Thursday, August 13, 2015

The Machine Orthodoxy

Slowly the phyrexians are coming. First in my new series/bestiary is the white aligned all uniting church, The Machine Orthodoxy.



Blade Splicer
Hit Dice: 1HD (4)
AC: 9 (10)
Attacks: Bladed Claws (1d6)
Save: 17
Special: First strike aura(golems only, 30 ft)
Move: 12
Alignment: Chaos
Challenge Level/XP: 2/30

Corrupted humans who give all golems within 30ft the first strike ability.
They prefer to stay out of combat themselves directing various golems to fight instead, but when required
they will fight with their razor bladed claws.

Chancellor of the Annex
Hit Dice: 6HD (24)
Angel
AC: 5 (14)
Attacks: 2 Claws (1d4+2)
Save: 11
Special: Spell Dampening Field (10% spell chance failure)
Move: 12/18(flying)
Alignment: Chaos
Challenge Level/XP: 7/600

Fallen angels who are used to disrupt enemy spell casters. Having no face short of 2 blood red eyes they prefer to tear into non-believers with their wicked claws.


Elesh Norn, Grand Cenobite
Hit Dice: 7HD +30 (58)
AC: 3 (16)
Attacks: 2 Claws (1d8+3)
Save: 10
Special: Combat Aura 2 (Allies gain +2 hit/damage and -2(+2) AC) within 30 ft, Weakness Aura (all foes in 30ft must make a save or be at -2 hit/damage and +2(-2) AC for the rest of combat)
Move: 12
Alignment: Chaos
Challenge Level/XP: 11/1,700

The thane of the great machine orthodoxy. Considered the highest priest and a direct link to the father of machines. She does not enter directly into combat unless all other thralls and servants have been slain. Just being in her very presence can cause weakness to her enemies while giving strength to those who fight for phyrexia.


Gore Vassal
Hit Dice: 1HD (4)
AC: 9 (10)
Attacks: bite (1d6)
Save: 17
Special: on death those in a 5ft area must make a save or take a -1 to hit and damage for 1d6 rounds.
Move: 12
Alignment: Chaos
Challenge Level/XP: 3/60

strange 4 legged creatures with bone white metal for skin, their backs carry a pulsating heart like organ. Other phyrexians can take this heart, killing the vassal and consume it to gain regeneration(3hp/round) for 1 hour.

Lost Leonin
Hit Dice: 1HD (4)
AC: 7 (12)
Attacks: 2 Bladed Claws (1d4) or bite (1d6)
Save: 17
Special: Infect
Move: 12
Alignment: Chaos
Challenge Level/XP: 3/60

Former warriors of great prides of lion men, they now serve phyrexia as terrifying foot soldiers and shock troops. While capable of wielding weapons, most prefer to wade into combat with their claws and bite, aiming to do as much damage as possible in a single strike putting as much strain on enemy healers before going back to finish off weakened prey.

Loxodon Convert
Hit Dice: 2HD (8)
AC: 5 (14)
Attacks: Razor Gore (1d6+1) or glaive (1d8+2)
Save: 17
Special:
Move: 12
Alignment: Chaos
Challenge Level/XP: 2/30

Bigger and more brutish then the leonins, the converted loxodons are massive elephant like warriors who revel in destroying their targets with rightous fury. Extremely Strong they wield typically large wicked looking glaives or attempt to gore their foes on their razor covered tusks.

Master Splicer

Hit Dice: 1HD (4)
AC: 9 (10)
Attacks: Bladed Claws (1d6)
Save: 17
Special: Combat aura 1(30 ft, golems only)
Move: 8
Alignment: Chaos
Challenge Level/XP: 2/30

Like all splicers, these one former humans now lead small regiments of golems into battle, while looking to avoid direct combat themselves. Their aura provides strength and durability to their creations.

Porcelain Legionnaire

Hite Dice: 1HD (4)
AC: 6 (13)
Attacks: longsword (1d8+1)
Save: 17
Special: First Strike
Move: 12
Alignment: Chaos
Challenge Level/XP: 2/30

Created from captured warriors of various races, their muscles and sinew are imbued with a lightweight yet sturdy armor that has a look of porcelain. Extremely agile and quick on the draw their wicked long swords strike with single minded determination.

Sensor Splicer

Hit Dice: 1HD (4)
AC: 9 (10)
Attacks: Bladed Claws (1d4)
Save: 17
Special: Vigilant aura (30 ft, golems only)
Move: 8
Alignment: Chaos
Challenge Level/XP: 2/30

Regarded for their aura of vigilance, making even the smallest of their golems capable of ignoring most blows by any common resistance, and the larger machines of wars even more monstrous in their defence.

Shattered Angel

Hit Dice: 3HD (12)
AC: 7 (12)
Attacks: Bladed Claws (1d4+1), Draining Scream (1d10 + healing)
Save: 15
Special: Flying, Draining Scream
Move: 12/18 flying
Alignment: Chaos
Challenge Level/XP: 5/240

These former angels have a horrifying scream they can use once every 1d4 turns. Those in 20ft must make a save for half damage, the angel healing itself for 1 Hitpoint for every 2 points of damage inflicted with this ability.


Shriek Raptor

Hit Dice: 3HD (12)
AC: 7 (12)
Attacks: Talons (1d4)
Save: 15
Special: Flying, infect
Move: 12/18 flying
Alignment: Chaos
Challenge Level/XP: 5/240

Terrifying monstrous birds, their wings like razors and their beaks a cruel orifice for devouring the weak. They flock together to hunt those who are judged unworthy of living.

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