(The negator is another iconic creature, although one whose card is simply not up to snuff nowadays- the balance of power has tipped so that its astronomical drawback is not worth the creature you get. Still, the obliterator is clearly a riff on it- and got its own, incredibly aesthetically boring riff later- and even then it's simply too fabulous a design not to use. Can you say "xenomorph"?
Lorewise, these explicitly saw most usage in the leadup to full invasion- perhaps, in a hypothetical Phyrexia campaign, this could be the final boss of the second act, before the REAL invasion force finally arrives.)
CR16 NE Medium Aberration (Phyrexian)
Negators are perfected assassins of Phyrexia, designed to eliminate key targets with compleat efficiency. They are singleminded in this pursuit- one infamous document stated simply "It exists to cease." Indeed, a negator's heart is terribly stilled- they are not known to experience any emotion but the satisfaction of a job well done and the desire to achieve so.
Negators, being stealth operatives and assassins, are rarely used once a full-scale invasion begins, although they are often deployed just in the leadup to it. Each negator is given all Phyrexia knows of its target, and is simply placed as close as Phyrexia can get it without garnering attention and sent to kill. Negators are surprisingly skilled at stealth and disguise, able to walk as a hunched figure through whatever streets it may need to to reach its target, and are surprisingly eloquent and skilled actors when they need to lie. Once it makes its kill, however, a negator rarely makes time for stealth. Such negators will begin a return to Phyrexia (such that they might possibly be reset, reprogrammed, and reused), but generally lack the precautions of one who has yet to make a kill. These assassinations are its purpose; it seems some higher part of it shuts off once it is done.
This wicked creature stands humanoid, with razor sharp claws and a smooth nubby head lined with tiny triangular teeth. Its body is dotted with glasslike hemispheres and wires arcing between body parts.
Misc- CR16 NE Medium Aberration (Phyrexian) HD24 Init:+11 Senses: Blindsight 120ft Perception: +26, Detect Magic, Detect Good
Stats- Str:27(+8) Dex:33(+11) Con:20(+5) Int:30(+10) Wis:8(-1) Cha:24(+6) BAB:+18/+13/+8/+3 Space:5ft Reach:5ft
Defense- HP:228(24d8+120) AC:30(+11 Dex, +4 Armor, +5 Natural) Fort:+14 Ref:+19 Will:+15 (+4 Racial bonus vs Emotion) CMD:47 Resist: Cold 20, Fire 20, Electricity 20 Immunity: Acid, Fear, Curse, Polymorph, Petrification, Death effects, Disease, Poison Weakness: Special Defenses: Evasion, Negative Energy Affinity, DR10/Adamantine, SR27, Uncanny Dodge, Mycosynth Flesh
Offense- Bite +24(1d6+8), 2 Claw +25(2d6+8/19-20x2) or Negation +29(90ft ranged, 10d8 plus Negation) CMB:+26 Speed:40ft Special Attacks: Coronous Ambush, Sneak Attack +5d6
Feats- Iron Will, Multiattack, Power Attack (-5/+10), Dodge, Mobility, Spring Attack, Wind Stance, Vital Strike, Improved Vital Strike, Improved Iron Will, Quicken Spell-Like Ability (Bestow Curse), Weapon Focus (Claw)
Skills- Acrobatics +38, Bluff +31, Climb +29, Disable Device +35, Disguise +31, Escape Artist +38, Knowledge (Arcana, Planes, Religion) +34, Knowledge (Dungeoneering)* +37, Linguistics +15, Perception +26, Sense Motive +23, Spellcraft +17, Stealth +38, Survival +26, Swim +29, Use Magic Device +31
Spell-like Abilities-
Detect Magic, Detect Good, Mage Armor, Deathwatch /constant
Bestow Curse (DC19), Fog Cloud, Silence (DC18) /at-will
Quickened Bestow Curse (DC19) 3/day
Special Qualities- Compression
Ecology- Environment- Any Languages- Necril, Draconic, Elven, Aklo, Abyssal, Infernal Organization- Solitary Treasure- Incidental
Special Abilities- Coronous Ambush (Ex)- A negator’s erratic, jerky movements and mastery of anatomy give it the opening to strike at its enemies weakest points. A negator may make a sneak attack against any creature vulnerable to precision damage as long as it has moved at least 10ft since the end of its last turn. Negation (Su)- As a standard action, a negator can fire a beam of oblivion energy. This is a 90ft ranged attack that deals 10d8 untyped damage. Additionally, a negator may immediately make a dispel check as with the spell Greater Dispel Magic at +18 against all magical effects the target is under.
(The plague spitter is meant to be closer to an environmental hazard than a creature per se; designed to sit upwind of a town and poison everyone. Personally I think it's cool and incredibly nasty of original phyrexia to have creatures designed specifically to blight an entire region. That is hardcore evil.
Also, if it's not clear, people catching smoke plague outside the 100ft radius would be an Act Of GM; get a few townsfolk infected and let the PCs not be exposed until they're in combat range.)
CR6 N Huge Aberration (Phyrexian)
Plague spitters are massive reservoirs of an engineered disease known as the smoke plague, designed to blight and destroy population centers so they can be rebuilt in phyrexia's glory.
The spitters themselves are mindless beasts, guided by an engineered instinct to stand firm wherever a phyrexian places them and respire their noxious disease, defending themselves by ramming with their armored face if any threat comes near. Despite their great bulk, spitters are capable of short sprints when stirred into action, something which surprises many adversaries of Phyrexia. Spitters are often placed near cliffs, both so that their airborn plague can travel, and so that spitters can use their weight to shove enemies off the cliff if need be.
A bloated, tick-like monster clings tightly to its perch, spewing black smoke from holes in its swollen back.
Special Abilities- Smoke Plague (Ex)- A plague spitter, as its name suggests, is constantly producing and spewing a black smoke of viral disease. This smoke remains virulent when dispersed by wind, and may travel up to a mile before the disease is neutralized. Creatures starting their turn within 100ft of a plague spewer are exposed to the smoke plague; Type: Disease, Inhaled Save: Fort DC16 Onset: Instantaneous Effect: 1d3 Con and Str damage, victim is exhaling black smoke in a 10ft radius that exposes all creature within it to smoke plague Cure: two consecutive saves.
(Hey, I'm back for the time being! Sorry about my unannounced, impromptu hiatus- the simple fact is I live with ADHD, and my attention tends to wander. This is an attempt to get myself back on track, but I make no promises.
As for the witch engine herself- what an iconic creature! They've only got the one card, but they appear in the background of art in cards to represent Phyrexia's spread. With such a great design and a great name, I HAD to make these important to my Phyrexia.)
CR18 NE Huge Aberration
Witch engines are the hands of phyrexia, overseeing much of its ingress into other worlds directly. Indeed, most worlds touched by Phyrexia will know witch engines as the highest power therein, as a trio of these artificial horrors can orchestrate a planetary-scale infiltration and invasion with minimal guidance. But a witch engine is more than just a leader; she is a deadly weapon, capable of shredding through armies with a combination of necrotic magic and her own deadly whirling claws.
Because witch engines are required to organize a phyrexian assault and react to new planets' unique challenges, they are among the most independent and intelligent of phyrexians- each witch engine has its own personality matrix, with different engines being more cautious, curious, or patient than others. Each planetary invasion force is led by three such differing personalities, and each takes the others' opinion- as well as information from the current invasion- to arrive at the best plan of attack.
A witch engine typically keeps a skirge as a familiar, although other familiars with the Phyrexian template are not unheard of.
(Contamination by Stephen Daniele)
This wretched creature stands on two spindly legs with reversed knees; its arms are equally long and tipped with swordlike claws, and its vulturine head scours the area with wicked brilliance
Ecology- Environment- Any Languages- Necril, Common, Aklo, Infernal, Abyssal, Draconic, Dwarven, Undercommon Organization- Solitary, Coven (3), Army (1 Witch Engine, 1 Negator, 1 Slaughterwurm, 8-16 Ragers, 0-4 Vatmothers, 15-20 Plague Spitters, 20-30 Mortis Hounds) Treasure- Double (5th lv Pearl of Power)
Special Abilities- Flensing Claws (Ex)- A witch engine’s claws are perfectly engineered to strip flesh; they deal x3 damage on a critical hit and have a threat range of 18-20. Ghastly Rend (Ex)- If it hits with two or more claw attacks against one creature in one round, a witch engine latches on and precisely vivisects the target. It chooses Strength, Dexterity, or Constitution and deals 10 damage of the chosen type to that creature. Hexes (Su)- A witch engine has hexes as a level 16 witch. Hexshield (Su)- A witch engine adds its intelligence bonus to its AC as a deflection bonus. Spells (Su)- A Witch engine casts spells as a 16th level Witch. She does not gain Patron spells.
A converter beast is exactly what it sounds like- a creature engineered by Phyrexia to assimilate and convert enemies and captives on the fly, the collective’s ultimate goal of conversion of flesh and eradication of culture manifest in a single squamous form. Creatures swallowed by the converter beast are trapped in its cage of bone and drenched in choking phyrexian oil, their flesh and minds slowly corrupted into phyrexian soldiers of compleation.
Converter beasts are ill-equipped to work alone, however, with their blindsight limited and their minds dull and obedient. Most frequently they are accompanied by a huntmaster, a phyrexian ranger trained to thrive in whatever environment they and the converter beast are assigned to. Notably, huntmasters are frequently converts from the populace and region they return to besiege, one of the highest ranks such a phyrexian can reach without having been born a newt or sculpted from scratch. It is the role of these huntmasters to guide them to suitable prey and keep their instincts leashed when the time does not call for it. The beasts, for their part, are obedient servants who know better than to challenge their master’s commands.
Some converter beasts, however, are simply dropped into their environment with no such commander. This is done when subtlety and precision is unneeded, as an unleashed converter beast is just as likely to convert a target as it is to shred it with its tails and jaws.
This large, lizard-like creature has an array of spikes forming a thick cage on its back and a tail that splits into three lashing segments.
Misc- CR9 LE Huge Aberration (Phyrexian) HD14 Init:-1 Senses: Perception:-1, Blindsight 60ft, Scent
Stats- Str:26(+8) Dex:8(-1) Con:25(+7) Int:3(-4) Wis:8(-1) Cha:13(+1) BAB:+10/+5 Space:15ft Reach:10ft
Defense- HP:161(14d8+98) AC:20(-1 Dex, -2 Size, +13 Natural) Fort:+11 Ref:+5 Will:+10 CMD:29 Immunity: Acid, Curse, Disease, Poison Weakness: Special Defenses: Mycosynth Flesh
Offense- Bite +16 (1d10+8 plus Grab), 3 Tail +14(2d4+4, 18-20/x2, 20ft reach) CMB:+20 Speed:60ft Special Attacks: Lashing Rend, Swallow Whole (40hp, AC16, 1d4+1 Wis damage), Fast Swallow
Feats- Multiattack, Lightning Reflexes, Iron Will
Skills- Survival +10
Spell-like Abilities- (Caster Level 11, Concentration +12)
Deathwatch, Psychic Link /Constant
Acid Spray (DC16) 3/day
Ecology- Environment- Any Languages- Necril (Can’t talk) Organization- Solitary, Attended Beast (1 Converter Beast, 1 Compleated Ranger 11) Treasure- Standard
Special Abilities- Lashing Rend (Ex)- A creature hit by two or more of a converter beast’s tail attacks in one turn must make a DC18 Reflex save or be knocked prone and moved 10ft towards the converter beast as with the Drag maneuver. Psychic Link (Sp)- A bound converter beast has a mental link with its huntmaster, as with the spell Mental Link. Swallow Whole (Ex)- A converter beast can hold 4 medium creatures, 16 small creatures, or 1 large creature in its stomach. Additionally, if a creature breaks free of its stomach, that does not free any others and it can still use its swallow whole ability, as sharp trapping horns erupt to fill any gaps. If a creature is brought to 0 Wisdom by a converter beast’s swallow whole ability, it makes a DC12 Constitution check. If it succeeds, it removes all damage and gains the Phyrexian template. If it fails, it is rendered unconscious as usual.
Phyrexia is a disease. It spreads, infects, and consumes. Phyrexia is a faith. It has gods, beliefs, and practices. Phyrexia is a threat. It's coming for you.
Phyrexia is one of the oldest and most unique factions in the card game Magic the Gathering. It has a focus on machinery and body horror that blurs the line between fantasy and science fiction. It has a long history, both within the fiction and as a fiction, and style that draws inspiration from a lot (Hi HR Geiger) but is fully its own idea; all this makes it ripe to translate to Pathfinder. (Innistrad, for example, also has rich history, but is the exact same niche as Ustalav, so I have no reason to make conversions.) This page intends to serve as a guide to Phyrexia for outsiders, as well as outline the conversion I'm making.
Old Phyrexia in Magic: the Gathering
(I am not an expert on the pre-mending lore of MtG; this intends to serve as a drive-by of the important points. That era of Magic is messy and has a lot of nits and details.)
In lore, Phyrexia began as a sort of cult surrounding a man named Yawgmoth, a doctor from an ancient science-magic society called the Thran. Technically, the original plane of Phyrexia was not created by Yawgmoth, but by a powerful Planeswalker (interdimensional godline being whose power would later get massively nerfed, as a category), but Yawgmoth quickly made it his own.
From there, the humans he brought with him turned to biomechanical experimentation and built a religion aroung Yawgmoth, who became known as the Father of the Machines. They were, unfortunately, trapped on the plane- Yawgmoth (who had ascended to a godlike state) wished to bring his conquest back to Dominaria (the plane from which they came) and beyond.
(Gix, Yawgmoth Praetor by Anna Bodedworna)
There were two major incursions of Phyrexia into Dominaria- first, the Brother's War, a story that was old when Magic was new. Two brothers- Urza and Mishra- had found powerful Thran artifacts, which lead to a power struggle between them. Mishra eventually found a Phyrexian portal, became corrupted (a recurring theme of Phyrexia), and eventually lost when Urza unleashed a magical nuke on the plane, hurtling Dominaria into a supernatural ice age and turning him into one of the godlike Planeswalkers.
The second was the conclusion of the Weatherlight Saga, an arc somwhat orchestrated by the now-ancient being that Urza had become and focusing on a man named Gerard and the crew of an interplanar vessel called the Weatherlight. They first show up having corrupted and taken over Rath, as well as Gerard's adopted brother Vuel. The saga concludes with the plane of Rath being overlaid onto Dominaria in an event that ended with most of the cast dead and Phyrexia and Yawgmoth as it stood destroyed, where they would stay for about a decade.
New Phyrexia in Magic: the Gathering
In 2009 Scars of Mirrodin was released, revealing that the setting of Mirrodin (Magic's other most original and interesting setting, sigh) had in fact been corrupted by Phyrexian Oil. The war, which lasted a year in real life, saw Mirrodin being almost entirely consumed and remade into New Phyrexia, a setting with a new art direction and five new leaders.
(artist unknown)
New Phyrexia, and exploring it card-by-card on a now defunct MtG card archive, was my personal introduction to the setting, and the style of Phyrexia that I am most fond of. It now encompassed all five colors of Magic, each with their own distinct subfaction, and felt less like an 80s metal album cover and more like its own, separate thing (for better or worse, to be clear, 80s metal album covers own).
In the 2020s, New Phyrexia had an arc where they had managed to successfully travel to other planes, and used that to do a big multiverse invasion that ended with all but one of their leaders dead and the nature of planes and planeswalkers in the wider MtG setting changed in a precedented paradigm shift.
Phyrexia on Golarion
So, with all that out of the way, let's talk about how I plan to translate that into MtG.
Phyrexian Beliefs
Phyrexians are supremacists of a sort; they believe that their way, darwinist philosophy surrounding the forced merging of metal and flesh, is the one true way. Fortunately, they are not here to exterminate others- simply to convert them, by force. "All will be One."
To this end they spread across the galaxy, consuming entire planets and converting their flesh to glorious Phyrexian constructs.
Yawgmoth
Yawgmoth is the progenitor of Phyrexia and its god, although by New Phyrexia he's very much dead. The five praetors took his place, with him existing mostly as allusions, even as a past failure that they will not replicate! (spoiler: they fail).
Personally, I like Yawgmoth existing in past tense. He was the god of Phyrexia, but he has been killed- possibly by some great Good divinity trying to end his scourge, more likely through conflict with the nihilistic Dominion of Black. Either way, his name is spoken in Phyrexia with both reverence and shame, and the five Praetors now each carry a fraction of his divinity.
The Five Praetors
Now in Magic canon 4/5 of them are dead now, and during the lead-up there was a lot of political jockeying, but I will have them as they existed in between NPH and the Invasion arc; With Elesh Norn as de facto leader, Jin-Gitaxias and Vorinclex respecting her but doing their own thing, and Sheoldred and Urabrask believing in Phyrexia but not in Norn's graces.
Planes and Planets
The nature of Planes in MtG is different from planes in Pathfinder/DnD; they're their own self-contained world, each possibly with their own cosmology, rather than being the cosmology of one coherent world. As such, I am changing Phyrexia from an interplanar threat to an interstellar one.
The Praetors, while about on the level of a nascent demon lord, are divinities of the material plane; they lack a home in the outer sphere.
Phyrexia and Other Factions
Because the Praetors are acting as their own divinities, Phyrexia has little to no relationship with the gods at work on Golarion, as well as with the Outer and Elder gods.
As I alluded to before, Phyrexians have a poor relationship to the Dominion of Black. The Dominion is nihilistic, seeking to destroy all life, while the Phyrexians seek to consume and convert it. If you want to take the Illithids from @thecreaturecodex's conversion, they almost certainly have a poor relationship with them too.
If your Dark Tapestry is feeling a bit crowded but you want to include Phyrexia, I would personally use them as a replacement for the Dominion. If you did so, I would moisturize Numeria so to speak, replacing much of its harsh desert with noxious swampland more palatable to Phyrexian tastes.
(Compleated are intended to fill the role of sort of miscellaneous humanoids seen across Phyrexian art. The Priests of Norn are, to me, the archetypal New Phyrexians, so that's the art we're getting!)
Compleated are not a naturally occurring race; rather, they are the result of a torturous physical remaking, or artificially created through the union of vat-grown flesh with living metal, like an eldritch lichen. Completed have a variety of different forms, but the vast majority are bipedal with two arms ending in clawed hands, and all have features that blend the qualities of armor, skeleton, and musculature, and a thick black ichor performing the job of blood.
Completed are not necessarily evil, but possess an uncaring curiosity and fascination with blood and flesh, as well as a deep belief in the beauty of their form. Most cultures of completed often believe that they are a perfect form of life, and attempt to convert others into completed, typically without their consent.
Stats: Compleated are powerful and brilliant but unpersonable; they get +2 to Strength and Intelligence, and -2 to Charisma.
Medium: Compleated are medium and have no size-based modifiers.
Types: Compleated are aberrations with the phyrexian subtype. They gain darkvision 60ft.
Languages: Compleated start play knowing Necril. Compleated with high intelligence can learn from Aklo, Common, Abyssal, Infernal, and Draconic.
Natural Weapons: Compleated gain two claw attacks that deal 1d4 damage. The claws are secondary attacks.
Natural Armor: Completed gain a +1 bonus to natural armor.
Lifesense: Compleated gain the Lifesense 60ft ability, as the universal monster rule.
Completed Resistances: Compleated gain a +4 racial bonus to fortitude saves against poison or disease effect, and resist acid 5.
Mycosynth Flesh: A completed’s anatomy is both flesh and metal, typically arranged in the most disturbing way possible. As such, it may be targeted or affected by a spell or ability as either an aberration or as a construct, whichever produces a greater effect.
(I'm pulling a Minotaur here and using the name of an individual for the species! Skrelv has a different design and is less evil, but I'm not using the mind control plotline for numerous reasons and this token has, I think, a more approachable design. I love the wrist mandibles even if they're utterly impractical. I converted mites, by the way, because I realized that I had a CR1 gap in the legions of Phyrexia, hardly appropriate for a campaign!)
Skrelv are small mitelike creatures first created on a distant planet by phyrexians. Like skirge, they breed true, and have come to be pests not only to places under siege by phyrexia, but to phyrexians themselves. Skrelv nests typically have one individual which reproduces asexually, gestating clones of itself and regurgitating them through its mouth. If one such queen is killed, another skrelv will quickly mature to take its place. This can be prevented by consecrating a skrelv hive, or by simply killing all skrelv in an area.
Skrelv are predators, and prefer to hunt in troops, where they typically ambush prey, trip them to the ground, and swarm them with their stings, rendering them immobile. Prey is then moved to the hive, where they will be eaten alive and frequently tortured for the skrelv’s amusement.
Skrelv are wisely agoraphobic, as they are defenseless when caught in the open and have little to no way of detecting distant enemies, especially fliers. As such, they prefer to live in surface-level tunnels and buildings, only venturing out at night when sighted creatures are at a disadvantage.
This goblin-sized creature has no eyes, bared teeth, and white metal plating covering its head and limbs.
Misc- CR1 Small CE Aberration (Phyrexian) HD2 Init:+2 Senses: Perception:+0, Blind, Blindsight 60ft
Stats- Str:13(+1) Dex:14(+2) Con:12(+1) Int:6(-2) Wis:12(+1) Cha:11(+0) BAB:+1 Space:2.5ft Reach:0ft
Defense- HP:14(2d8+5) AC:13(+2 Dex, +1 Size) Fort:+1 Ref:+2 Will:+4 CMD:13 Resist: Acid 5 Immunity: Fear, Disease, Poison Special Defenses: Mycosynth Flesh, Negative Energy Affinity
Offense- Bite +3(1d4+1 plus Trip) CMB:+1 (+2 Racial bonus to Trip) Speed:25ft Special Attacks: Sting +3(1 Str)
Feats- Toughness, Power Attack (-1/+2)
Skills- Climb +5, Stealth +10
Ecology- Environment- Urban (Any) Languages- Necril Organization- Solitary, Troop (3-6) Treasure- Half
Special Abilities- Mycosynth Flesh (Ex)- A phyrexian’s anatomy is both flesh and metal, typically arranged in the most disturbing way possible. As such, it may be targeted or affected by a spell as either an aberration or as a construct, whichever produces a greater effect Sting (Ex)- The sting of a skrelv emerges from within its mouth when it senses vulnerable prey; it can only be used against creatures who are helpless, prone, or grappled by the skrelv.
(I designed these before I decided I was actually making phyrexian creatures into Specifically Actually Phyrexians, rather than just Vague Evil Forces. I think the phyrexian hound design- another design that was kept between new and old phyrexia- is just. Really cool.
And if the tags aren't warning enough, content warning for animal abuse in this one.)
CR4 NE Medium Aberration (Phyrexian)
Mortis hounds may not be the most dangerous of phyrexia's creations, but their birth is perhaps the most sadistic- they are created from the corpses of dogs, creatures many humanoids value, which are tortured, killed, and reanimated without any spark of their original soul. They are perhaps a mockery of friendship and companionship outside the glory of phyrexia, and are nearly universally reviled by those who know of them.
Mortis hounds act as scouts and trackers of phyrexia, having a particularly keen nose, inability to tire, and a fierce hunger for humanoid- and canine- flesh. Other times, mortis hounds are simply created out of stray dogs and allowed to run wild on a local population in a savage act of war.
This creature resembles a skeletal dog, with its skull replaced by a long forcep-like mouth.
Misc- CR4 NE Medium Aberration (Phyrexian) HD6 Init:+4 Senses: Perception: +4, Low-light Vision, Lifesense 60ft, Scent
Stats- Str: 16(+3) Dex:18(+4) Con:12(+1) Int:4(-3) Wis:8(-1) Cha:14(+2) BAB:+4 Space:5ft Reach:5ft
Defense- HP:33(6d8+6) AC:18(+4 Dexterity, +4 Natural Armor) Fort:+2 Ref:+7 Will:+3 CMD:21 Resist: Cold 5 Immunity: Acid, Poison, Disease, Fear, Fatigued Special Defenses: DR5/Slashing and Piercing
Offense- Bite +8(1d8+3 plus grab), 2 Claw +5(1d4+3) CMB:+7 (+9 grapple) Speed:40ft Special Attacks: Distal Jaws
Feats- Multiattack, Weapon Focus (Bite)
Skills- Perception +4, Survival +4 (+4 Racial bonus to Survival checks to track)
Special Qualities- Shriek Together
Ecology- Environment- Any Languages- Necril (Can’t speak) Organization- Pack (2-4) Treasure- None
Special Abilities- Death Throes (Ex)- When a mortis hound dies, its body splinters into jagged shards. Creatures within 15ft of the hound take 2d6 slashing damage, reflex save for half. Distal Jaws (Ex)- A mortis hound’s bite attack is considered to be a manufactured weapon with reach for the purposes of ignoring defensive abilities, such as that of the spell Fire Shield. Shriek Together (Ex)- As a full-round action, any number of mortis hounds, none of which may be more than 30ft of any other, may shriek. Non-aberration creatures within 100ft of any of these hounds must make a DC12 Wisdom save or become frightened. Once a creature makes this save, it is immune to the shriek together ability of all mortis hounds for 24 hours. Each mortis hound beyond the first that participates in this shriek adds +2 to the save DC.