##### Warning! The following entries my not be completely compatible with D&D 5e. Keep this in mind when using any of the creations below. \pagebreakNum ___ ___ > ## SCP-173, "The Sculpture" >*Medium Construct, Unaligned* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 200 (18d10 + 101) > - **Speed** 60 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|15 (+2)|22 (+6)|1 (-5)|10 (+1)|1 (-5)| >___ > - **Saving Throws** Con +10 > - **Skills** Perception +5, Athletics +9 > - **Damage Resistances** Nonmagical slashing and piercing damage > - **Damage Immunities** Poison, cold, fire, lightning > - **Condition Immunities** Poisoned, frightened, charmed, unconscious > - **Senses** Darkvision 120 ft > - **Languages** None > - **Challenge** 10 (5,900 xp) > ___ > **Chaotic Aggression.** SCP-173 does not roll initiative, and the number of turns they can take in a round at maximum is equivalent to the amount of creatures that did roll initiative. >**Bloodsense.** SCP-173 can detect any living creature within 120 feet of it without having to make a check. >**Unseen Assassin.** While SCP-173 is being watched, it cannot take turns and is paralyzed. Any creature attempting to continually watch 173 without blinking must make a DC 10 Constitution saving throw at the beginning of each of their turns. If they succeed, they keep their eyes open and the DC increases by 1. On a failure, the creature blinks and 173 may immediately take its turn, interrupting the creature's turn, unless another creature is watching it. >If 173 is not being watched or cannot be seen, it may take its turn at the end of every other creature's turn. Two creatures may coordinate blinks while watching 173 by concentrating on the task like one would concentrate on a spell. While maintaining concentration, the creatures watching 173 do not need to make the saving throw to avoid blinking, but they have disadvantage on attacking creatures other that 173. > ### Actions > ***Crunch.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit* 60 (10d10 + 5) bludgeoning damage and the target is grappled (escape DC 19) and the target remains grappled while 173 is paralyzed. If 173 makes this attack on a grappled target, they take double damage \pagebreakNum ___ ___ > ## SCP-682, "The Hard to Destroy Reptile" >*Large monstrosity, Chaotic Evil* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 324 (24d12 + 168) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| > |25 (+7)|12 (+1)|29 (+9)|16 (+3)|20 (+5)|10 (+0)| >___ > - **Saving Throws** Con +15, Int +9 > - **Skills** Intimidation +6, Survival +11, Perception +11. > - **Condition Immunities** Charmed, Frightened. > - **Senses** Passive Perception 21 > - **Languages** Common > - **Challenge** Challenge and Xp > ___ > **Selective Adaptation.** At the start of its turn, SCP-682 adapts to its environment in response to the challenges that it presents. Example: If 682 was in a dark area, it might gain darkvision or tremorsense. If it was underwater, it might grow gills. If it was in an are with no food, it might become able to photosynthesize. Additionally, it may gain resistance to one damage type it has taken since its last turn. The resistances last for 1 day, and can stack. For every resistance 682 gains this way, it gets an extra +1 to its AC > > ***Keen Senses.*** SCP-682 has advantage on perceptions checks > > ***Legendary Resistance (3/Day).*** If SCP-682 fails a saving throw, it can choose to succeed instead. > > ***Regeneration.*** SCP-682 regains 20 hit points at the start of its turn unless it is fully submerged in acid, in which case it only regains 1 hit point at the start of its turn. If 682 dies, it returns to life in 1d10 hours. However, if it is submerged in acid, it returns to life in 1d10 days. > ### Actions > ***Multiattack.*** SCP-682 makes one bite attack and two claw attacks. > > ***Bite.*** *Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit:* 33 (4d12 + 7) piercing damage. > > ***Claw.*** *Melee Weapon Attack:* +13 to hit, reach 5 ft, one target. *Hit:* 23 (3d10 + 7) slashing damage > > ***Tail.*** *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 29 (4d10 + 7) bludgeoning damage and the target must succeed on a DC 20 strength saving throw or be knocked prone. > > ___ >### Legendary Actions > >SCP-682 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. SCP-682 regains spent legendary actions at the start of its turn. > > ***Adaptive Resistance.*** SCP-682 gains resistance to a single damage type in the same way that it Selective Adaptation trait allows it to. (The resistances can stack, and grant an extra +1 to AC) > > ***Threaten.*** SCP-682 clearly expresses its desire to destroy. Each creature that can hear it must succeed on a DC 18 Wisdom saving throw or be frightened until the end of their next turn. If a creature's saving throw is successful, the creature is immune to SCP-682's threaten ability until the end of their next turn. > > ***Tail.(2 Actions)*** SCP-682 makes a tail attack. \pagebreakNum ## Spell: Daybreak ### #### Daybreak *9th-level evocation*
\pagebreakNum ## Warlock Patron: The ## Scarlet King You have struck a pact with the ancient and all-powerfull Scarlet King, joining his cult, the Children of the Scarlet King. The Scarlet King desires to destroy all civilization and order, growing more powerful every time a race attempts to exert control over the world or discover more about him. No one knows the full extent of the Scarlet King's current power, but however much he has, he shares a lot of it with his followers. This brings unbelievable amounts of people into the Children of the Scarlet King, including you. #### Expanded Spell List The Scarlet King lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. | Spell Level | Spell | |:---:|:-----------:| | 1st | *Ray of Sickness, Chromatic Orb* | | 2nd | *Flaming Sphere, Alter self* | | 3rd | *Bestow Curse, Animate Dead* | | 4th | *Confusion, Phantasmal Killer* | | 5th | *Dominate Person, Bigby's Hand (appears as demonic hand)* | #### Royal Influence Starting at 1st level, you can attempt to charm a creature by making a persuasion check. Your DM decides the DC, and the attempt fails if the creature is immune to being charmed or is already charmed. #### Chaotic Force At 6th level, you may target a creature with this feature. That creature has disadvantage on the next check that it makes. Once you use this feature, you can't use it again until you take a short or long rest. #### Dimensional Shield Beginning at 10th level, you may summon a red shield with a glowing crack down the middle. The shield acts like a normal shield, except you can choose to absorb all of the damage of one attack with it. When you use the shield this way, it disappears, and you may not summon it again until you complete a short or long rest. \columnbreak #### Raging Strike When you reach 14th level, the Scarlet king teaches you how to turn your pain into another creature's pain. Once per long rest, you may target a weapon in your possession with this feature. The next time an attack hits with that weapon, it deals extra psychic damage equivalent to the amount of damage you have taken since your last turn multiplied by 3. \columnbreak \pagebreak