorations around the hilt.

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

The infested fleshcutter has 5 charges, and regains 1d4 + 1 expended charges daily at dawn. When you hit with a melee attack using it, you can expend 1 charge to summon a phyrexian mite from it. The creature appears in an unoccupied space within 5 feet of you. The creature is friendly to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. It disappears after 1 minute or when it drops to 0 hit points.

Mindsplice Apparatus

Wondrous Item, Very Rare (Requires Attunement)

The mindsplice apparatus is a device that covers the eyes and injects them with blinkmoth serum.

The mindsplice apparatus has 6 charges, and regains 1d4 + 3 expended charges daily at dawn. As an action while wearing it, you can expend 1 or more charges to cast one of the following spells from it: augury (2 charges), clairvoyance (3 charges), divination (4 charges), find traps (2 charges), locate animals or plants (2 charges), locate creature (4 charges), locate object (2 charges).

Necrogen (Vial)

Wondrous Item, Uncommon

Necrogen is a corrosive substance found in the Dross Pits of New Phyrexia. It can be found as a corrosive gas or a liquid, and is responsible for the creation of the Nim, Phyrexia's zombies.


Gas. As an action, you can throw the vial at a point you can see within 20 feet, shattering it on impact. It creates 10-foot radius sphere of necrogen gas centered on that point. The gas spreads around corners. It lasts for 10 minutes or until strong wind disperses it. Its area is lightly obscured.

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 Constitution saving throw or take 1d6 acid damage.


Liquid. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the necrogen as an improvised weapon. On a hit, the target takes 2d6 acid damage.


A creature reduced to 0 hit points by necrogen (liquid or gas) dies. It rises the following turn as a zombie. It hostile to all creatures.

^pan'g3:ma'n.

Phyrexian Grimoire

Wondrous Item, Rare (Requires Attunement by a Wizard)

This thick tome's pages are made from flesh and bound in an assortment of tessellated metal bits. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: animate dead, create undead, gentle repose, speak with dead, phyrexian rebirth,* postmortem lunge,* unnatural restoration.* It functions as a spellbook for you.

While you are holding the book, you can use it as a spellcasting focus for your wizard spells.


* These spells appear in chapter 3.

Skullbomb

Wondrous Item, Rare

A skullbomb is an explosive created from the skull of a Phyrexian. As an action, you can light the skullbomb and throw it at a point up to 60 feet away. The skullbomb explodes and produces an effect in a 5-foot radius sphere centered on that point. An unwilling creature in the sphere can make a DC 12 Dexterity saving throw to avoid the effects of the skullbomb. The effect is determined by the skullbomb's sphere of origin.

Origin Effect
Fair Basilica Each creature in the sphere gains a flying speed of 60 feet for 1 minute.
Surgical Bay Each creature in the sphere is affected by the banishment spell.
Dross Pits The corpse of each creature within the sphere is affected by the revivify or animate dead spell (your choice).
Autonomous Furnace Each creature in the sphere takes 6d6 fire damage.
Hunter Maze The Strength score of each creature in the sphere is increased by 2 for 1 minute.

Staff of Compleation

Staff, Artifact (Requires Attunement by a Spellcaster)

This staff appears to be made of metallic bone and has a horned skull fitted to its top. As an action while holding the staff, you can choose to take an amount of necrotic damage that cannot be reduced in any way to create one of the following effects:

  • You regain one expended spell slot. You take 1d10 necrotic damage per level of the spell slot regained.
  • You cast the finger of death spell. You take 7d8 necrotic damage. You can't cast this spell this way again until you finish a short or long rest.
  • One creature of your choice within 60 feet of you automatically fails the next saving throw it makes within 1 minute using an ability score of your choice. You take 6d6 necrotic damage.

Staff of the Storyteller

Staff, Artifact (Requires Attunement by a Spellcaster)

This gnarled and spiked wooden staff is the staff of Thrun, the last troll of New Phyrexia.

Limited Magic Immunity. While holding this staff, you can't be affected or detected by spells of 6th level or lower unless you wish to be. You have advantage on saving throws against all other spells.

Dead Men Tell Tales. As an action while holding this staff, you 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 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 companions and will attempt to defend you. The ghost will answer any question you ask of it to the best of its ability, but knows only what it knew in life, including the languages it knew. You can't use this property of the staff until you finish a short or long rest.

Sword of Forge and Frontier

Weapon (Longsword), Artifact (Requires Attunement)

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 you are immune to fire and poison damage.

When you hit with a melee attack using this weapon, you can cast one of the following spells from it: grasping vine, heat metal, locate animals or plants, plant growth, spike growth.

Tangleweave Armor

Armor (Any), Very Rare (Requires Attunement)

This armor is made from magical wooden roots that appear to be rotting. While wearing it, you gain the following benefits:

  • You have a +2 bonus to AC.
  • You can move across difficult terrain made of plants without spending extra movement.
  • The ground in a 10-foot radius around you is overgrown with plants and is difficult terrain for creatures other than you. The radius moves with you.
  • Your reach for melee attacks you make is 5 feet greater than normal.
  • You have advantage on saving throws you make to avoid or end the prone condition.

Living Weapon. While not being worn, the armor becomes a creature with the statistics of a phyrexian germ, except it gains the benefits of the magic item as if it were wearing the item.

While you are attuned to the armor, the creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. In combat, the creature shares your initiative count, but 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 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.

CREATURES

^φee'x.

This chapter presents a number of monsters and NPCs who can be found in New Phyrexia. The creatures in this bestiary are organized alphabetically. The Phyrexian Creatures table below lists every creature in this chapter, along with that creature's type and challenge rating (CR). A few creatures are gathered under a group heading; for example, the Praetors section presents stat blocks for the five Phyrexian Praetors, and those stat blocks are presented alphabetically within that section.

Using a Stat Block

This chapter is a companion to the Monster Manual and adopts a similar presentation. If you are unfamiliar with the monster stat block format, please read the introduction of the Monster Manual before proceeding further. That book explains stat block terminology and gives rules for various monster traits, information which isn't repeated here.

Unusual Attacks and Magic

In this section you will find some weapons and spellcasting that function in atypical ways. These exceptions are features of a stat block and represent how a particular creature uses weapons and casts spells; these exceptions have no effect for how weapons and spells function for someone else.

Meeting Prerequisites

If a stat block contains the name of a race or class in the creature's name or in parentheses under the name, the creature is considered a member of that race or class for the purpose of meeting prerequisites for magic items and abilities.

Richard Whitters
@richardwhitters
Phyrexian Creatures
Creature Creature Type CR
Annex Sentry Construct 4
Archfiend of the Dross Fiend (Demon) 13
Aspirant Humanoid 2
Atmosphere Surgeon Humanoid 2
Atraxa Monstrosity (Angel) 10
Blinkmoth Beast 0
Blightbelly Rat Beast 0
Cankerbloom Plant 1
Chrome Prowler Construct 1/4
Contagious Vorrac Monstrosity 2
Contaminator Monstrosity 8
Copper Longlegs Monstrosity 3
Crawling Chorus Aberration 1
Defiler of Flesh* Monstrosity ??
Evolved Spinoderm Beast 6
Eye of Malcator Construct 1
Fleshless Gladiator Undead 5
Forgehammer Centurion Humanoid (Fighter) 1/2
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
^pan'g4:φee'x.
Joseph Meehan
@meehanjo
Phyrexian Creatures (Cont'd)
Creature Creature Type CR
Phyrexian Germ Monstrosity 0
Phyrexian Incubator Construct 1/2
Phyrexian Knight Humanoid 3
Phyrexian Mite Monstrosity 1/8
Phyrexian Mummy Undead 3
Phyrexian Samurai Humanoid 3
Phyrexian Tyrranax Monstrosity 16
Phyrexian Vampire Neonate Undead 5
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
Seedshark Monstrosity 2
Seedpod Caretaker Humanoid 2
Scrapgorger* Monstrosity ??
Scraptrap Monstrosity 5
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.

^pan'g4:φee'x.
David Astruga
@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 would sense its emotions or read its thoughts. Wisdom (Insight) checks to ascertain the sentry's intentions or sincerity are made with disadvantage.

Unusual Nature. The sentry doesn't require air, food, drink, or sleep.

Actions

Multiattack. The sentry makes two Slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage, and the sentry can push the target 5 feet away if the target is Huge or smaller.

Crushing Grasp. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 36 (9d6 + 5) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Large or 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.

Annex Sentry

There’s never a need to change the watch, for the servants of Norn are sleepless.


As Phyrexia's orthodoxy spreads, it doesn't just transform living things to its nature. Phyrexia also establishes Annexes, buildings converted to the purpose of Phyrexian religious practice, incorporating them into the Phyrexian superstructure. Annexes are led by chancellors, sentient and usually roughly humanoid Phyrexian priests who have attained high rank in the Machine Orthodoxy's priesthood.


These annexes are guarded by the Annex Sentries, specialized Phyrexians guards of the Orthodoxy. They are created to be unreadable and ever vigilant, and are often repurposed in the defense of the Fair Basilica as a whole.

^pan'g4:φee'x.
Lie Setiawan
@liesetiawan
Archfiend of the Dross

“Live or die, you serve the Steel Thanes now.”


The Dross Pits are home to all manner of Phyrexian horrors that 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, bringing doom upon its sinewy wings.


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
  • Condition Immunities poisoned
  • Senses truesight 120 ft., passive Perception 11
  • Languages Phyrexian, telepathy 120 ft.
  • Challenge 13 (10,000 XP)
  • Proficiency Bonus +5

Magic Resistance. The archfiend has advantage on saving throws against spells and other magical effects.

Actions

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.
Lauren K. Cannon
@navate

Aspirant

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


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

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)

  • Skills Deception +4, Persuasion +4, Religion +2
  • Senses passive Perception 11
  • Languages Common
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

Compleation Fanatic. The aspirant has advantage on saving throws against being charmed or frightened. While the aspirant can see a Phyrexian or higher-ranking phyrexian cultist, the aspirant is immune to the charmed and frightened conditions.

Actions

Multiattack. The aspirant makes two melee attacks.

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

Aspirant

“Consider yourself lucky. Not everyone is granted the gift of compleation.”

—Rona, Sheoldred's Faithful


While the majority of Mirrans fight in rebellion against the Phyrexians, there are those who agree with the philosophy of the machines. These aspirants serve faithfully, hoping to be compleated. They must prove themselves to the Praetors before they are given the blessing.


Because of their crazed loyalty to the cause without phyrexianization, they are often used as sleeper agents, embedded on other planes to spread the knowledge of Phyrexia and prepare the plane for the imminent invasion.

^pan'g4:φee'x.
Campbell White
@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 Surgical Bay" in chapter 1), the surgeon is connected to the 100-foot-high ceiling via cables and wires. As long as these cables remain intact, the surgeon can move in any direction, including up and down in the air. The cables can be attacked and destroyed (AC 12; hp 10; immunity to fire, psychic, and poison damage). If the cables are destroyed while the surgeon is in the air, it falls if nothing is holding it aloft.

Actions

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

Atomsphere Surgeon

It is Jin-Gitaxias’s deepest exasperation that any part of his domain still requires maintenance.


Atomsphere surgeons are specialized scientists of the Progress Engine who focus on maintaining the delicate "water" cycle of the Quicksilver sea. Though it appears like molten metal, it is an otherworldy fluid that has been mixed with glistening oil. The surgeons ensure that liquid vats are maintained and no experiment jeopardizes the integrity of the Surgical Bay sphere.

^pan'g4:φee'x.
Marta Nael
@martanael
ATRAXA
^'əčrx.


Atraxa

Medium Monstrosity (Phyrexian, Angel), 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; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses darkvision 120 ft., passive Perception 19
  • Languages Common, Phyrexian
  • Challenge 10 (5,900 XP)
  • Proficiency Bonus +4

Angelic Weapons. Atraxa's weapon attacks are magical. When Atraxa hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

Magic Resistance. Atraxa has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Atraxa makes two melee attacks.

Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.

Corrupting Touch (3/Day). Atraxa touches another creature. If the target is a Phyrexian, it magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness. If the target isn't a Phyrexian, it takes 20 (4d8 + 2) necrotic damage.

Piercing Command (2/day). Atraxa casts command. Each creature within 120 feet of her that can hear her must succeed on a DC 17 Constitution saving throw or take 18 (4d8) thunder damage.

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

When dictated by blinkmoth migratory patterns, clouds of tiny lights well up from Mirrodin’s core.


Blinkmoths are tiny insects that glow in the night like fireflies with an eerie, blue-white light. hey are the most basic and perhaps most essential part of Mirrodin’s ecosystem, able to synthesize pure mana from metal and vice versa.

Blinkmoth Serum

When separated from a swarm, blinkmoths will eventually hiss and pop. If your campaign or adventure uses the optional Downtime rules from Xanathar's Guide to Everything, the blue liquid they leave behind when they pop can be collected as the ingredient for crafting blinkmoth serum.


Blinkmoth

Tiny Beast, Unaligned


  • Armor Class 13
  • Hit Points 1 (1d4 - 1)
  • Speed 0 ft., fly 40 ft.

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 2 (-4)

  • Senses darkvision 60 ft., passive Perception 8
  • Languages
  • Challenge 0 (0 or 10 XP)
  • Proficiency Bonus +2

Illumination. The blinkmoth emits bright light in its space and dim light in a 5-foot radius.

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

Blightbelly Rat

Tiny Beast (Phyrexian), Unaligned


  • Armor Class 10
  • Hit Points 1 (1d4 - 1)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 4 (-3)

  • Senses darkvision 30 ft., passive Perception 10
  • Languages
  • Challenge 0 (0 or 10 XP)
  • Proficiency Bonus +2

Death Burst. When the rat dies, it explodes, and each creature within 5 feet of it must succeed on a DC 10 Dexterity saving throw or come into contact with glistening oil (see "Compleated" in chapter 2). The 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.

Blightbelly Rat

“I have raised many of my own contenders for the Coliseum. This one will be fearsome one day, mark my words.”


Mirrodin was meant to be a perfect, metallic plane, but even such a shining plane could never be free of vermin. The rats that arrived here bred, and after their invasion of Phyrexia, they bred more.


Blightbelly rats are distended vermin infected with both glistening oil and necrogen. Strangely, like other rats on New Phyrexia, they seem to share a kind of hive mind, working together in unnatural coordination.

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

“For every one that falls, ten shall rise. The revelation of New Phyrexia is at hand.”

—Vorinclex, Voice of Hunger


A cankerbloom is a kind of fungal Phyrexian, created in the Hunter Maze from a compleation process interrupted by the lamina fungus that grows there. They aren't intelligent, but are extremely reactive to stimuli; any creature that comes too close is attacked. The cankerbloom is often found in colonies, and if it feels threatened, it defends the colony by destroying itself and any hostile magic it has encountered.


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
  • Damage Immunities poison
  • Condition Immunities blinded, deafened, poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14
  • Languages
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Plant Camouflage. The cankerbloom has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation.

Death Burst. When the cankerbloom dies, it explodes in a burst of magical force. Each creature within 5 feet of it must then make a DC 11 Dexterity saving throw. On a 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.
Maxime Minard
@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
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses passive Perception 14
  • Languages understands Phyrexian but can't speak
  • Challenge 1/4 (50 XP)
  • Proficiency Bonus +2

Keen Hearing and Smell. The prowler has advantage on 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.

Chrome Prowler

It can catch a rat and perform a spinal tap with one graceful swipe of its paw.


Chrome Prowlers are compleated cats, likely taken from the former Razor Fields of New Phyrexia's surface. These cunning constructs patrol the laboratories of the Surgical Bay, and wait for the alert of eyes of Malcator or the watchful blisterzoa which signals unwanted guests.

^pan'g4:φee'x.
Maxime Minard
@istrandar
Contagious Vorrac

Like all forest beasts, it lives by one rule: if there’s no room to grow, make some.


Vorracs are large boars found in the Hunter's Maze, and are partially metal like all lifeforms on the plane. Before the phyrexianization, they were tamed by the Vulshok humans of the Tangle as livestock. These voracious predators needed to eat their weight in metal daily or be consumed by their inner fire. Compleated vorrac no longer require food or drink, but this hunger still drives them to hunt and kill.


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

  • Senses passive Perception 8
  • Languages
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

Charge. If the vorrac moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 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.
Johann Bodin
@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
  • Condition Immunities poisoned
  • Senses darkvision 90 ft., passive Perception 16
  • Languages
  • Challenge 8 (3,900 XP)
  • Proficiency Bonus +4

Weak Spot. The contaminator has a soft underbelly that can be attacked. It has an AC of 20. When the underbelly takes damage, the contaminator takes double that damage.

Unusual Nature. The contaminator doesn't require food 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.

Contaminator

“Even as they brought the beast down, they could feel its poison working into their blood, altering their bodies, and filling their minds with the thrill of the eternal hunt.”


A contaminator is exactly what it sounds like; a Phyrexian monster that spreads the infection of phyresis. They are covered in oxidized copper plates that protect a soft underbelly of glistening oil and other toxins. These hulking creatures were created in the Hunter's Maze, and serve a terrible challenge for any other creature trying to survive.

^pan'g4:φee'x.
Nicholas Gregory
@cosmicdaydreamstudio
Copper Longlegs

Its webs are not true silk, but woven from thousands of delicate mycosynth strands.


The copper longlegs is similar to the giant spider found in many other planes, but the nature of New Phyrexia has turned it into a partly metallic creature. Rather than spin webs, it spins mycosynth, a dangerous material that accelerates the natural processes of the plane and turns organic flesh into metal.


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 one bite attack.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

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.
Michael Walsh
@Mister_Walsh
Crawling Chorus

“We need not be swift. We are inexorable.”


The Crawling Chorus is a horrifying Phyrexian abomination; a number of humanoid creatures all compleated as a single angular flesh creature held together by porcelain bone. The faces of all constituent creatures are amalgamated on the front of the new creature. They chant in unison a maddening oration that defies understanding.


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
  • Senses passive Perception 15
  • Languages Common, Phyrexian
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Death Burst. When the chorus dies, 1d4 phyrexian mites crawl out of its corpse (statistics found later in this chapter).

Inexorable Chant. The chorus chants maddeningly while 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.

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

Coming Soon...

Translation in Progress


  • ^txš: ?.
  • ^koqšqle’yt: ?.
  • ^zikl: ?.

^nu’f: ^qpønč: təʁirt: ^natlč:
^?(+?). ^?(+?). ^?(+?). ^?(+?).

  • ^ɣwi: ?.
  • ^qẅrɬwi'g: ?.
  • ^rukm: ?.
  • ^ɮɒ’ɣ: ?.
  • ^χanj: ?.

^ɣwiǩažð:

^qipmt: ?.

^čtəəčplčn.

^ɣwitwøǩx: ?.

^twøφt: ?.

^ɢʁičtx: ?.

^ʁums: ?.

Defiler of Flesh

“The sooner you join Phyrexia, the sooner you’ll forget your painful rebirth.”

—Sheoldred, the Whispering One

^ǩaφa-φyrxɮɒ'ɣ-təʁirot.
^xwe-ɢnaɢɮronɣ-'iţpənaan.
^pan'g4:φee'x.
Svetlin Velinov
@velinov
Evolved Spinoderm

“We do not need beakers and vials to test our predators.”

—Vorinclex, Voice of Hunger


The spinoderm is a giant rhinoceros-like creature covered in spines. It has a long elephantine trunk that it uses to spray glistening oil. This creature is found in Hunter's Maze, attacking Mirran rebels and other Phyrexians without discrimination.


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)

  • Senses passive Perception 10
  • Languages
  • Challenge 6 (2,300 XP)
  • Proficiency Bonus +3

Barbed Hide. At the start of each of its turns, the spinoderm deals 5 (1d10) piercing damage to any creature grappling it.

Trampling Charge. If the spinoderm moves at least 20 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).

^pan'g4:φee'x.
Jason A. Engle
@jason_engle
Eye of Malcator

Each of the Gitaxian sectives watches the others, looking for any hint of imperfection.


Malcator is the purity overseer, a sective within Jin-Gitaxias' progress engine. His watchers and eyes are metallic constructs that he uses to protect the layer from other Phyrexian factions and outsiders. They keep him, and Jin-Gitaxias himself, informed of all the goings-on throughout the layer.


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
3 (-4) 16 (+3) 14 (+2) 10 (+0) 17 (+3) 7 (-2)

  • Saving Throws Wis +2
  • Skills Perception +5, Stealth +5
  • Damage Immunities poison
  • Condition Immunities poisoned, prone
  • Senses darkvision 60 ft., passive Perception 14
  • Languages understands Phyrexian but can't speak
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

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.
Konstantin Porubov
@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 spoke in life but can't speak
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus +3

Brave. The gladiator has advantage on saving throws against being frightened.

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.

Fleshless Gladiator

What she lacks in skin she makes up in swagger.


Fleshless Gladiators are a Phyrexian design favored by the Seven Steel Thanes for its notoriety in Sheoldred's arena. They combine the prowess of experienced fighters with the untiring benefits of undeath.

^pan'g4:φee'x.
Vladimir Krisetskiy
@bopchara
Forgehammer Centurion

“To dance to the music of Juex, leap like the flickering flame and hit like the hammer.”


The Forgehammer Centurions are leaders of the Quiet Furnace's defenses, protecting the surface mountains from intruders and defending the Kuldotha entrance that leads deeper into the core. They fight alongside other Phyrexianized guards, inspiring them into battle.


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
  • Senses passive Perception 12
  • Languages Phyrexian
  • Challenge 1/2 (100 XP)
  • Proficiency Bonus +2

Heated Body. A creature that hits the centurion with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. At the start of its turn, the centurion deals 3 (1d6) fire damage to any creature grappling it or that it is grappling.

Formation Tactics. The centurion has advantage on saving throws against being charmed, frightened, 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.
Denis Zhbankov
@deniszhbankov


Furnace Strider

Huge Monstrosity (Phyrexian), Unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 95 (10d12 + 30)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 16 (+3) 6 (-2) 12 (+1) 4 (-3)

  • Skills Stealth +8
  • Senses tremorsense 60 ft. (blind beyond this radius), passive Perception 11
  • Languages
  • Challenge 7 (2,900 XP)
  • Proficiency Bonus +3

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.

Furnace Strider

With the Quiet Furnace closed to all other factions, Urabrask’s smiths were free to build anything their creativity demanded.


The furnace strider was created by Urabrask's Autonomous Furnace with one purpose: to support other Phyrexians in the layer. These monstrosities, while not quick themselves, use a specialized Phyrexian oil to quicken their allies.

^pan'g4:φee'x.
Maxime Minard
@istrandar
Gitaxian Raptor

Bored with the ruins of Lumengrid, it migrated to the ruins of the Mephidross.


Birds and owls are favored subjects of the Progress Engine's many experiments, since the small fliers make excellent scouts and spies. The raptor combines the predatory features of hawks and eagles with the grace of silent owls, all wrapped up neatly in a compleated Phyrexian form.


Gitaxian Raptor

Small Beast (Phyrexian), Unaligned


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

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 10 (+0) 3 (-4) 14 (+2) 5 (-3)

  • Skills Perception +4
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses passive Perception 14
  • Languages
  • Challenge 1/8 (25 XP)
  • Proficiency Bonus +2

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.
Steve Argyle
@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)

  • Skills Nature +4, Perception +5, Stealth +6, Survival +5
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Elvish, Phyrexian
  • Challenge 1/2 (100 XP)
  • Proficiency Bonus +2

Copper Spikes. At the start of its turn, the elf deals 2 (1d4) piercing damage to any creature grappling it or that it is grappling.

Mask of the Wild. The elf can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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.

Glistener Elf

“Beg me for life, and I will fill you with the glory of Phyrexian perfection.”


The Viridian elves of the former Tangle have been compleated by Glissa into glistener elves, deadly hunters capable of spreading the glistening oil. Glissa and her enforcers view themselves as "stewards" of the Hunter's Maze. She sees herself as encouraging the forest's natural state, which is predation. If anything gets in the way of the instinct to kill, she removes it by force. The way to further the Great Work is to continue to accelerate the "natural selection" process so that ever more powerful and deadly beings can emerge.

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

“The oil is all-knowing. The trick is to ask the right questions.”


Glistener Seers are former Neurok humans who have been compleated with a single purpose: to divine. They use a combination of glistening oil and blinkmoth serum to peer into the future, attempting to give praetor Jin-Gitaxias an edge over the other factions.


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)

  • Saving Throws Int +5, Wis +4
  • Skills Arcana +5, Insight +4, Perception +4
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses passive Perception 14
  • Languages Common, Phyrexian
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

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.
Lie Setiawan
@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)

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 18 (+4) 12 (+1) 14 (+2) 15 (+2)

  • Condition Immunities blinded
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 12
  • Languages Phyrexian
  • Challenge 5 (1,800 XP)
  • 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.

Hivemaster

From within its form, a single word echoed forth: “Devour.”


A hivemaster is a Phyrexian capable of spawning phyrexian mites, small creatures that spread glistening oil. The hivemaster acts like a walking troop transport, holding its distance and allowing the mites to continuously pour out onto the battlefield. It is normally found in the Dross Pits, and each of the Thanes fights tooth and nail for its patronage.

^pan'g4:φee'x.
Sam Wolfe Connelly
@deadthicket
Ichorplate Golem

The Phyrexians waste nothing. The hollow masks and bodily forms of failed or defeated members of the Machine Orthodoxy can be assembled into an Ichorplate Golem, held together by the glistening oil itself. These mindless servitors are used as guards and deterrents on the outskirts of the Basilica; or are abandoned to the surface where they hunt the surviving Mirrans.


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, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands Phyrexian but can't speak
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus +3

Aura of Oil. Creatures within 120 feet of the golem has disadvantage on saving throws against the effects of 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.
Joe Slucher
@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)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 10
  • Languages
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Unusual Nature. The glider doesn't require air or sleep.

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.

Incisor Glider

“You think it’s creepy now? You should see how it eats.”

—Melira, the Living Cure


The incisor glider is a mindless construct of the Fair Basilica, used simple to patrol the skies and attack any intruders or survivors it happens across. Unfortunately, it often gets lost in this endeavor, winding up in any of other spheres. Despite being simple and relatively harmless to other Phyrexians, its grotesque nature inspires fear in non-compleated survivors and rebels.

^pan'g4:φee'x.
Maxime Minard
@istrandar
Kuldotha Cackler

You would laugh too if you just burned through a tyrranax’s stomach.


The Kuldotha is the furnace-city entrance deeper into New Phyrexia, and Urabrask keeps it guarded from the other factions and praetors. Cacklers are compleated hyenas that stand guard at the Kuldotha's gates and laugh maniacally when they spot anyone trying to cross the threshold.


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
  • Languages
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Heated Body. A creature that hits the cackler with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. At the start of its turn, the cackler deals 3 (1d6) fire damage to any creature grappling it or that it is grappling.

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.
Mike Franchina
@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 while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the justicar 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 uses all its movement to move in a randomly determined direction and makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.

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.

Mandible Justiciar

While one mouth feeds, the other chatters mindless paeans of Elesh Norn’s glory.


This grotesque creature serves as an official punisher and executioner for dissenters and heretics who fail to adhere to the Argent Etchings, be they members of the Machine Orthodoxy, other Phyrexians, or outsiders. The creature is capable of speech, but only speaks to extol Elesh Norn and quote her scriptures.

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

A masticore is a ferocious metallic lion-like beast similar to a manticore. While manticores are fleshy and flying, masticores are galvanized and grounded. Masticores usually have a stinging, barbed tail just like a manticore, but they also tend to have lines of razor-like metal teeth.


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)
  • Proficiency Bonus +2

First Strike. The masticore has advantage on initiative rolls.

Unusual Nature. The masticore doesn't require air, food, drink, or sleep.

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.
Pavel Kolomeyets
@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

Immutable Form. The curator is immune to any spell or effect that would alter its form.

Multiheaded. The curator can't be surprised, and it has advantage on Wisdom (Perception) checks.

Actions

Multiattack. The curator makes three Quicksilver Burst attacks.

Quicksilver Burst. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 120 ft., one target. Hit: 19 (3d10 + 3) necrotic damage. A creature reduced to 0 hit points by this damage becomes stable.

Spellcasting. The curator casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):

At will: message
3/day each: calm emotions, hold person

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.

Meldweb Curator

“Imagine a giant room, like a library … except instead of books, it’s filled with body parts.”

—Kara Vrist, resistance spymaster


Devised by subpraetor Grgur and grand metatect Unctus, the Meldweb is a series of quicksilver pools filled with the brains of hundreds of vedalken and Neurok humans, all networked together. The web is tended by Meldweb Curators who ensure the connections remain stable and prevent individual brains from going mad due to their new existence. They are often accompanied by a pair of Neurok or vedalken heads that serve as assistants.

The Meldweb

The Meldweb can be represented by an Elder Brain, which appears in Volo's Guide to Monsters and Mordenkainen Presents: Monsters of the Multiverse.

^pan'g4:φee'x.
Marcela Bolivar
@tropicalgloom
Mercurial Spelldancer

“Never begin an experiment assuming you know what the end result will be.”

—Unctus, Grand Metatect

The spelldancer is a methodically designed compleated agent of the Progress Engine. It uses a specialized Phyrexian oil to siphon mana from its targets and replenish the magic and power of other Progress Engine allies.


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

Cunning Action. On each of its turns, the spelldancer can use a bonus action to take the Dash, Disengage, or Hide action.

Actions

Multiattack. The spelldancer makes two Claws attacks.

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

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.
Nestor Ossandon Leal
@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
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities frightened
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Phyrexian
  • Challenge 8 (3,900 XP)
  • 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.

Mite Overseer

The mites sniff out any potential interlopers. He handles the rest.


Mites make up a large bulk of invading Phyrexian forces for Elesh Norn; the overseer commands these creatures and ensures they attack with direction and unity, rather than chaos.

Wisnu Tan
@wisnutan
Myr

“Myr will go where the work is. We always have. We always will.”

—Urtet, Remnant of Memnarch

The myr are native inhabitant constructs of New Phyrexia's plane, and resist the Phyrexians. You can learn more about the myr in chapter 1.


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)

  • Skills Athletics +5, Perception +4, Survival +4
  • Damage Resistances poison
  • Senses passive Perception 14
  • Languages Common
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Mechanical Nature The myr has advantage on saving throws against being poisoned and is immune to disease.

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.
Johann Bodin
@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
  • Languages
  • Challenge 15 (13,000 XP)
  • Proficiency Bonus +5

Berserk. When the necrotitan starts its turn with 100 hit points or fewer, roll a d6. On a 6, the necrotitan goes berserk. On each of its turns while berserk, the necrotitan moves to and attacks the nearest creature it can see. Once the necrotitan goes berserk, it continues to do so until it is 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.

Necrotitan

Some of Sheoldred’s goliaths spread the glory of Phyrexia. Others just eat.


The necrotitan is an enormous Phyrexian horror engineered by praetor Sheoldred. It is an incredible ravenous creature that dismantles and ingests the remains of other Phyrexians, losers in Sheoldred's arena, and any non-Phyrexian unlucky enough to cross its path.

^pan'g4:φee'x.
Jason A. Engle
@jason_engle
Norn's Choirmaster

“Be not afraid of the holy chorus. Join in rapturous harmony.”


Aloof and mysterious, Angels were rarely seen on Mirrodin. In the war against the growing influence of Phyrexia, numerous angels fought and died to halt the corruption. Several of these were captured and forcefully compleated by the Machine Orthodoxy. Everything in the Fair Basilica exists to reflect and extol Elesh Norn, and former Mirran angels are no exception. Repurposed as Norn's honor guard, these angels sing with the voices of the ossified creatures embedded in their sinewy wings. They are often accompanied by one or more crawling choruses who join in the song.


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
  • Languages all
  • Challenge 10 (5,900 XP)
  • Proficiency Bonus +4

Angelic Weapons. The angel's weapon attacks are magical.

First Strike. The angel has advantage on initiative rolls.

Magic Resistance. The angel has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The angel makes two Glaive attacks.

Glaive. Melee Weapon Attack: +8 to hit, reach 10 ft., one 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.
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 DEX CON INT WIS CHA
18 (+4) 13 (+1) 20 (+5) 7 (-2) 9 (-1) 7 (-2)

  • Skills Perception +2
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Phyrexian, Troll
  • Challenge 4 (1,100 XP)
  • Proficiency Bonus +3

Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.

Actions

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.

Oil-Gorger Troll

Metal or flesh, it didn’t matter—seasoned with ichor, it all tasted so good.


Originally from another plane, most trolls disappeared from New Phyrexia long before the phyrexianization. Those that remained lived in Tel-Jilad, the Tree of Tales, in the copper forest of the Tangle. When the Phyrexians transformed the Tangle into the Hunter's Maze, most of the remaining trolls were compleated.


The oil-gorger troll is one such troll. It explores the spheres beyond the Hunter's Maze in search of glistening oil, the main only ingredient of its ever-growing appetite.

^pan'g4:φee'x.
Lorenzo Mastroianni
@lorenzomastroianni
Paladin of Predation

The strategies and politics of the Vicious Swarm are as subtle as Vorinclex himself.


The paladin of predation is an adherent of Vorinclex's philosophies, utterly devoted to survival of the biggest and strongest predators. It will attack to kill Phyrexians and non-Phyrexians alike.


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
  • Languages Phyrexian
  • Challenge 9 (5,000 XP)
  • Proficiency Bonus +4

Four Arms. The paladin has four arms. It can grapple a target while still wielding its greatsword.

Trample Over. The paladin has advantage on attack rolls against creatures smaller than it.

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.
Igor Kieryluk
@igorkieryluk

Phyrexian Germ

Tiny Monstrosity (Phyrexian), Unaligned


  • Armor Class 12
  • Hit Points 1 (1d4 - 1)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 8 (-1) 5 (-3) 13 (+1) 4 (-3)

  • Senses darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge 0 (0 or 10 XP)
  • Proficiency Bonus +2

Actions

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

Phyrexian Germ

“Even your blade knows who will triumph here.”

—Atraxa, Grand Unifier


Germs are tiny Phyrexian creatures grown in vats of glistening oil. They are used in the creation of "living weapons." These artifacts function as normal weapons, but when left alone they awaken as germs with mobility and aggression.

^pan'g4:φee'x.
Johann Bodin
@yoz
Phyrexian Incubator

Unleashed on new worlds, the Phyrexians were driven by a simple imperative: spread and conquer.


When the Phyrexians complete their plans to invade the multiverse, they realize they cannot hope to take over every plane relying on compleation alone. Instead, Elesh Norn devises a plan to grow new soldiers. In the times of old Phyrexia, "natural" Phyrexians began their lives as newts, grown from vats of glistening oil tended by priests. Elesh Norn has perfected this process by growing phyrexian soldiers from incubator pods, which are seeded on planes they invade by her forces, supplying them with unfathomable numbers of invaders.

Incubator Pod

A phyrexian incubator pod is a 5-foot tall, 3-foot diameter cylindrical pod of twisted metal, secured to the ground with a claw. It burns with a deep red light from deep within its core, emitting bright light in a 5-foot radius, and dim light for an additional 5 feet. It has an AC of 19, 18 hit points, and immunity to poison and psychic damage.


The pods are deployed by seedpod caretakers at locations secured by the phyrexians. Unless it is destroyed, a pod will hatch into a phyrexian incubator in 1d6 hours.


Phyrexian Incubator

Medium Construct (Phyrexian), Lawful Evil


  • Armor Class 17 (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
  • Senses passive Perception 12
  • Languages Phyrexian
  • Challenge 1/2 (100 XP)
  • Proficiency Bonus +2

Formation Tactics. The phyrexian has advantage on saving throws against being charmed, frightened, grappled, or restrained while it is within 5 feet of at least one other phyrexian.

Unusual Nature. The phyrexian doesn't require food, drink, or sleep.

Actions

Multiattack. The phyrexian makes two melee attacks.

Blade. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

^pan'g4:φee'x.
Andrew Mar
@andrewkmar

Phyrexian Knight

Medium Humanoid (Phyrexian, Paladin), Typically Lawful Evil


  • Armor Class 18 (natural armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)

  • Saving Throws Con +4, Wis +2
  • Senses passive Perception 10
  • Languages Phyrexian plus one other language (usually Common)
  • Challenge 3 (700 XP)
  • Proficiency Bonus +2

Aura of the Host. Whenever a Phyrexian within 30 feet of the knight makes an attack roll or a saving throw, the creature can add a d4 to its roll. Whenever a non-Phyrexian within 30 feet of the knight makes an attack roll or a saving throw, the creature subtracts a d4 from its roll. This effect ends if the knight is incapacitated.

Dark Devotion. The knight has advantage on saving throws against being charmed or frightened.

Actions

Multiattack. The knight makes two melee attacks.

Armblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Reactions

Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker.

Phyrexian Knight

The Magic Mirror of Vantress showed Catrina a twisted vision of black oil and bloody machines. Soon she understood that it was not the vision that had been twisted, but her own mind.


Knights are warriors who swear oaths to uphold virtues or seek vengeance. As the phyrexians invade other planes, many knights can be found and twisted to Elesh Norn's goals. The plane of Eldraine, in particular, is home to a great number of virtuous knights ripe for phyrexia's machinations.


The plane of Eldraine appears in A Planeshifted Guide to the Wilds of Eldraine.

^pan'g4:φee'x.
Oriana Menendez
@orianamdz
Phyrexian Mite

“Remember, recruits: A Phyrexian's size is not a reliable indicator of its threat level.”

—Kara Vrist, resistance spymaster


Though used extensively by the Machine Orthodoxy, mites are unaligned phyrexian creatures that can be used as fodder for any of New Phyrexia's factions. They exist to spread the infection, and often appear alongside many others of their ilk.


Phyrexian Mite

Tiny Monstrosity (Phyrexian), Unaligned


  • Armor Class 12
  • Hit Points 5 (2d4)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 10 (+0) 5 (-3) 13 (+1) 4 (-3)

  • Skills Perception +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge 1/8 (25 XP)
  • 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.
Isis Sangaré
@isissangare

Phyrexian Mummy

Medium Undead (Phyrexian), Lawful Evil


  • Armor Class 11 (natural armor)
  • Hit Points 58 (9d8 + 18)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 15 (+2) 6 (-2) 10 (+0) 12 (+1)

  • Saving Throws Wis +2
  • Damage Vulnerabilities fire
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Phyrexian plus the languages it knew in life
  • Challenge 3 (700 XP)
  • Proficiency Bonus +2

Unusual Nature. The mummy doesn't require air, food, drink, or sleep.

Actions

Multiattack. The mummy can use its Dreadful Glare and makes one attack with its Glistening Fist.

Glistening Fist. Melee Weapon Attack: +5 to hit, 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).

Dreadful Glare. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.

Phyrexian Mummy

On Amonkhet, Phyrexia found a ready-made army of horrors waiting for a new master.


Mummies known as Anointed were undead creations used on the plane of Amonkhet as a workforce. As the Phyrexians invaded the planes of the multiverse, these mummies were repurposed by the Etched Host, soldiers of Elesh Norn who come from the Dross Pits of New Phyrexia.


Amonkhet appears in Plane Shift: Amonkhet and A Planeshifted Return to Amonkhet.

^pan'g4:φee'x.
Konstantin Porubov
@ikostya
Phyrexian Samurai

As the Phyrexians invade the multiverse, the Porcelain Legion of the Fair Basilica convert many denizens of other planes into Phyrexians known as the Alabaster Host. At some point during the invasion, the Alabaster Host invades the plane of Kamigawa, and converts the devoted Imperial Samurai into phyrexian horrors.


The plane of Kamigawa, as it appears at the time of the invasion, appears in A Planeshifted Guide to Kamigawa: Neon Dynasty.


Phyrexian Samurai

Medium Humanoid (Phyrexian, Fighter), Typically Lawful Evil


  • Armor Class 17 (splint armor)
  • Hit Points 58 (9d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 12 (+1) 10 (+0)

  • Saving Throws Wis +2
  • Skills Athletics +5, Insight +2, Perception +2, Persuasion +2
  • Senses passive Perception 12
  • Languages Phyrexian plus any one language (usually Common)
  • Challenge 3 (700 XP)
  • Proficiency Bonus +2

Actions

Multiattack. The samurai makes two Katana attacks. If it has a wakizashi drawn, it can also make a Wakizashi attack.

Katana. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Wakizashi. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

Banish (1/day). The samurai casts the banishment spell (spell save DC 11).

Bonus Action

Fighting Spirit (3/day). The samurai gains 5 temporary hit points and gains advantage on all weapon attack rolls until the end of its turn.

^pan'g4:φee'x.
Tuan Duong Chu
@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

Magic Resistance. The tyrranax has advantage on saving throws against spells and other magical effects.

Trample. If the tyrranax moves into a smaller creature's space, that creature must succeed on a DC 19 Strength saving throw or be knocked prone.

Unusual Nature. The tyrranax doesn't require food or 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.

Phyrexian Tyrranax

While some predators specialize in speed, size, or deadly venom, the adaptive tyrranax see no need to limit themselves.


Tyrranax are giant predatory reptiles similar to tyrannosaurus rex. They roam the Hunter's Maze, dripping with glistening oil and feeding on any lesser creature. Many consider them among the apex predators of the Maze.

^pan'g4:φee'x.
Aurore Folny
@aurorefolny


Phyrexian Vampire Neonate

Medium Undead (Phyrexian), Typically Neutral Evil


  • Armor Class 15 (natural armor)
  • Hit Points 82 (11d8 + 33)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1)

  • Saving Throws Dex +6, Wis +3
  • Skills Perception +3, Stealth +6
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks not made with living wood weapons
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Phyrexian
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus +3

Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

Actions

Multiattack. The vampire makes two attacks, only one of which can be a bite attack.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The bite is coated with glistening oil (see "Compleated" in chapter 2).

Vampiric Glamer. The vampire obscures its form with mind-affecting magic that makes others perceive it as a beautiful human of the same size and shape. The illusion ends if the vampire takes a bonus action to end it or if the vampire dies. A creature that can see the vampire can take an action to visually inspect it, ending the mental effect on itself and seeing the vampire's true form with a successful DC 20 Wisdom (Perception) check.

Aura of Silence. The vampire shrouds itself in a cloak of silence to a radius of 2 feet. Within that radius, the effect is the same as the silence spell.

This stat block depicts a phyrexian vampire compleated from a vampire neonate, which appears in Plane Shift: Innistrad. The plane of Innistrad also appears in A Planeshifted Return to Innistrad.

^pan'g4:φee'x.
Marcela Bolívar
@tropicalgloom

Plague Nurse

Medium Humanoid (Phyrexian), Typically Chaotic Neutral


  • Armor Class 13 (natural armor)
  • Hit Points 27 (5d8 + 5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)

  • Skills Medicine +8, Nature +3, Survival +5
  • Senses passive Perception 13
  • Languages Phyrexian
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

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

Plague Nurse

“Kill the weak so they can’t drag the strong down to their level. This is true compassion.”

—Benzir, archdruid of Temple Might


The Hunter's Maze is a place where only the strongest survive; but evolution sometimes need nudging. Plague nurses tend to the wounded members of the vicious swarm, often making slight adjustments to them to improve their chances in the Maze.

^pan'g4:φee'x.
Krharts
@krhart
Porcelain Zealot

“There is a single, glorious truth, etched in the hearts of the faithful. Join in unity, or be washed away.”


Elesh Norn's rule over the Machine Orthodoxy is marked by a religious adherence to the Argent Etchings. Porcelain Zealots are the priests of this religious rule, enforcing the will of Norn throughout the Fair Basilica and punishing the heresy of the other Phyrexian factions.


Porcelain Zealot

Medium Monstrosity (Phyrexian), Typically Lawful Evil


  • Armor Class 13 (chain shirt)
  • Hit Points 27 (5d8 + 5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)

  • Skills Persuasion +3, Religion +5
  • Senses passive Perception 13
  • Languages Common, Phyrexian
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

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.

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

Praetors

ELESH NORN
^'elš-norn.


Elesh Norn

Medium Monstrosity (Phyrexian), Lawful Evil


  • Armor Class 18 (natural armor)
  • Hit Points 208 (32d8 + 64)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 15 (+2) 14 (+2) 20 (+5) 19 (+4) 24 (+7)

  • Saving Throws Dex +9, Con +9, Wis +11
  • Skills Perception +11
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, frightened
  • Senses truesight 60 ft., passive Perception 21
  • Languages Common, Phyrexian
  • Challenge 20 (25,000 XP)
  • Proficiency Bonus +7

Aura of the Cenobite. Any creature other than a Phyrexian that starts its turn within 30 feet of Elesh Norn takes 9 (2d8) radiant damage.

Legendary Resistance (3/Day). If Elesh Norn fails a saving throw, she can choose to succeed instead.

Argent Reflection. If Elesh Norn succeeds on a saving throw against a spell or an attack roll misses her, the spell or attack's damage is reflected back at the caster or attacker. That creature must succeed on a DC 22 Dexterity saving throw or take the damage of the spell or attack.

Actions

Multiattack. Elesh Norn makes three Claw attacks.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) force damage plus 9 (2d8) radiant damage. The claws are coated with glistening oil (see "Compleated" in chapter 2).

White Sun's Summons (Recharge 6). Elesh Norn magically summons 1d6 phyrexian mites (statistics found in this chapter). The called creatures appear in unoccupied spaces within 30 feet of Elesh Norn, acting as her allies and obeying her spoken commands. The summoned creatures remain for 1 hour, or until Elesh Norn dies or dismisses them as a bonus action.

Legendary Actions

Elesh Norn can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Elesh Norn regains spent legendary actions at the start of her turn.

  • Attack. Elesh Norn makes one Claw attack.
  • Disassembly. Elesh Norn targets one magic item she can see within 120 feet of her. Provided the magic item isn't an artifact, its magical properties are suppressed until Elesh Norn's next turn, or until Elesh Norn is incapacitated or dies.
  • Norn's Decree. One ally of Elesh Norn that can hear her must use its reaction, if a available, to move up to its speed as she directs or to make one weapon attack against a target that she designates.
^pan'g4:φee'x.
Eric Deschamps
@deschampsart
JIN-GITAXIAS
^dži’n-ɢytx.


Jin-Gitaxias

Large Monstrosity (Phyrexian, Artificer), Lawful Evil


  • Armor Class 18 (natural armor)
  • Hit Points 190 (20d10+80)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 18 (+4) 20 (+5) 12 (+1) 13 (+1)

  • Saving Throws Con +7, Int +10, Cha +6
  • Skills Deception +6, Investigation +10, Perception +6
  • Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Common, Phyrexian
  • Challenge 16 (15,000 XP)
  • Proficiency Bonus +5

Actions

Multiattack. Jin-Gitaxias makes three attacks with his claws.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 17 (4d6 + 3) slashing damage. The claws are coated with glistening oil (see "Compleated" in chapter 2).

Blue Sun's Command. Each creature of Jin-Gitaxias's choice that is within 120 feet of him and can hear him must succeed 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 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 Blue Sun's Command for the next 24 hours.

Spellcasting. Jin-Gitaxias casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 23):

At will: detect magic, detect thoughts, identify
2/day each: dispel magic, hold person, mislead
1/day each: dominate person, hold monster, foresight

Reactions

Counterspell. Jin-Gitaxias casts counterspell, using Intelligence as the spellcasting ability (+5).

Legendary Actions

Jin-Gitaxias can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Jin-Gitaxias regains spent legendary actions at the start of his turn.

Claw. Jin-Gitaxias makes one attack with his Claws.

Spellcasting (Costs 2 Actions). Jin-Gitaxias uses Spellcasting.

^pan'g4:φee'x.
Robbie Trevino
@robbietrevino
SHEOLDRED
^šøldrd.


Sheoldred

Medium Monstrosity (Phyrexian), Chaotic Evil


  • Armor Class 18 (natural armor)
  • Hit Points 181 (33d8 + 33)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 12 (+1) 21 (+5) 17 (+3) 22 (+6)

  • Saving Throws Con +7, Wis +9, Cha +12
  • Skills Arcana +11, Deception +12, Perception +9, Insight +9
  • Condition Immunities frightened
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 19
  • Languages Common, Phyrexian
  • Challenge 18 (20,000 XP)
  • Proficiency Bonus +6

Legendary Resistance (3/Day). If Sheoldred fails a saving throw, she can choose to succeed instead.

Parasitic Form. Sheoldred can attach her upper torso to a willing Large or larger Phyrexian creature, using it as a controlled mount as described in the mounted combat rules in the Player's Handbook.

Actions

Multiattack. Sheoldred makes three Claw attacks.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) necrotic damage. The claw is coated in glistening oil (see "Compleated" in chapter 2).

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 from Sheoldred. Each creature in the column must make a DC 20 Dexterity saving throw, taking 14 (4d6) fire damage and 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this damage immediately rises as a zombie under Sheoldred's control.

Spellcasting. Sheoldred casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 20):

At will: command, detect magic, thaumaturgy
2/day each: bestow curse, hold person, sheoldred's edict,* silence, zone of truth
1/day each: darkness, detect thoughts, dispel magic, circle of death, suggestion

Bonus Actions

Summon Undead (1/Day). Sheoldred magically summons five skeletons or zombies. The summoned creatures appear in unoccupied spaces within 60 feet of Sheoldred, whom they obey. They take their turns immediately after Sheoldred. Each lasts for 1 hour, until it or Sheoldred dies, or until Sheoldred dismisses it as a bonus action.

Legendary Actions

Sheoldred can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Sheoldred regains spent legendary actions at the start of her turn.

  • Command Undead. An allied Undead within 30 feet of Sheoldred uses its reaction to make one attack against a target of Sheoldred's choice that she can see.
  • Claw. Sheoldred makes one Claw attack.
  • Cast a Spell (Costs 2 Actions). Sheoldred uses Spellcasting.

* This spell appears in chapter 3.

^pan'g4:φee'x.
Campbell White
@campbellwhite
URABRASK
^'urbrask.


Urabrask

Large Monstrosity (Phyrexian), Chaotic Neutral


  • Armor Class 18 (natural armor)
  • Hit Points 127 (15d10 + 45)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
13 (+1) 20 (+5) 16 (+3) 10 (+0) 14 (+1) 15 (+2)

  • Saving Throws Str +7, Dex +11, Cha +7
  • Skills Acrobatics +11, Stealth +11
  • Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common, Phyrexian
  • Challenge 18 (20,000 XP)
  • Proficiency Bonus +6

Evasive. Urabrask has advantage on Dexterity saving throws.

Legendary Resistance (3/day). If Urabrask fails a saving throw, it can choose to succeed instead.

Siege Monster. Urabrask deals double damage to objects and structures.

Actions

Multiattack. Urabrask makes four Claw attacks.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 19 (4d6 + 5) slashing damage. The claw is coated in glistening oil (see "Compleated" in chapter 2).

Slow. Urabrask casts slow without requiring a material component, using Constitution as the spellcasting ability (spell save DC 17).

Red Sun's Suppression (Recharge 5-6). Urabrask targets one magic item he can see within 120 feet of him. Provided the magic item isn't an artifact, its magical properties are suppressed for 1 minute, or until Urarbrask is incapacitated or dies.

Bonus Actions

Haste. Urabrask uses his Claw attack or takes the Dash, Disengage, or Hide action.

Legendary Actions

Urabrask can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Urabrask regains spent legendary actions at the start of its turn.

Claws. Urabrask makes one attack with his Claws.

Move. Urabrask moves up to half his speed.

^pan'g4:φee'x.
Daarken
@daarken
VORINCLEX
^vornχlx.


Vorinclex

Large Monstrosity (Phyrexian), Chaotic Evil


  • Armor Class 18 (natural armor)
  • Hit Points 190 (20d10+80)
  • Speed 50 ft., climb 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 18 (+4) 12 (+1) 15 (+2) 13 (+1)

  • Saving Throws Str +11, Con +10, Wis +8
  • Skills Athletics +11, Intimidation +7, Perception +8
  • Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 17
  • Languages Common, Phyrexian
  • Challenge 18 (20,000 XP)
  • Proficiency Bonus +6

Legendary Resistance (3/day). If Vorinclex fails a saving throw, he can choose to succeed instead.

Monstrous Aura. When a creature starts its turn within 30 feet of Vorinclex, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three.

Voice of Hunger. If a creature within 60 feet of Vorinclex regains hit points, Vorinclex has advantage on attack rolls until the end of its next turn.

Actions

Multiattack. Vorinclex makes two attacks with his Bite and two attacks with his Claws.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 19 (4d6 + 5) slashing damage. The strike is coated in glistening oil (see "Compleated" in chapter 2).

Green Sun's Call (1/day). Provided he is outdoors, Vorinclex magically calls 1d6 creatures, choosing from cankerblooms, contagious vorracs, plague nurses, or rotpriests (statistics found in this chapter). The called creatures arrive in 1d4 rounds, acting as allies of Vorinclex and obeying his spoken commands. The summoned creatures remain for 1 hour, until Vorinclex dies, or until Vorinclex dismisses them as a bonus action.

Legendary Actions

Vorinclex can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Vorinclex regains spent legendary actions at the start of his turn.

Claws. Vorinclex makes one attack with his Claws.

^pan'g4:φee'x.
Brian Valeza
@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
  • Languages Druidic, Phyrexian
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

Toxic Reflection. When a creature within 30 feet of the rotpriest casts a spell, the rotpriest converts some of the spell's energy into a burst of corrosive material; each creature within 30 feet of the rotpriest must make a DC 15 Constitution saving throw, taking 3 (1d6) necrotic damage per level of the spell on a failed save, or half as much damage on a successful one.

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.

Rotpriest

“This was once a peaceful spring, but I wouldn’t advise taking a sip.”

—Melira, the Living Cure


The rotpriests are the servants of glistening oil, necrogen, lamina, and all other poisonous and toxic substances found throughout New Phyrexia. The tend and cultivate these substances, perfecting them and turning them into lethal weapons for the phyrexian machine.

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

The phyrexian seedshark is a specialized phyrexian used for deploying incubator pods, which are used to grow new phyrexian troops as they invade new worlds. The seedshark is part of the Chrome Host, soldiers of Elesh Norn who originate from Gin-Gitaxias Surgical Bay layer. These flying phyrexian are compleated from the skysharks of the mutant plane Ikoria.


Ikoria and its mutant monsters appear in A Planeshifted Guide to Ikoria.


Seedshark

Large Monstrosity (Phyrexian), Unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 45 (6d10 + 12)
  • Speed 0 ft., swim 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 15 (+2) 1 (-5) 10 (+0) 4 (-3)

  • Skills Perception +2
  • Senses blindsight 30 ft., passive Perception 12
  • Languages
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

Blood Frenzy. The seedshark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage.

Drop Incubator (Recharge 6). The seedshark drops an incubator pod into a space directly below it. If that space is occupied by a creature, the creature must succeed on a DC 10 Dexterity saving throw or be struck by the falling pod, taking 3 (1d6) bludgeoning damage for every 10 feet the pod has fallen.
    When the pod hits the ground, there is a 40 percent chance the pod will hatch into a phyrexian incubator that acts as an ally of the seedshark.

^pan'g4:φee'x.
Slawomir Maniak
@maniaks
Seedpod Caretaker

His body clicked and hummed—a lullaby meant only for machines.


A seedpod caretaker is a specialized phyrexian, created for the purpose of tending and hatching phyrexian incubators. These incubators are the support forces for invading phyrexians as they fulfill Elesh Norn's grand plan of invading the many planes of the multiverse.


Seedpod Caretaker

Medium Humanoid (Phyrexian, Cleric), Typically Lawful Evil


  • Armor Class 13 (natural armor)
  • Hit Points 27 (5d8 + 5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 12 (+1) 16 (+3) 13 (+1)

  • Skills Deception +3. Medicine +7, Religion +5
  • Senses passive Perception 13
  • Languages Phyrexian, Common
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 14 (4d6) slashing damage.

Hatch (Recharge 6). The caretaker causes one incubator pod it touches to hatch into a phyrexian incubator under the caretaker's control. The caretaker can have no more than five incubators under its control at one time.

Bonus Actions

Healing Aura (Recharge 6). The caretaker and each phyrexian within 10 feet of it regains 7 (1d8 + 3) hit points.

^pan'g4:φee'x.
Martin de Diego
@martindediego
Scrapgorger

“Eat. Sort. Eat. Sort. Eat.”


^ǩaφa-φyrxɮɒ'ɣ-təʁirot.
^xwe-ɢnaɢɮronɣ-'iţpənaan.

Coming Soon...

Translation in Progress


  • ^txš: ?.
  • ^koqšqle’yt: ?.
  • ^zikl: ?.

^nu’f: ^qpønč: təʁirt: ^natlč:
^?(+?). ^?(+?). ^?(+?). ^?(+?).

  • ^ɣwi: ?.
  • ^qẅrɬwi'g: ?.
  • ^rukm: ?.
  • ^ɮɒ’ɣ: ?.
  • ^χanj: ?.

^ɣwiǩažð:

^qipmt: ?.

^čtəəčplčn.

^ɣwitwøǩx: ?.

^twøφt: ?.

^ɢʁičtx: ?.

^ʁums: ?.

^pan'g4:φee'x.
Mike Franchina
@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 Perception 12
  • Languages
  • Challenge 5 (1,800)
  • Proficiency Bonus +3

Actions

Multiattack. The scraptrap makes three Pincer attacks.

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.

Scraptrap

“Does anyone else hear that horrible crunching sound?”

—Jace Beleren


The scraptrap is a horrifying Phyrexian monster than wanders about the Dross Pits consuming anything it can grab. It digests its prey in a stomach full of necrogen and necrotic acid.

^pan'g4:φee'x.
Andrey Kuzinskiy
@kuzinskiy
Sheoldred's Headcleaver

The punishment for sedition, like every other crime in the Dross Pits, is execution.


Headcleavers are Sheoldred's enforcers and executioners in her arena and throughout her domain in the Dross Pits. Rather than kill Sheoldred's opponents, they drag them back to the arena for bloodsport. Only when the crowd cheers and Sheoldred gives her edict do they strike the final blow.


Sheoldred's Headcleaver

Medium Humanoid (Phyrexian), Typically Neutral Evil


  • Armor Class 17 (natural armor)
  • Hit Points 58 (9d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

  • Skills Athletics +5, Insight +2
  • Senses passive Perception 10
  • Languages Phyrexian
  • Challenge 3 (700 XP)
  • 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.
Campbell White
@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
  • Condition Immunities blinded
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 15
  • Languages Phyrexian
  • Challenge 1/4 (50 XP)
  • Proficiency Bonus +2

Blind Senses. The dancer can't use its blindsight while deafened.

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.

Sinew Dancer

He spreads word of the Argent Etchings to a captive audience.


Sinew Dancers use sinews of muscley flesh to attack and capture 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 throughout the Fair Basilica, often dragging along captured rebels to be indoctrinated and compleated.

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

“Get away from there! I must rebuild that one for the next bout. Shoo, shoo!”

—Keskit, the Flesh Sculptor


Skirges are Phyrexian imps. Vault skirges were created by Vishgraz to bring back vital flesh and fluids to Ish Sah for use in creating his Phyrexian monstrosities. They fly in and attach themselves to their prey with a powerful claw, they then either 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 caper about with fear-masks screwed over their faces. They are often servants of Azax-Azog, and their appearance always heralds some dire or frightful event. Whatever their origin, skirges can be found throughout the spheres of New Phyrexia; at best as pests, and at worst as swarms of vicious hunters.


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

  • Skills Perception +4, Stealth +5
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Phyrexian
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Corrupted. The skirge regains 10 hit points at the start of its turn if it has at least 1 hit point and it is within 120 feet of another Phyrexian or a creature afflicted with phyresis.

Devil's Sight. Magical darkness doesn't impede the skirge's darkvision.

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.
Billy Christian
@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
5 (-3) 14 (+2) 12 (+1) 1 (-5) 7 (-2) 3 (-4)

  • Skills Perception +0
  • Damage Immunities poison, psychic
  • Condition Immunities paralyzed, petrified, poisoned
  • Senses blindsight 30 ft., passive Perception 10
  • Languages
  • 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.

Skitterfang

What cannot be remade will be unmade, one scrap at a time.


A skitterfang is a phyrexianized giant centipede, compleat with a number of improvements and modifications. Atraxa, the praetor's voice and Elesh Norn's right hand, is known to have and make use of a skitterfang as a kind of familiar.

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

“Watch your footing around here. Anything you might step on probably has teeth.”

—Kara Vrist, resistance spymaster


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 rotting skulls littering the floors of spheres like the Dross Pits and the Hunter's Maze.


Skulldweller

Tiny Monstrosity (Phyrexian), Unaligned


  • Armor Class 12
  • Hit Points 2 (1d4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 10 (+0) 5 (-3) 13 (+1) 4 (-3)

  • Skills Perception +3, Stealth +5
  • Senses darkvision 60 ft., passive Perception 13
  • 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.
Donato Giancola
@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

Immutable Form. The jailer is immune to any spell or effect that would alter its form.

Actions

Hand-Cage. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 26 (6d6 + 5) bludgeoning damage, and the target is grappled (escape DC 16) if it is a Large or smaller creature. Until this grapple ends, the target is restrained. The jailer has two hand-cages, each of which can grappled a creature.

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.

Soulless Jailer

“Lock the door and eat the key.”

—Vraan, Executioner Thane


The soulless jailer is a golem that serves Vraan, the Executioner Thane of the Dross Pits. Despite leading the Bleak Coven, a coven of phyrexian vampire assassins, Vraan occasionally needs prisoners kept alive; either for political machinations between the Seven Thanes or simply as a food source for his vampiric needs.

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

“They’re violent, headstrong, and wildly unpredictable. It should be amusing to see how Norn’s vaunted tactics try to cope with them.”

—Urabrask the Hidden


Compleated goblins in the service of Urabrask, squealstokes have gleefully seized the task of stoking the furnace fires both at Kuldotha and within the furnace layer. They frantically race about, building spiny contraptions to fan the flames. They sometimes fuel the furnace with a little too much zeal, occasionally throwing each other into the furnaces or anything else that happens to be lying or scurrying around. If their efforts fall short, they will throw themselves into the furnace, achieving the dual purpose of feeding the fires and avoiding more painful punishment at the hands of their overlords.


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
8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)

  • Skills Stealth +6
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Phyrexian, Goblin
  • Challenge 1/4 (50 XP)
  • Proficiency Bonus +2

Death Burst. When the goblin dies, it explodes, and each creature within 5 feet of it must succeed on a DC 10 Constitution saving throw or take 7 (2d6) fire damage. The explosion ignites flammable objects in that area that aren't being worn or carried.

Heated Body. A creature hits the goblin with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. At the start of its turn, the goblin deals 3 (1d6) fire damage to any creature grappling it or that it is grappling.

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.
Brian Valeza
@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)

  • Senses darkvision 60 ft., passive Perception 9
  • Languages
  • Challenge 1/8 (25 XP)
  • Proficiency Bonus +2

Actions

Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the syphoner attaches to the target. While attached, the 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).

Syphoner

The praetors of the other Spheres privately wonder how Sheoldred always has a surplus of glistening oil at her disposal.


Syphoners are tiny, pestilent creatures that fly through all the spheres and harvest glistening oil from other Phyrexians; returning it to their master Sheoldred. The syphoners are also capable of draining blood from a non-phyrexian creature, making swarms of them very dangerous to Mirran survivors and rebels.

^pan'g4:φee'x.
Igor Kieryluk
@igorkieryluk
Vivisection Evangelist

“May you rejoice in the magnificence of Norn. May your flesh serve perfection.”


Compleation involves enhancing creatures by replacing parts of their flesh. The enormous vivisection evangelist is a firm believing in this process, inflicting it on the unwilling.


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)
  • Proficiency Bonus +3

Actions

Multiattack. The evangelist makes two Slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

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.
Chris Cold
@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
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Vigilant. The blisterzoa can't be surprised while it isn't incapacitated.

Actions

Multiattack. The blisterzoa makes two attacks: one with its Tentacles and one with its Bite.

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).

Watchful Blisterzoa

After a series of ambushes, Uulbrek demanded a sentry with no blind spots.


The blisterzoa are floating horrors that patrol the Surgical Bay; they are mass of eyes and eyestalks that look like tentacles. They were created by Uulbrek's sective to protect the laboratories from unwanted guests. When an intruder is found, blisterzoa will cast a spell then quickly depart to alert other nearby members of the Progress Engine of the danger.

^pan'g4:φee'x.
Martina Fackova
@martinafackova
Yawgmoth
^jɒ'gmo'θ.


Yawgmoth

Gargantuan Celestial (Phyrexian, God), Chaotic Evil


  • Armor Class 23 (natural armor)
  • Hit Points 574 (28d20 + 280)
  • Speed 60 ft., fly 120 ft.

STR DEX CON INT WIS CHA
30 (+10) 14 (+2) 30 (+10) 21 (+5) 20 (+5) 26 (+8)

  • Saving Throws Dex +11, Con +19, Wis +14, Cha +17
  • Skills Intimidation +26, Perception +23
  • Damage Immunities acid, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities blinded, charmed, deafened, frightened, poisoned, stunned
  • Senses truesight 120 ft., passive Perception 33
  • Languages Common, Phyrexian
  • Challenge 30 (155,000 XP)
  • Proficiency Bonus +9

Discorporation. When Yawgmoth drops to 0 hit points or dies, he reverts to his death cloud form and is unable to take physical form until he returns to the core of Phyrexia.

Legendary Resistance (5/Day). If Yawgmoth fails a saving throw, he can choose to succeed instead.

Magic Resistance. Yawgmoth has advantage on saving throws against spells and other magical attacks, and spell attacks made against him have disadvantage.

Yawgmoth's Edict. Whenever a spell attack misses Yawgmoth or its saving throw against a spell succeeds, the caster takes 1d10 necrotic damage for each level of the spell, and Yawgmoth regains hit points equal to the necrotic damage taken.

Actions

Multiattack. Yawgmoth makes three Vile Burst attacks.

Vile Burst. Melee or Ranged Spell Attack: +19 to hit, reach 15 ft. or range 150/600 ft., one target. Hit: 21 (2d10 + 10) necrotic damage. The burst is coated with glistening oil (see "Compleated" in chapter 2).

Toxic Deluge (Recharge 5–6). Yawgmoth causes glistening oil to fall from above like rain in 150-foot radius around himself. Each creature in that area must make a DC 27 Dexterity saving throw. On a failed save, the creature takes 71 (11d12) necrotic damage. On a successful save, the creature takes half as much damage.

Phyrexian Rebirth (Recharge 6). Yawgmoth targets the corpse of one creature that isn't a phyrexian within 150 feet of him. The corpse returns to life with all its hit points. The creature is immediately compleated, becoming a phyrexian, and is charmed by Yawgmoth and obeys his commands.

Legendary Actions

Yawgmoth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Yawgmoth regains spent legendary actions at the start of his turn.

  • Attack. Yawgmoth makes one Vile Burst attack.
  • 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.
Aleksi Briclot
@aleksi

^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

Stephan Martiniere

Seven Steel Thanes

Azax-Azog
^azxzog.

Coming Soon...

Translation in Progress


  • ^txš: ?.
  • ^koqšqle’yt: ?.
  • ^zikl: ?.

^nu’f: ^qpønč: təʁirt: ^natlč:
^?(+?). ^?(+?). ^?(+?). ^?(+?).

  • ^ɣwi: ?.
  • ^qẅrɬwi'g: ?.
  • ^rukm: ?.
  • ^ɮɒ’ɣ: ?.
  • ^χanj: ?.

^ɣwiǩažð:

^qipmt: ?.

^čtəəčplčn.

^ɣwitwøǩx: ?.

^twøφt: ?.

^ɢʁičtx: ?.

^ʁums: ?.

^pan'g4:φee'x.
Randy Vargas
@vargasni
Kraynox
^kranox.

Coming Soon...

Translation in Progress


  • ^txš: ?.
  • ^koqšqle’yt: ?.
  • ^zikl: ?.

^nu’f: ^qpønč: təʁirt: ^natlč:
^?(+?). ^?(+?). ^?(+?). ^?(+?).

  • ^ɣwi: ?.
  • ^qẅrɬwi'g: ?.
  • ^rukm: ?.
  • ^ɮɒ’ɣ: ?.
  • ^χanj: ?.

^ɣwiǩažð:

^qipmt: ?.

^čtəəčplčn.

^ɣwitwøǩx: ?.

^twøφt: ?.

^ɢʁičtx: ?.

^ʁums: ?.

^pan'g4:φee'x.
Stephan Martiniere
@https://www.martiniere.com/
Roxith
^rɒxθ.

Coming Soon...

Translation in Progress


  • ^txš: ?.
  • ^koqšqle’yt: ?.
  • ^zikl: ?.

^nu’f: ^qpønč: təʁirt: ^natlč:
^?(+?). ^?(+?). ^?(+?). ^?(+?).

  • ^ɣwi: ?.
  • ^qẅrɬwi'g: ?.
  • ^rukm: ?.
  • ^ɮɒ’ɣ: ?.
  • ^χanj: ?.

^ɣwiǩažð:

^qipmt: ?.

^čtəəčplčn.

^ɣwitwøǩx: ?.

^twøφt: ?.

^ɢʁičtx: ?.

^ʁums: ?.

^pan'g4:φee'x.
Johann Bodin
@aaa
Thrissik
^θrəssk.

Coming Soon...

Translation in Progress


  • ^txš: ?.
  • ^koqšqle’yt: ?.
  • ^zikl: ?.

^nu’f: ^qpønč: təʁirt: ^natlč:
^?(+?). ^?(+?). ^?(+?). ^?(+?).

  • ^ɣwi: ?.
  • ^qẅrɬwi'g: ?.
  • ^rukm: ?.
  • ^ɮɒ’ɣ: ?.
  • ^χanj: ?.

^ɣwiǩažð:

^qipmt: ?.

^čtəəčplčn.

^ɣwitwøǩx: ?.

^twøφt: ?.

^ɢʁičtx: ?.

^ʁums: ?.

^pan'g4:φee'x.
Andrew Mar
@andrewkmar
Vishgraz
^geθ.

Coming Soon...

Translation in Progress


  • ^txš: ?.
  • ^koqšqle’yt: ?.
  • ^zikl: ?.

^nu’f: ^qpønč: təʁirt: ^natlč:
^?(+?). ^?(+?). ^?(+?). ^?(+?).

  • ^ɣwi: ?.
  • ^qẅrɬwi'g: ?.
  • ^rukm: ?.
  • ^ɮɒ’ɣ: ?.
  • ^χanj: ?.

^ɣwiǩažð:

^qipmt: ?.

^čtəəčplčn.

^ɣwitwøǩx: ?.

^twøφt: ?.

^ɢʁičtx: ?.

^ʁums: ?.

^pan'g4:φee'x.
Helge C. Balzer
@helgecbalzer / https://helgecbalzer.com/
Vraan
^vran.

Coming Soon...

Translation in Progress


  • ^txš: ?.
  • ^koqšqle’yt: ?.
  • ^zikl: ?.

^nu’f: ^qpønč: təʁirt: ^natlč:
^?(+?). ^?(+?). ^?(+?). ^?(+?).

  • ^ɣwi: ?.
  • ^qẅrɬwi'g: ?.
  • ^rukm: ?.
  • ^ɮɒ’ɣ: ?.
  • ^χanj: ?.

^ɣwiǩažð:

^qipmt: ?.

^čtəəčplčn.

^ɣwitwøǩx: ?.

^twøφt: ?.

^ɢʁičtx: ?.

^ʁums: ?.

^pan'g4:φee'x.
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.