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The Steel Thanes

S
ince the beginning, Phyrexia arose from the fetid
swamps and murky bogs, and they have played a
part in defining the Phyrexian identity. But with
the rise of New Phyrexia, its system has had to
adapt to the availability—even abundance—of all
manner of terrain, from mountain crags to
expanses of razorgrass covering the
Glimmervoid. The swamp-dwelling Phyrexians of the plane
have little reason to view this as a threat. They possess only a
vague understanding of the past. Dim recollections of the old
ways have been passed down to them through impressions in
the glistening oil.
The rise of New Phyrexia began at Ish-Sah, the epicenter of
the Mephidross. Many creatures native to the Mephidross
were already Phyrexians, perhaps even during Memnarch's
day. Farther afield, the nim and Moriok serve as a foothold for
Phyrexian corruption.
The Seven Steel Thanes
The seven thanes undeniably stand as the most powerful
influences over the Phyrexian faction associated with black
mana. 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 and also in
the burgeoning underworld of New Phyrexia's core. Only one
remains doggedly at the center of the Mephidross: Geth, the
Gatekeeper, straddles the lacuna tunnel between the shadows
of the surface and the darkness within.
"The feeble resistance of the flesh is all but over. Phyrexia
spreads its shadows over all that is. Only Phyrexians can
survive in Phyrexia, and only one Phyrexian can be father of
all—Father of Machines. Yet a usurper sits upon the throne: Vile Feudalism
Karn. To the thanes, this man of dumb silver cannot be the
real Father of Machines. To be Father of Machines, one must Creatures under the thanes exist in two broad social strata.
survive a birth in its heart and the deaths of many brethren. In the lower strata are the savage nim, bestial creatures,
The path to leadership is paved with the backs or the bones compleated Mirrans, and mercenary undead. Pure
of one's lessers. Survival is the Phyrexian way, and if this Phyrexians of intelligence and the most resourceful of the
Karn cannot live through the attempts on his crown, he compleated Phyrexians form a higher caste.
should never have donned it." The relationship is not unlike some feudal societies, with the
Each of the seven thanes knows these truths, though they do lower caste as the serfs and conscripts in armies, while the
not speak them aloud. To give whisper to such thoughts higher caste serves as the nobility in the courts and the
would weaken a thane's chances at bringing plans to fruition. knights and officers of the thanes' armies. Yet this structure
Truth is always a weapon in your enemies' hands. No thane takes a uniquely Phyrexian form.
has friends, and foes owe fealty to the thanes only until they For example, a thane might express a strange civility in
have a weapon to twist against them. welcoming the emissary of another thane, speaking cordially
Each thane wages a secret war of succession, understanding with the messenger while the emissary's bodyguards are
with absolute certainty that he/she/it is the true Father of flayed alive. The herald of an important Phyrexian lord might
Machines. All that matters is the thane's eventual ascension. announce the arrival of its patron by cutting his name into its
Plots are made, alliances formed, deals brokered, and armies own skin. Such displays aren't custom among the feudal
marshaled. Upon taking leadership of all, the glorious Phyrexians; instead, each thane or petty warlord acts within
brilliance of the methods by which it claimed power will be the bounds of its own brand of courtesy—until the sham is no
transformed from horrid treachery to holy doctrine. Yet the longer useful.
thanes have not gained their places through rash action.
Smiles hide the purpose of teeth. At the right moment, the
time for polite audiences and alliances will be over.

1
Sheoldred, Whispering One
"To Know Is To Rule."
Sheoldred, the thane that currently hold the tenuous position Shudderworthily, Sheoldred's body separates into two pieces.
of Praetor, sits at the heart of a vast network of spies, scouts, Her relatively humanoid torso actually locks into an access
blackmailers, and informers. Each face leads a different wing inlet built into her monstrous lower half. Though few have
of her multi-layered organization: corruption, observation, seen it happen, Sheoldred is able to shed her large,
distortion, extortion, obfuscation, and dissemination. predatory, more motile lower body and slither-skitter to a new
home.
For Sheoldred, information is power. The ignorant fail
without really knowing why, but with enough knowledge, you Although the agenda of the Steel Thanes in general is to
cannot fail because you accept no outcome that does not overpower, corrupt, and enslave all other beings, Sheoldred
advance your goals. Without doubt, Sheoldred is one of the herself has managed to hold power through the use of subtler
most knowledgeable and intelligent Phyrexians on the plane. methods. She collects debts and manipulates relationships in
order to keep her allies in check and her foes as powerless as
Sheoldred appears as a feminine humanoid torso emerging possible. Her goal is nothing less than control of all of
from a huge-mouthed, many-jointed fiend. Her movements are Phyrexia—and she may just get her wish.
spiderlike in their grace, her limbs finding purchase among
the mycosynth and metallic structures of the Core. Her body
is covered with plates of oily, corroded metal. Her voice is a
soft, grinding whisper, and she is kept informed at all times "Only those who possess the zeal to seize power from their
by a constant stream of informants, spies, and underlings. lessers are worthy to wield the full might of Phyrexia."
—Sheoldred, Whispering One

Skinrender
Medium undead, chaotic evil

Armor Class 16 (natural armor)


Hit Points 67 (9d8 + 27)
Speed 30 ft.

STR DEX CON INT WIS CHA


17 (+3) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 16 (+3)

Skills Intimidation +6, Stealth +5


Damage Resistances necrotic
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 11
Languages Phyrexian
Challenge 00 (000 XP)

Combat Entrance. If the skinrender isn't surprised, it


can make one attack on initiative count 20 during
the first round of combat. On a hit, the target's hit
point maximum is reduced by the ammount of
damage taken this way.

Actions
Multiattack. The skinrender makes two attacks.
Flaying Claw. Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit 6 (1d6 + 3) slashing damage,
plus 7 (2d6) necrotic damage.
Flaying Screech Ranged Spell Attack: +6 to hit, reach
30 ft., one target. Hit 3 (1d6) thunder damage, plus
7 (2d6) necrotic damage.

2
Sheoldred
Large aberration, neutral evil

Armor Class 18 (natural armor)


Hit Points 207 (18d10 + 108)
Speed 40 ft., climb 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA


22 (+6) 14 (+2) 23 (+6) 22 (+6) 18 (+4) 18 (+4)

Saving Throws Int +12, Wis +10


Skills Arcana +11, Insight +10, Investigation +18,
Perception +10
Damage Resistances necrotic, poison, psychic
Condition Immunities charmed, frightened,
poisoned
Senses darkvision 120 ft., passive Perception 20
Languages Common, Phyrexian, telepathy 120 ft.
Challenge 16 (15,000 XP)

Blight Aura. A creature that starts its turn within 20


feet of Sheoldred takes 10 (3d6) necrotic damage.
Devil's Sight. Magical darkness doesn’t impede
Sheoldred’s darkvision.
Legendary Resistance (3/Day). If Sheoldred fails a
saving throw, she can choose to succeed instead.
Innate Spellcasting. Sheoldred's innate spellcasting
ability is Intelligence (spell save DC 20). Sheoldred
can innately cast the following spells, requiring no
material components:
At will: arcane eye, comprehend languages, detect
magic, detect thoughts, dissonant whispers
3/Day each: mislead, scrying
1/Day: blade barrier, modify memory

Actions
Multiattack. Sheoldred uses her Reanimation
Command. She then she can make either two slam
attacks, one bite or use Praetor's Grasp.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft.,
one target. Hit 20 (4d6 + 6) piercing damage. If the
target is a Medium or smaller creature, it is Legendary Actions
grappled (escape DC 20). Until this grapple ends,
the target is restrained, and Sheoldred can’t bite Sheoldred can take 3 legendary actions, choosing
another target. from the options below. Only one legendary action
option can be used at a time and only at the end of
Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., another creature’s turn. Sheoldred regains spent
one target. Hit 11 (1d10 + 6) bludgeoning damage. legendary actions at the start of its turn.
Reanimation Command. Sheoldred chooses the
corpse of a Medium or Small humanoid within 10 Cast a Spell (Cost 2 Actions). Sheoldred casts a spell.
feet of her. The target becomes a Skinrender under Slam Attack. Sheoldred makes one slam attack.
her control. It has its own initiative.
Surgical Extraction (Cost 3 Actions). Sheoldred
Praetor's Grasp. Sheoldred touch one incapacitated targets a creature within 30 feet of her that casted
creature within 5 feet of her. The creature must a spell of 1st level or higher within the last turn.
make a DC 20 Intelligence saving throw. On a The target must make an DC 20 saving throw with
failure, the target's Intelligence score is reduced by its spellcasting ability. On a failure, the target can't
1d6 and Sheoldred learns all of its memories from cast the same spell until it finishes a long rest.
the last 24 hours. A creature can't be targeted by
this action more than once within 24 hours.

3
Blind Zealot Entomber Exarch
Medium humanoid, neutral evil Medium aberration, neutral evil

Armor Class 12 Armor Class 16 (natural armor)


Hit Points 39 (6d8 + 12) Hit Points 45 (7d8 + 14)
Speed 30ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 14 (+2) 8 (-1) 12 (+1) 14 (+2) 14 (+2) 10 (+0) 14 (+2) 14 (+2) 10 (+0) 10 (+0)

Skills Perception +3 Skills. Investigation +5, Perception +3


Condition Immunities blinded, frightened Damage Resistances necrotic, poison
Senses blindsight 120 ft. (blind beyond this radius), Condition Immunities poisoned
passive Perception 13 Senses darkvision 120 ft., passive Perception 13
Languages Common, Phyrexian Languages Common, Phyrexian
Challenge 1 (200 XP) Challenge 2 (450 XP)

Sacrifice. If the zealot hits a creature with a melee Combat Entrance. If the exarch isn't surprised, it can
weapon attack, it can sacrifice itself as part of the cast one spell on initiative count 20 during the first
action, destroying its body in the process. The round of combat.
target of the attack must make a DC 12
Constitution saving throw, taking 21 (6d6) necrotic Innate Spellcasting. The exarch innate spellcasting
damage on a failed save, or half as much damage on ability is Intelligence (Spell save DC 13, +5 to hit
a succeesful one. with spell attacks). It can inately cast the following
spells, requiring no material components.
Actions At Will: ray of enfeeblement, ray of sickness
Multiattack. The zealot can use its Frightful 1/Day each: eyebite, revivify
Precense. It then makes two melee attacks.
Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) piercing damage. Multiattack. The exarch makes two claw attacks.
Frightful Presence Each creature of the zealot’s Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
choice that is within 30 feet of the zealot and one target. Hit: 9 (3d4 + 2) slashing damage.
aware of it must succeed on a DC 12 Wisdom
saving throw or become frightened 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.

4
Massacre Wurm Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,
one target. Hit: 28 (4d10 + 6) piercing damage. If the
Gargantuan monstrosity, unaligned
target is a Large or smaller creature, it must succeed on
Armor Class 18 (natural armor) a DC 19 Dexterity saving throw or be swallowed by the
Hit Points 232 (15d20 + 75) wurm. A swallowed creature is blinded and restrained,
Speed 50 ft., burrow 30 ft. it has total cover against attacks and other effects
outside the wurm, and it takes 21 (6d6) acid damage at
the start of each of the worm’s turns. If the wurm takes
STR DEX CON INT WIS CHA 30 damage or more on a single turn from a creature
inside it, the worm must succeed on a DC 21
23 (+6) 10 (+0) 21 (+5) 5 (-3) 12 (+1) 5 (-3) Constitution saving throw at the end of that turn or
regurgitate all swallowed creatures, which fall prone in
Saving Throws Str +11, Con +10, Wis +6 a space within 10 feet of the worm. If the worm dies, a
Skills Perception +6 swallowed creature is no longer restrained by it and can
Condition Immunities blinded, frightened, prone escape from the corpse by using 20 feet of movement,
Senses blindsight 30 ft., tremorsense 60 ft., passive exiting prone.
Perception 16
Languages — Tail. Melee Weapon Attack: +11 to hit, reach 20 ft., one
Challenge 15 (13,000 XP) target. Hit: 20 (4d6 + 6) slashing damage, and the
target must suceed on a DC 19 Strenght saving throw
or be sent flying 10 feet away from the wurm, landing
Battle Entrance. If the wurm isn't surprised, it can make prone.
one tail attack against each creature within its reach on
initiative count 20 during the first round of combat. Reactions
Tunneler. The wurm can burrow through solid rock at Corpse Burst. When a Medium or Large creature dies
half its burrow speed and leaves a 10-foot-diameter within 20 feet of the wurm, it uses its tail to smash the
tunnel in its wake. corpse. The body is destroyed, shooting shards of bone
Wrecking Path. The area by which the wurm pass and metal in a 10-foot radius around it. Each creature
becomes difficult terrain for all other creatures. within that area, other than the wurm, must make a DC
19 Dexterity saving throw, taking 18 (4d8) piercing
Actions damage on a failed save, or half as much damage on a
succeesful one.
Multiattack. The wurm makes Three attacks: one with
its bite and two with its tail.

5
Phyrexian Vatmother
Huge aberration, neutral evil

Armor Class 17 (natural armor)


Hit Points 148 (14d12 + 70)
Speed 40 ft.

STR DEX CON INT WIS CHA


18 (+4) 10 (+0) 21 (+5) 14 (+2) 14 (+2) 16 (+3)

Saving Throws Str +8, Wis +6


Damage Resistances necrotic
Damage Immunities poison
Condition Immunities poisoned
Senses darvision 60 ft., passive Perception 12
Languages Phyrexian
Challenge 7 (2,900 XP)

Infect. The vatmother deals an additional 4 (1d8)


necrotic damage when it hits a creature with an
attack. The target's hit point maximum is reduced
Hand of the Praetors
by an amount equal to the damage taken this way. Medium undead, neutral evil
The target dies if this effect reduces its hit point
maximum to 0. Otherwise this reduction last until Armor Class 16 (natual armor)
the target finishes a long rest in which it receives Hit Points 52 (8d8 + 16)
some kind of magical healing. Speed 30 ft.

Walking Infection. At the start of each of the


vatmother’s turns, each creature within 5 feet of it STR DEX CON INT WIS CHA
takes 3 (1d6) necrotic damage. 16 (+3) 10 (+0) 14 (+2) 16 (+3) 12 (+1) 7 (-2)
Actions Damage Resistances acid, necrotic, poison
Multiattack. The vatmother makes three attacks: one Condition Immunities poisoned
with its bite and two with its claws. Senses darkvision 60 ft., passive Perception 11
Languages Common, Phyrexian
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., Challenge 3 (700 XP)
one target. Hit 13 (2d8 + 4) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., Infect. The hand deals an additional 4 (1d8)
one target. Hit 9 (1d10 + 4) slashing damage. necrotic damage when it hits a creature with an
attack. The target's hit point maximum is reduced
by an amount equal to the damage taken this way.
The target dies if this effect reduces its hit point
maximum to 0. Otherwise this reduction last until
the target finishes a long rest in which it receives
some kind of magical healing.
Lord Aura. Each other creature within 20 feet of the
hand gains a +1 bonus to attack rolls and to AC if it
has the Infect trait.
Turn Immunity. The hand is immune to effects that
turn undead.

Actions
Multiattack. The hand makes one corrosive touch
attack and use Incite Infect.
Corrosive Touch. Melee Spell Attack: +7 to hit, reach
5 ft., one target. Hit: 14 (4d6) acid damage.
Incite Infect. One creatrue the hand can see within
30 feet of it can use its reaction to make one melee
attack if it can hear the hand and has the Infect trait.

6
Phyrexian Obliterator Actions
Large aberration, chaotic evil Multiattack. The obliterator makes four attacks: two
with its claws and two with its blades.
Armor Class 17 (natural armor)
Hit Points 157 (15d10 + 75) Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Speed 40 ft., climb 40 ft. target. Hit: 15 (3d6 + 5) slashing damage.
Mobile Blade. Melee Weapon Attack: +10 to hit, reach
STR DEX CON INT WIS CHA 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
20 (+5) 18 (+4) 20 (+5) 14 (+2) 14 (+2) 14 (+2) Trample. The obliterator moves in a straight line up to
its speed, passing through the space of any Large or
Saving Throws Str +10, Con +10 smaller creature in its way. Each of those creatures
Skills Intimidation +12, Perception +7, Stealth +9 must make a DC 19 Strenght saving throw or be
Condition Immunities charmed, frightned knocked prone and take 11 (1d12 + 5) bludgeoning
Senses darkvision 60 ft., passive Perception 17 damage. The obliterator can make one claw attack at
Languages understand Phyrexian but can't speak the end of its movement.
Challenge 15 (13,500 XP)
Legendary Actions
Blade Barrier. Ranged weapon attacks against the The obliterator can take 3 legendary actions, choosing
obliterator have disadvantage if it isn't incapacitated. from the options below. Only one legendary action
option can be used at a time and only at the end of
Devil’s Sight. Magical darkness doesn’t impede the another creature’s turn. The obliterator regains spent
obliterator’s darkvision. legendary actions at the start of its turn.
Legendary Resistance (3/Day). If the obliterator fails a Attack. The obliterator makes one mobile blade attack.
saving throw, it can choose to succeed instead.
Detect. The obliterator makes a Wisdom (Perception)
Retribution. Once per turn, a creature that hits the check.
obliterator with a melee attack takes 17 (5d6) slashing
damage if it is within 5 feet of the obliterator. Trample (Cost 2 Actions). The obliterator uses its
Trample, but it can move only up to half its speed.
Actions

7
Blistergrub
Large aberration, unaligned

Armor Class 13 (natural armor)


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

STR DEX CON INT WIS CHA


15 (+2) 8 (-1) 14 (+2) 3 (-4) 11 (+0) 4 (-3)

Damage Immunities poison


Condition Immunities poisoned
Senses passive Perception 10
Languages –
Challenge 1/2 (100 XP)

Death Burst. When the blistergrub dies, it explodes


in a could of toxic gas. Each creature within 10 feet
of it must make a DC 12 Constitution saving throw,
taking 14 (4d6) poison damage on a failed save, or
half as much damage on a successful one.

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

Scourge Servant
Large undead, chaotic evil

Armor Class 17 (natural armor)


Hit Points 69 (8d10 + 24)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 8 (-1) 16 (+3) 12 (+1) 12 (+1) 8 (-1)

Damage Immunities poison


Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Phyrexian
Challenge 3 (700 XP)

Infect. The servant deals an additional 4 (1d8)


necrotic damage when it hits a creature with an
attack. The target's hit point maximum is reduced
by an amount equal to the damage taken this way.
The target dies if this effect reduces its hit point
maximum to 0. Otherwise this reduction last until
the target finishes a long rest in which it receives
some kind of magical healing.

Actions
Multiattack. The servant makes two attacks with its
claws.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) slashing damage.

8
Actions
Multiattack. Skithiryx makes three attacks: one with
its bite and two with its claws.
Skithiryx, the Blight Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 15 (2d10 + 4) piercing damage.
Dragon Claw. Melee Weapon Attack: +10 to hit, reach 5 ft.,
Huge undead, neutral evil one target. Hit: 11 (2d6 + 4) slashing damage.
Instead of dealing damage, Skithiryx can grapple the
Armor Class 18 (natural armor) target if it is a Large or smaller creature.
Hit Points 151 (14d12 + 60)
Speed 40 ft., fly 80 ft. Tail. Melee Weapon Attack: +10 to hit, reach 15 ft.,
one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Blight Tears (Recharge 6). Skithiryx brings a
STR DEX CON INT WIS CHA humanoid it is grappling near its eyes and shed
19 (+4) 16 (+3) 19 (+4) 14 (+2) 14 (+2) 14 (+2) tears of glistening oil over it. The creature must
make a DC 18 Wisdom saving throw. On a failed
Skills Perception +8, Stealth +9 save, the target is charmed. As a bonus action
Damage Immunities poison during its turn, Skithiryx can order one or more
Condition Immunities charmed, frightened, creatures charmed this way to follow a general
poisoned curse of action (such as "Attack that creature", "Run
Senses passive Perception 18 over there", or "Fetch that object"). A charmed
Languages Common, Draconic, Phyrexian creature can repeat its save at the end of each of its
Challenge 16 (15,000 XP) turns, ending the effect on itself on a sucees.

Infect. Skithiryx deals an additional 4 (1d8) necrotic


Legendary Actions
damage when it hits a creature with an attack. The Skithiryx can take 3 legendary actions, choosing
target's hit point maximum is reduced by an from the options below. Only one legendary action
amount equal to the damage taken this way. The option can be used at a time and only at the end of
target dies if this effect reduces its hit point another creature’s turn. Skithiryx regains spent
maximum to 0. Otherwise this reduction last until legendary actions at the start of its turn.
the target finishes a long rest in which it receives
some kind of magical healing. Tail Attack. Skithiryx makes a tail attack.
Detect. Skithiryx makes a Wisdom (Perception)
Haste. Skithiryx can take an additional action during check.
its first turn if it isn't surprised.
Wing Attack. Skithiryx beats its wings. Each creature
Legendary Resistance (3/Day). If Skithiryx fails a within 10 feet of the it must succeed on a DC 18
saving throw, it can choose to succeed instead. Dexterity saving throw or take 11 (2d6 + 4)
Regeneration. Skithiryx regains 20 hit points at the bludgeoning damage and be knocked prone.
start of its turn if it has at least 1 hit point. Skithiryx can then fly up to half its flying speed.

9
Geth, Lord of the Vault
"Everyone Should Owe You Something."
Geth was an undead warlord of Mirrodin since the time He builds a new army of nim, preparing to conquer a wider
before the coming of the green sun, sadistic and power- dominion, but with the patience of the undead. He remains
greedy to the core. His head became severed from his body, bunkered inside Ish Sah, controlling the black lacuna and
but even in that state, the deathlessly decapitated Geth learning secrets about the Phyrexian newcomers.
maintained his cruel need for power. After the elf Glissa
defeated Memnarch, she disappeared, leaving Geth to trudge Geth's main frustration is that his position on the surface
back to Ish Sah in the Mephidross. In his decapitated state, hems him into the center of the Mephidross, forcing Geth to
he struggled to regain power over his legions of nim zombies. face the other ambitious thanes on all sides.
But he encountered a new power, and negotiated a deal. "Was that me laughing just now? Oh my, what you must think.
The undead head of the once-Moriok Geth protected the I was about to find out what you have in that tiny, little brain
secret of the Phyrexian threat beneath the surface of the of yours with my big, shiny hook here and I couldn't contain
world, and for his complicity in their invasion he was myself. You must feel that I am not appreciating the full
rewarded with a new body. Since then he has steadfastly gravity of your situation, but I can assure you that I take my
maintained his position at the Vault of Whispers, defeating work quite seriously."
challengers through a mix of might, wit, and guile. Geth's —Geth, Lord of the Vault
most powerful weapon is the influence he can exert through
brokering deals and alliances, both for himself and others.
Using eldritch contracts, he forces others to abide by terms
or become his slaves.

10
Geth
Large undead, lawful evil

Armor Class 19 (natural armor)


Hit Points 168 (16d10 + 80)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 10 (+0) 20 (+5) 20 (+5) 16 (+3) 16 (+3)

Saving Throws Str +11, Int +11


Skills Arcana +11, Deception +9
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities charmed, exhaustion,
frightened, paralyzed, poisoned
Senses passive Perception 13
Languages Common, Phyrexian
Challenge 14 (11,500 XP)

Legendary Resistance (3/Day). If Geth fails a saving


throw, he can choose to succeed instead.
Rend. If Geth hits a creature with more than one
Turn Resistance. Geth has advantage on saving
claw attacks during the same turn, he can attempt
throws against any effect that turns undead.
to rend the target apart. The creature must scceed
Spellcasting. Geth is an 11th level spellcaster. His on a DC 19 Strenght svaing throw, or take 15 (3d6
spellcasting ability is Intelligence (Spell save DC 19, + 5) slashing damage.
+11 to hit with spell attacks). Geth has the
following wizard spells prepared: Animate. Geth chooses a corpse or a pile of metal
within 20 feet of him. Depending on the target, it
Cantrips (at will): chill touch, mending, message, becomes either a Ghoul or an Animated Armor. It is
dancing lights. under Geth's control and has its own initiative.
1st level (4 slots): earth tremor, false life, ray of
sickness, thunderwave Legendary Actions
2nd level (3 slots): hold person, ray of Geth can take 3 legendary actions, choosing from
enfeeblement. the options below. Only one legendary action
option can be used at a time and only at the end of
3rd level (3 slots): animate dead, bestow curse. another creature’s turn. Geth regains spent
4th level (3 slots): blight, vitriolic sphere. legendary actions at the start of its turn.
5th level (2 slots): animate object, contagion, Cast Spell (Cost 1-3 Actions). Geth uses a spell slot
cloudkill. to cast a 1st-, 2nd-, or 3rd-level spell that he has
6th level (1 slot): circle of death. prepared. Doing so costs 1 legendary action per
level of the spell.
Actions Claw Attack. Geth makes one claw attack.
Multiattack. Geth can use his frightful presence. He Move. Geth moves up to his speed.
then makes two attacks with his claws and uses
rend if he can.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 5) slashing damage.
Frightful Presence Each creature of Geth’s choice
that is within 120 feet of him and aware of him
must succeed on a DC 17 Wisdom saving throw or
become frightened 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 Geth’s
Frightful Presence for the next 24 hours.

11
Blackcleave Goblin Contagious Nim
Small undead, neutral evil Medium undead, neutral evil
Armor Class 12 (natural armor) Armor Class 13 (natural armor)
Hit Points 18 (4d6 + 4) Hit Points 39 (6d8 + 12)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 13 (+1) 3 (-4) 5 (-3) 3 (-4) 14 (+2) 8 (-1) 14 (+2) 7 (-2) 10 (+0) 5 (-3)

Damage Immunities poison Damage Immunities poison


Condition Immunities poisoned Condition Immunities blinded, charmed, exhaustion,
Senses blindsight 30 ft, (blind beyond this radius), frightened, poisoned
passive Perception 00 Senses blindsight 60 ft. (blind beyond this radius),
Languages — passive Perception 10
Challenge 1/2 (100 XP) Languages understands Phyrexian but can't speak
Challenge 1 (200 XP)
Haste. The goblin can take an additional action
during its first turn if it isn't surprised. Infect. The nim deals an additional 4 (1d8) necrotic
damage when it hits a creature with an attack. The
Infect. The goblin deals an additional 4 (1d8) target's hit point maximum is reduced by an
necrotic damage when it hits a creature with an amount equal to the damage taken this way. The
attack. The target's hit point maximum is reduced target dies if this effect reduces its hit point
by an amount equal to the damage taken this way. maximum to 0. Otherwise this reduction last until
The target dies if this effect reduces its hit point the target finishes a long rest in which it receives
maximum to 0. Otherwise this reduction last until some kind of magical healing.
the target finishes a long rest in which it receives
some kind of magical healing.
Actions
Actions Multiattack. The nim makes two claw attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage. one target. Hit: 5 (1d6 + 2) slashing damage.

12
Toxic Nim Vault Skirge
Medium undead, neutral evil Small construct, unaligned

Armor Class 14 (natural armor) Armor Class 14 (natural armor)


Hit Points 22 (4d8 + 4) Hit Points 18 (4d6 + 4)
Speed 30 ft. Speed 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 13 (+1) 7 (-2) 8 (-1) 7 (-2) 12 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 7 (-2)

Damage Immunities poison Saving Throws Dex +3


Condition Immunities blinded, charmed, exhaustion, Condition Immunities charmed, exhaustion,
frightened, poisoned frightened, paralyzed, petrified, poisoned
Senses passive Perception 9 Senses passive Perception 10
Languages understands Phyrexian but can't speak Languages —
Challenge 2 (450 XP) Challenge 1/2 (100 XP)

Infect. The nim deals an additional 4 (1d8) necrotic Lifelink. When the skirge hits a creature with a
damage when it hits a creature with an attack. The weapon attack, it regains hit points equal to the
target's hit point maximum is reduced by an damage dealt.
amount equal to the damage taken this way. The
target dies if this effect reduces its hit point Phyrexian Initiative. When the skirge rolls for
maximum to 0. Otherwise this reduction last until initiative, if it isn't surprised, it can choose to have
the target finishes a long rest in which it receives initiative count 20, losing initiative ties.
some kind of magical healing.
Actions
Regeneration The nim regains 20 hit points at the Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
start of its turn if it has at least 1 hit point. one target. Hit 4 (1d6 + 1) piercing damage.
Actions
Multiattack. The nim makes two claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 7 (1d6 + 4) slshing damage.

13
Azax-Azog, the Demon Thane
"Inspire Fear in All."
The thane Azax-Azog is a demon of terrible physical power
and heinously depraved intellect. Of all the thanes, he retains
Carnifex Demon his power most through cruelty and fear. Through brute
Large fiend (demon), chaotic evil power and the actions of his terrified followers, Azax-Azog
has carved out a realm that extends from the Mephidross into
Armor Class 16 (natural armor) much of the Oxidda Chain. Azog's minions constantly battle
Hit Points 184 (16d10 + 96)
Speed 30 ft., fly 60 ft.
Urabrask's Phyrexianized monstrosities that now reside in
the mountains, often press-ganging them into his armies or
enslaving beasts to fight for him.
STR DEX CON INT WIS CHA
Azax-Azog knows that fear is the only real power in the world.
22 (+6) 12 (+1) 22 (+6) 14 (+2) 14 (+2) 16 (+3) A stronger opponent can be so weakened by fear that it
simply accepts defeat and death. A weak warrior might tear
Saving Throws Str +10, Con +10 through dozens of braver enemies when it fears them less
Skills Intimidation +7, Perception +6 than its leader. Azog's realm inspires fear with every step.
Damage Resistances cold, fire, lightning Azax-Azog acts always to make more fear him, for when their
Damage Immunities poison terror outweighs other thoughts, he will rule and prove he is
Condition Immunities blinded, poisoned
Senses blindsight 120 ft. (blind beyond this radius),
the true Father of Machines.
passive Perception 16 "Look upon me and despair. I bring your doom upon my
Languages Abyssal, Common, Phyrexian wings. I shall feast upon your corpses and from your bones I
Challenge 13 (10,000 XP) will make a magnificent throne that will rival Ish Sah. I will
be the Father of Machines who will move the Great Work of
Dive Attack. . If the demon is flying and dives at
least 30 feet straight toward a target and then hits
Phyrexia forward upon this metal world and crush all who
it with a melee weapon attack, the attack deals an
oppose me. Look deep into the pit that is my soul and know
extra 5 (1d10) damage to the target. this to be true."
—Azax-Azog, the Demon Thane
Infection Host. The demon can't regain hit points,
including through magical healing, except through
its Spread Contagion action.

Actions
Multiattack. The demon makes three attacks: two
with its claws and one with its horns.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 13 (2d6 + 6) slashing damage.
Horns. Melee Weapon Attack: +10 to hit, reach 5
ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Spread Contagion (Recharge 5-6). The demon
releases a wave of noscive energy around itself,
regaining 23 (2d10 + 12) hit points. Then each
creaure within 30 feet of it must make a DC 18
Constitution saving throw. On a failed save, a
creature takes 23 (2d10 + 12) necrotic damage
and its hit point maximum is reduced by an amount
equal to the damage taken. On a successful save,
the creature takes half as much damage and its hit
point maximum isn't reduced. A creature dies if this
effect reduces its hit point maximum to 0.

14
Azax-Azog Master of Fear. Azax has advanatage on attack rolls
against frightened creatures.
Large fiend (demon), chaotic evil

Armor Class 16 (natural armor) Actions


Hit Points 195 (17d10 + 102) Multiattack. Azax can use his frightful presence. He
Speed 30 ft., fly 40 ft. then makes two attacks with its claws.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 11 (1d10 + 6) slashing damage.
23 (+6) 12 (+1) 22 (+6) 18 (+4) 14 (+2) 20 (+5) Frightful Presence Each creature of Azax’s choice that is
within 120 feet of him and aware of him must succeed
Saving Throws Str +11, Wis +9 on a DC 18 Wisdom saving throw or become
Skills Intimidation +14 frightened for 1 minute. A creature can repeat the
Condition Immunities charmed, frightened saving throw at the end of each of its turns, ending the
Senses darkvision 60 ft., passive Perception 14 effect on itself on a success.
Languages Abyssal, Common, Infernal, Phyrexian
Challenge 14 (11,500 XP) Legendary Actions
Azax can take 3 legendary actions, choosing from the
Combat Entrance. If Azax isn't surprised, it can use its options below. Only one legendary action option can
Frightful Precense on initiative count 20 during the be used at a time and only at the end of another
first round of combat. creature’s turn. Azax regains spent legendary actions at
the start of its turn.
Haunting Fear. At the start of Azax's turn, each creature
that can see him and is frightened of him, takes 7 Necrogen Cloud. A 5-foot raius smoke cloud surrounds
(2d6) psychic damage. Azax. The area is heavily obscured. The cloud dissipates
Lifelink. When Azax deals damage to a creature witha if Azax moves or takes an action.
melee weapon attack, he regains hit points equal to the Fear Shock (Cost 2 Actions). Each creature that can see
ammount of damage dealt. Azax and is frightened by him, must succeed on a DC
Legendary Resistance (3/Day). If Azax fails a saving 18 Wisdom saving throw or take 15 (3d6 + 5) psychic
throw, he can choose to succeed instead. damage and fall prone.
Fly. Azax flies up to his speed.

15
Dementia Bat
Large aberration, neutral evil

Armor Class 14 (natural armor)


Hit Points 45 (6d10 + 12)
Speed 0 ft., fly 50 ft.

STR DEX CON INT WIS CHA


14 (+2) 13 (+1) 14 (+2) 4 (-3) 12 (+1) 5 (-3)

Saving Throws Dex +3


Skills Perception +5, Stealth +3
Damage Resistances poison
Condition Immunities frightened, poisoned
Senses blindsight 120 ft. (blind beyond this radius),
passive Perception 15
Languages —
Challenge 1 (200 XP)
Caustic Hound Dive Attack. If the bat is flying and dives at least 20
Small construct, unaligned feet straight toward a target and then hits it with a
melee weapon attack, the attack deals an extra 4
Armor Class 16 (natural armor) (1d8) damage to the target.
Hit Points 75 (10d6 + 40)
Speed 50 ft. Echolocation. The bat can’t use its blindsight while
deafened.
STR DEX CON INT WIS CHA Keen Hearing. The bat has advantage on Wisdom
(Perception) checks that rely on hearing.
18 (+4) 12 (+1) 18 (+4) 4 (-3) 13 (+1) 4 (-3)
Actions
Skills Perception +5, Survival +3 Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Damage Resistances acid one target. Hit: 7 (1d10 + 2) bludgeoning damage.
Damage Immunities poison
Condition Immunities blinded, charmed, deafened, Sacrifice. The bat kills itself by releasing a harmful
exhaustion, frightened, paralyzed, poisoned energy wave towards one creature. The target must
Senses darkvision 60 ft., passive Perception 15 make an DC 12 Intelligence saving throw. On a
Languages — failed save the target takes 18 (4d8) psychic
Challenge 4 (1,100 XP) damage and is affected as if by the confusion spell
for one minute. On a successful save, the target
Death Burst. When the hound dies, it explodes in a takes half as much damage and suffers no other
cloud of corrosive gas. Each creature within 20 feet effect.
of it must make a DC 14 Constitution saving throw,
taking 28 (8d6) acid damage on a failed save or half
as much damage on a succeesful one.
Misleading Weak Point. When a creature makes a
melee weapon attack against the hound, it can aim
for its exposed gut and gain advantage on the roll,
but the attacker takes 7 (2d6) acid damage on a hit.

Actions
Multiattack. The hound makes two gore attacks.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) piercing damage.

16
Bleak Coven Vampire
Medium Undead, neutral evil

Armor Class 15 (natural armor)


Hit Points 60 (8d8 + 24)
Speed 50 ft.

STR DEX CON INT WIS CHA


18 (+4) 16 (+3) 16 (+3) 13 (+1) 10 (+0) 10 (+0)

Saving Throws Dex +5, Con +5


Skills Intimidation +2, Stealth +7
Damage Resistances necrotic; bludgeoning,
piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft, passive Perception 10
Languages Common, Phyrexian
Challenge 5 (1,800 XP)

Lifelink. When the vampire deals damage to a


creature with a melee weapon attack, he regains hit
points equal to the ammount of damage dealt.
Sneak Attack. Once per turn, the vampire deals an
extra 14 (4d6) damage when it hits a target with a
weapon attack and has advantage on the attack roll,
or when the target is within 5 feet of an ally of him
that isn't incapacitated and Vraan doesn't have
disadvantage on the attack roll.
Running Leap. With a 10-foot running start, the
vampire can long jump up to 30 feet.
Vraan, Thane of Blood Sunlight Hypersensitivity. The vampire takes 20
radiant damage when it starts its turn in sunlight.
"Death to All Enemies." While in sunlight, it has disadvantage on attack rolls
and ability checks.
Phyrexian (or mirran) vampires have slightly fanged canines,
but their fangs are not their primary means of ingesting Actions
blood. They use elongated metallic spines, that they have in Vampiric Claw. Melee Weapon Attack: +6 to hit,
their middle and ring fingers, to puncture their victims and reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing
drain blood. A system of blood conduits inside the vampire's damage.
body channels and distributes blood from the entry point of
the syringe digits to the rest of the body.
Thane Vraan survived the war with Mirrodin's natives as a
compleated vampire. Although not a true Phyrexian from the
core, he managed to prove quite useful to the Phyrexians as
an assassin and a leader of assassins. Once a leader among
the Bleak Coven, Vraan managed to roughly approximate that
mercenary organization among the new Phyrexian order. As
the Phyrexians gained control, he also offered his services
and those of his followers as an executioner. Now open and
secret members of the Bleak Coven can be found all over the
world, working as assassins and executioners for many
different Phyrexian leaders.
Vraan sees the path to the throne of the Father of Machines
littered with the bodies of his enemies. Through spies,
assassinations, and weakening others by their sacrifices for
his agent's services, Vraan hopes to gradually eliminate all
power sufficient to oppose him.

17
Vraan Legendary Resistance (3/Day). If Vraan fails a saving
throw, it can choose to succeed instead.
Medium undead, neutral evil
Sneak Attack. Once per turn, Vraan deals an extra 21
Armor Class 16 (natural armor) (6d6) damage when it hits a target with a weapon
Hit Points 110 (13d8 + 52) attack and has advantage on the attack roll, or when the
Speed 30 ft., fly 60 ft. target is within 5 feet of an ally of him that isn't
incapacitated and Vraan doesn't have disadvantage on
the attack roll.
STR DEX CON INT WIS CHA
Sunlight Hypersensitivity. Vraan takes 10 radiant damage
17 (+3) 17 (+3) 19 (+4) 18 (+4) 17 (+3) 17 (+3) when it starts its turn in sunlight. While in sunlight, it
has disadvantage on attack rolls and ability checks.
Saving Throws Dex +8, Wis +8, Cha +8
Skills Perception +8, Stealth +13 Actions
Damage Resistances bludgeoning, piercing, and slashing
Multiattack. Vraan makes two vampiric claw attacks. He
from nonmagical attacks
then uses command if he can.
Damage Immunities necrotic, poison
Condition Immunities charmed, poisoned Vampiric Claw. Melee Weapon Attack: +8 to hit, reach 5
Senses darkvision 120 ft., passive Perception 10 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
Languages Common, Phyrexian
Challenge 15 (13,000 XP) Command (Recharge 5-6). One allied undead Vraan can
see within 30 feet of it can use its reaction to make a
Assassinate. During his first turn, Vraan has advantage melee attack or move up to its speed.
on attack rolls against any creature that hasn't taken a
turn. Any hit he scores against a surprised creature is a Legendary Actions
critical hit. Vraan can take 3 legendary actions, choosing from the
options below. Only one legendary action option can
Blood Invigoration. At the end of each turn, if Vraan has be used at a time and only at the end of another
hit one or more creatures with a melee attack, he gains creature’s turn. Vraan regains spent legendary actions
a +1 bonus to attack rolls and to AC for one minute, to at the start of its turn.
a maximum bonus of +3. Vraan gains no benefit from
hitting undeads and constructs. Move. Vraan moves up to its speed without provoking
Leading Tactics. Vraan allies have advantage on melee opportunity attacks.
attack rolls against any creature within 5 feet of him Hide (Cost 2 Actions). Vraan takes the Hide action if
that is hostile to him. he's in dim light or darkness.
Lifelink. When Vraan deals damage to a creature with a Command (Cost 3 Actions). Vraan recharges and uses
melee weapon attack, he regains hit points equal to the Command.
ammount of damage dealt.

18
Sangromancer
Medium undead, neutral evil

Armor Class 16
Hit Points 75 (10d8 + 30)
Speed 30 ft., fly 50 ft.

STR DEX CON INT WIS CHA


16 (+3) 16 (+3) 16 (+3) 17 (+3) 10 (+0) 16 (+3)

Saving Throws Dex +5, Wis +4


Skills Arcana +11, Intimidation +7, Persuasion +7
Damage Resistances necrotic; bludgeoning,
piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 10
Languages Common, Phyrexian
Challenge 6 (2,300 XP)

Spellcasting. The sangromancer is a 7th level


spellcaster. Its spellcasting ability is Charisma (Spell
save DC 15, +7 to hit with spell attacks). The
sangromancer has the following Wizard spells
prepared:
Cantrips (at will): chill touch, friends, frostbite, Phyrexian Vampires
minor illusion Vampires in New Phyrexia are immune to the
effects of most of the plane's suns, except for the
1st level (4 slots): fog cloud, shield white sun (Bringer) and the red sun (Sky Tyrant).
2nd level (3 slots): blur, invisibility, suggestion When a vampire statblock refer to Sunlight as a
weakness, it only refers to the light of one of these
3th level (3 slots): bestow curse, fear two suns. If a vampire from New Phyrexia were to
4th level (1 slot): blight, Evard’s black tentacles travel to another plane with a natural sun, it would
suffer the same effects as regular vampire .
Lifelink. When the sangromancer deals damage to a
creature with a melee weapon attack, it regains hit
points equal to the ammount of damage dealt.
Sanguine Blessing. The AC of the sangromancer
includes its Charisma bonus.
Sunlight Hypersensitivity. The sangromancer takes
"We were already the predators of this plane long before the
20 radiant damage when it starts its turn in arrival of the Father of Machines. I know this world and its
sunlight. While in sunlight, it has disadvantage on scurrying rabble more than even Gitaxias and his feeble
attack rolls and ability checks. minions, and it is I who will take the throne. I have eyes in the
dark and my reach extends from the Father's throne into
Actions Norn's precious cathedral. Soon, I will drink all their lives and
Vampiric Claw. Melee Weapon Attack: +7 to hit,
consume their power. Phyrexia will know a new Father of
reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing
Machines."
—Vraan, Thane of Blood
damage.

Reactions
Sangromancy. If a creature the sangromancer can
see within 30 feet of it takes damage from a critical
hit, or is reduced to 0 hit points, the sangromancer
rolls 1d4 and regains a spell slot of that level or
lower. If it has no spent spell slots of that level or
lower, it regains hit points equal to five times the
number rolled.

19
Roxith, Thane of Rot Roxith
"The Machine Will Be Pure." Large aberration, neutral evil
The thane of rot hates all flesh. Flesh is a sickness that Armor Class 15 (natural armor)
infects Phyrexia and is the primary reason to destroy or Hit Points 147 (14d10 + 70)
compleat the repulsive creatures that Phyrexia found Speed 30 ft.
scrabbling about the exterior. Roxith himself has rid himself
of visible flesh and bone, replacing it with tubes and metal
structures and attaching what remains of his body to the STR DEX CON INT WIS CHA
chest of a great golem, as though crucified across its front. 15 (+2) 8 (-1) 21 (+5) 12 (+1) 12 (+1) 7 (-2)
This golem obeys Roxith's screeched words as if they were its
own thoughts, and is constantly followed by a pack of Damage Resistances bludgeoning, piercing and
scavenging imps that hope to feed upon any flesh Roxith cuts slashing from nonmagical attacks
away from a Phyrexian. Damage Immunities poison, necrotic
Condition Immunities poisoned
Roxith believes in the purity of Phyrexia, and believes that Senses passive Perception 11
flesh represents an enemy to that purity. It is his desire that Languages Common, Phyrexian
all such unclean elements of Phyrexia be expunged. Only Challenge 13 (10,000 XP)
then will Roxith deign to take the throne and claim his
rightful place. Until the putrid parts of the world have rotted Infect. Roxith deals an additional 4 (1d8) necrotic
away, Thane Roxith allows others to think themselves damage when it hits a creature with an attack. The
leaders. Lords of lepers, dukes of disease, viceroys of vomit— target's hit point maximum is reduced by an
Roxith will be Father of Machines, not the disgusting offal amount equal to the damage taken this way. The
that others hug to themselves. target dies if this effect reduces its hit point
maximum to 0. Otherwise this reduction last until
the target finishes a long rest in which it receives
Roxith's Fate. some kind of magical healing.

Even though a powerful phyrexian, Roxith was the Legendary Resistance (3/Day). If Rexith fails a saving
weakest of the Seven Steel Thanes. Before the start throw, it can choose to succeed instead.
of the war with the mirrans, he planned to oust
both Sheoldred and Karn, but failed. He was later Actions
killed in one of Sheoldred's schemes, using a Multiattack. Roxith uses Summon Swarm if he can,
powerful artifact and six simple words: You will be then makes two claw attacks.
first to fall.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 8 (1d12 + 2) slashing damage.
Summon Swarm (Recharge 5-6). Roxith calls 1d4
swarms of Ripper Scarabs, which immediately
appear in a space next to him. They act as a group
and follow Roxith's commands (no action required
by Roxith). Roxith can't have more than five swams
under his control at a time.

Legendary Actions.
Roxith can take 3 legendary actions, choosing from
the options below. Only one legendary action
option can be used at a time and only at the end of
another creature’s turn. Roxith regains spent
legendary actions at the start of his turn.
Call Swarm. Roxith calls back one of the swarms he
summoned. The swarm uses its reaction to move
towards Roxith, dissapearing once it enters his
space. If the swarm dealt damage to one or more
creatures since it was summoned, Roxith regains
10 (3d6) hit points. Roll to recharge Summon
Swarm.
Claw Attack. Roxith makes one claw attack.
Move. Roxith moves up to his speed.

20
Ripper Scarabs (swarm) Flensermite
Medium swarm of tiny constructs, unaligned Small aberrtion, neutral evil

Armor Class 13 (natural armor) Armor Class 15 (natural armor)


Hit Points 27 (5d8 + 5) Hit Points 18 (4d6 + 4)
Speed 20 ft., fly 40 ft. Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 12 (+1) 1 (-5) 7 (-2) 1 (-5) 12 (+1) 10 (+0) 12 (+1) 7 (-2) 11 (+0) 6 (-2)

Damage Resistances bludgeoning, piercing, slashing Damage Resistances acid, poison


Damage Immunities poison, psychic Condition Immunities frightened, poisoned
Condition Immunities charmed, frightened, Senses passive Perception 10
grappled, paralyzed, petrified, prone, restrained, Languages Phyrexian
stunned Challenge 1 (200 XP)
Senses blindsight 60 ft., passive Perception 8
Languages — Infect. The flensermite deals an additional 4 (1d8)
Challenge 1/2 (100 XP) necrotic damage when it hits a creature with an
attack. The target's hit point maximum is reduced
Infect. The swarm deals an additional 4 (1d8) by an amount equal to the damage taken this way.
necrotic damage when it hits a creature with an The target dies if this effect reduces its hit point
attack. The target's hit point maximum is reduced maximum to 0. Otherwise this reduction last until
by an amount equal to the damage taken this way. the target finishes a long rest in which it receives
The target dies if this effect reduces its hit point some kind of magical healing.
maximum to 0. Otherwise this reduction last until
the target finishes a long rest in which it receives Lifelink. When the flensermite deals damage to a
some kind of magical healing. creature with a melee weapon attack, it regains hit
points equal to the ammount of damage dealt.
Swarm. The swarm can occupy another creature’s Pack Tactics. The flensermite has advantage on an
space and vice versa, and the swarm can move attack roll against a creature if at least one of the
through any opening large enough for a Tiny insect. flensermite’s allies is within 5 feet of the creature
The swarm can’t regain hit points or gain temporary and the ally isn’t incapacitated.
hit points.

Actions Actions
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft.,
Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
one target in the swarm’s space. Hit: 6 (2d4 + 1)
piercing damage, or 3 (1d4 + 1) piercing damage if
the swarm has half of its hit points or fewer.

21
Kraynox, the Deep Thane Thrissik, the Writing
"Rebuild What Was." Thane
Kraynox, a massive, many-limbed Phyrexian slick and "Destroy Everything and Rebuild."
dripping with oil, never emerged onto the surface for the war
against Mirrodin's natives. Instead he built up his power Phyrexia exists to spread and gain control, but what should it
among those within the world and began his great project to do when there is nothing left to take? Thrissik knows. It must
weave a new layer between the mycosynth pillars, between give birth to its destroyer. That destroyer must then take
the completed Furnace Layer and the core of the world. He control of Phyrexia, and from it must a new destroyer be
now lords over a web-work of platforms and dangling born. The cycle must continue because Phyrexia must always
structures that slowly close together and spread like an be improved and strengthened. With each resurrection from
umbrella between Mirrodin's core and the floor of the its own ashes, Phyrexia will be stronger than before. Thrissik
Furnace. Kraynox's domain is a shadowed world saturated seeks the Destroyer and wants to place himself as the Father
with oil. Sluices and living vessels lift black liquid up among of Machines because he believes he will recognize the
the hanging buildings and a webwork of aqueducts and pipes Destroyer when it arises. He hopes that he is the Destroyer
carry it around where it is needed. Inevitably, it drips down that will bring about Phyrexia's rebirth, but either way, a new
into pools and marshes on the ground where collectors work Destroyer must eventually rise.
to suck it back up again. "Are you the Destroyer?"
"Let them vie for power and carve each other up for a seat Let us find out together."
closer to the Father of Machines. I will watch them and laugh —Thrissik, Writing Thane
as their greed and ambition overpowers their patience and
will. They will fall, one by one, and then I will rise and claim
my power. My roots run deep into the oil, and I have learned Kraynox & Thrissik.
much from it."
—Kraynox, Deep Thane As part of the Steel Thanes, Kraynox and Thrissik
wield great power and precense within this faction
of New Phyrexia. However, due to their agenda or
character, very few pieces of information about
them are available. Kraynox did not participated in
the war, and most of his time is spent expanding
his Fourth Layer. Thrissik looks for a Destroyer on
its own ways and whoever encounters it is attacked
and, usually, killed in the spot.
Both are secretive and mysterious forces within
Phyrexia that may, or may not, play major roles in
the future of the plane, but for now they remain
elusive, and so does their strenght and their
minions.

22
Descriptive and flavor text in this pages was taken
directly from the Savor de Flavor columns published
in the Magic: the Gathering official website in 2011.
http://magic.wizards.com/en/articles/archive/savor-
flavor/planeswalkers-guide-new-phyrexia-steel-
thanes-2011-04-13

http://magic.wizards.com/en/articles/archive/savor-
flavor/getting-know-praetors-2011-05-10

http://magic.wizards.com/en/articles/archive/feature/mirrodin-
site-roxith-thane-rot-2011-06-03
All Magic: the Gathering references, names and
characters are property of Wizards ofthe Coast.

Art in order by artist:


Adrian Smith: Carrion Call (21).
Aleksi Briclot: Carnifex Demon (14).
Brad Rigney: Vaulkt Skirge (13).
Chippy: Skithiryx, the Blight Dragon (9).
Daarken: Blistergurb (8); Scourge Servant (8);
Dementia Bat (16).
Daniel Ljunggren: Black Sun's Zennith (10).
Dave Allsop: Caustic Hound (16).
Dave Allsop: Flensermite (21).
David Rapoza: Skinrender (2).
Efrem Palacios: Contagious Nim (12).
Igor Kieryluk: Sangromancer (19).
Izzy: Hand of the Praetors (6).
James Paick: Black Sun's Zenith Full (1).
Jana Schirmer & Johannes Voss: Sheoldred,
Whispering One (3); Blind Zealot (4).
Jason Chan: Massacre Wurm (5).
Karl Kopinski: Toxic Nim (13).
Mark Tedin: Concept Art New Phyrexia 4 (17).
Matthew D. Wilson: Mephidross Vampire (18).
Nils Hamm: Blackcleave Goblin (12).
Randis Albion: Bleak Coven Vampires (17).
Stephan Martiniere: Chancellor of the Dross
(15); Reaper of Sheoldred (20).
Stephan Martiniere: Phyrexian Vatmother (6).
Svetlin Velinov: Entomber Exarch (4).
Terese Nielsen: Dismember (22).
Todd Lockwood: Phyrexian Obliterator (7).
Whit Brachna: Geth, Lord of the Vault (11).
Homebrew statblocks and text inside green boxes
by /u/CatsAndPlanets as a fan made project.

Format made using


http://homebrewery.naturalcrit.com

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