SCP-3288
The Aristocrats
a highly predatory species or subspecies of the genus Homo (Homo anthropophagus), born due to the constant inbreeding of a powerful noble house. Now deformed, craving only total domination over their subjects, and living flesh.
Appearance
Each member of this species varies in its own appearance; however, there are certain characteristics, which are the result of constant inbreeding, that seem to be present in most instances, and these are:
- Acute hyperdontia and macrodontia; they have teeth approximately six times the size of normal adult teeth with more than sixty teeth unevenly distributed over six distinct rows, requiring jaws much larger than that of baseline humans
- Lower jaw that outgrows the upper one, resulting in an extended chin and a crossbite.
- Fluctuating facial asymmetry
- They commonly have arms more than twice the length of a baseline human of similar height
- Their fingers and toes are abnormally long and slender; They also may possess extra fingers and toes
- Hunchback
- Albinism
- Superior low-light vision and heterochromia iridum; the eyes are notably reflective and their colors range from blue, red, purple, and yellow
- Gottschall-Gärtner syndrome (a condition in which the epidermis develops a layer of enamel. The substance tends to fracture and shift, causing pain but allowing the afflicted to remain mobile), primarily manifesting on the hands and fingers
- Baldness, including lack of eyebrows and eyelashes.
- Abnormal muscle strength despite having the appearance of severe emaciation
- A reliance on both bipedal and quadrupedal movement
Behaviour
Social Creatures. The Aristocrats live in a strict hierarchy, which is based on their noble rank. Additionally, they feel the need to live in luxurious places, making their natural habitats castle, catacombs, and other lush buildings. These buildings are most commonly never lit.
Cannibals. They are solely carnivorous, while also being addicted to meat of humanoids, with plump children of other species being their delicacy. This addiction usually forces them to act aggressively and unpredictably.
Blood Purity. They are fixated on keeping their blood pure, inbreeding between themselves to maintain their strength. This also is bolstered by the fact that their young have an abnormally rapid physical growth; this results in a 2 to 3 week gestation period with maturity being reached within 16 to 20 months. Relations between family are common.
Light Sensitivity. Due to living most of their lives underground, they experience pain when exposed to direct sunlight.
Interspecies Interaction. The Aristocrats were found to exhibit the will to dominate other humanoid species, finding them to be merely peasants that must offer their meat to be devoured. In case of an occurrence of an interspecies hierarchy, they try to keep the other species as cattle, purely for consumption.
Aristocrat
Medium or Large humanoid, Lawful Evil
- Armor Class 13
- Hit Points 104 (11d10 + 44)
- Speed 30 ft.
STR DEX CON INT WIS CHA 22 (+6) 16 (+3) 18 (+4) 11 (+0) 16 (+3) 18 (+4)
- Saving Throws Str +9, Cha +7
- Skills Athletics +9, History +3, Intimidation +7, Persuasion +7
- Damage Resistances poison
- Condition Resistances poisoned
- Senses blindsight 20 ft., darkvision 120 ft., passive Perception 13
- Languages Common
- Challenge 5 (1,800 XP)
Sunlight Sensitivity. While in sunlight, the aristocrat has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Blood Scent. The aristocrat can smell blood within 240 feet of it. It can determine whether the blood is fresh or old and what type of creature shed the blood. In addition, the aristocrat has advantage on Wisdom (Perception) and Wisdom (Survival) checks to find or track a creature that doesn't have all its hp.
Actions
Multiattack. The aristocrat makes two claw attacks and one bite attack.
Lunge. The Aristocrat jumps up to 15 feet forward and makes one bite attack.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 13 (2d6 + 6) piercing damage. The aristocrat heals for half the damage dealt, if the creature hit isn't a construct or an undead. On a critical hit, the aristocrat bites off a limb and heals for the full damage dealt instead.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) slashing damage.
A monster inspired by the SCP Foundation, created by _Neflin
Art 1 & 2 - "The Aristocrats (SCP-3288)" by Aaron McKee
Addendum
Aristocrat variants
Those that serve, reduced to meat on a whim of their superiors (aristocrats of superior noble rank), and others that are beyond normal aristocrats.
Pages
Appearance. They mainly appear more slender than other members of their species. Hunchbacks are even more common, since their main purpose is to carry things (such as meat), and their superiors around in palanquins.
Dominated. Their whole purpose is to serve. They act cautiously in the presence of a superior, awaiting orders and carrying them out diligently. They are not allowed to eat, unless a superior is done eating, thus they rarely ever attack with their bite, unless ordered to. It is not uncommon for them to be eaten by a superior, if one is hungry enough, or if a page misbehaves.
Hunters. They usually gather meat for their masters at night. Moving in small groups around their habitat, seeking a lone prey. If a superior is present during a hunting night, they usually disperse around a given hunting ground. They mark the target by slashing them with their claws, for others to pick up the victim's scent.
Page
Medium humanoid, Lawful Evil
- Armor Class 14
- Hit Points 45 (7d8 + 14)
- Speed 35 ft.
STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 12 (+1)
- Saving Throws Dex +6
- Skills Athletics +5, Persuasion +3
- Damage Resistances poison
- Condition Resistances poisoned
- Senses blindsight 10 ft., darkvision 120 ft., passive Perception 11
- Languages Common
- Challenge 2 (450 XP)
Sunlight Sensitivity. While in sunlight, the page has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Blood Scent. The page can smell blood within 240 feet of it. It can determine whether the blood is fresh or old and what type of creature shed the blood. In addition, the page has advantage on Wisdom (Perception) and Wisdom (Survival) checks to find or track a creature that doesn't have all its hp.
Forbearance. The page can't use its bite attack, unless ordered to do so by a superior.
Actions
Multiattack. The page makes two claw attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage. The page heals for half the damage dealt, if the creature hit isn't a construct or an undead.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 4) slashing damage.
Sanguinists
Sanguinist
Medium humanoid, Lawful Evil
- Armor Class 12 (15 with mage armor)
- Hit Points 90 (12d8 + 36)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 17 (+3) 21 (+5) 18 (+4) 20 (+5)
- Saving Throws Int +9, Cha +9
- Skills History +13, Intimidation +9, Perception +8, Persuasion +9
- Damage Resistances poison
- Condition Resistances poisoned
- Condition Immunities blinded
- Senses blindsight 90 ft. (blind beyond this radius), passive Perception 18
- Languages Common
- Challenge 9 (5,000 XP)
Spellcasting. The sanguinist is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The sanguinist has the following spells prepared:
Cantrips (at will): chill touch, control flames, eldritch blast, spare the dying
1st level (4 slots): cause fear, mage armor, command, false life
2nd level (3 slots): blur, levitate
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): greater invisibility, ice storm
5th level (2 slot): cone of cold
6th level (1 slot): cone of cold
Blood Scent. The sanguinist can smell blood within 360 feet of it. It can determine whether the blood is fresh or old and what type of creature shed the blood. In addition, the sanguinist has advantage on Wisdom (Perception) and Wisdom (Survival) checks to find or track a creature that doesn't have all its hp.
Actions
Multiattack. The page makes two claw attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage. The page heals for half the damage dealt, if the creature hit isn't a construct or an undead.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 4) slashing damage.