Dnd 5e: Scp Foundation Files (2nd edition)

by pixelpwer42

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SCP Foundation Files

Intro

Hello! this document is a mishmash of races, monsters, classes, and more that are based on SCPs and the SCP foundation. My starter ideas begin on the next page, but always feel free to comment with new ideas so we can make this a full fledged masterpiece! Also, if you are viewing this on a site that does not allow for comments, go to this link to leave comments/feedback: https://docs.google.com/document/d/1GJiTAZ0fwSAOuol4TlRF8N_-_rBuBp7Zi6YrKjwVhjQ/edit?usp=sharing

Please don't goof around in the doc too much.

edit: I fixed the access problem for the doc




Warning! The following entries my not be completely compatible with D&D 5e. Keep this in mind when using any of the creations below.


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



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.




SCP-096 "Shy Guy"

Medium aberration, neutral


  • Armor Class 17 (natural armor)
  • Hit Points 127 (15d8 + 60)
  • Speed 50 ft., climb 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 19 (+4) 4 (-3) 5 (-3) 7 (-2)

  • Skills Athletics +10
  • Damage Resistances cold, fire, lightning, thunder
  • Damage Immunities Nonmagical blugeoning, piercing, slashing damage; poison
  • Condition Immunities charmed, frightened
  • Senses 60 ft darkvision
  • Languages -
  • Challenge 10 (5,900XP)

Agitated State. 096 If a sentient creature sees its face or a visual representation of its face, 096 enters an agitated state. The creature becomes its target and 096 will aggressively attempt to chase down and kill its target. This effect triggers regardless of if 096 was aware it has been seen or not. 096 can have any number of targets.

While in its agitated state 096 gains the following benefits:

  • 096 knows the exact location of the target as long as they are on the same plane of existence.
  • It gains advantage on ability checks and saving throws made to impede its movement.
  • It adds its proficiency bonus (+4) to all saving throws,
  • It gains advantage on attack rolls against the target,
  • 096 can dash as a bonus action as long as it is moving towards the target

096 enters a docile state if all of its targets are killed, if it loses track of its target, or if it is reduced to 0 hit points

Docile State. While in its docile state, SCP-096 moves slowly, covering its face with its claws while crying in agony. While 096 is in its docile state, it has the following penalties

  • It moves at half speed and can't take the dash action.
  • It has disadvantage on perception checks.
  • It has disadvantage on stealth checks

Siege Monster. 096 is deals double damage to objects and structures

Unstoppable. If 096 has at least 1 hit point at the end of its turn, it regains 1d8 + 4 hit points. When 096 drops to 0 hit points while in it is in its agitated state, it remains conscious and can act normally until it becomes docile.

When 096 has 0 hit points AND is in its docile state, it falls unconscious and begins regaining 1d8 + 4 hit points every hour until it reaches 50% of its max HP, at which point 096 regains consciousness and its regeneration speed returns to normal.

Actions

Multiattack. 096 makes one bite attack and two claw attacks.

Bite. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 12 (1d12 + 6) piercing damage.

Claws. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit 17 (2d10 + 6) slashing damage.



SCP-049 "The Plague Doctor"

Medium undead, lawful evil


  • Armor Class 16 (natural armor)
  • Hit Points 95 (10d8 + 50)
  • Speed 30 ft

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 20 (+5) 18 (+4) 16 (+3) 12 (+1)

  • Saving Throws Con +8, Wis +6
  • Skills History +7, Insight +6, Medicine +6
  • Damage Resistances Bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned
  • Senses Darkvision 60 ft
  • Languages Common
  • Challenge 6 (2,300 xp)

I Am The Cure. SCP-049 is constantly searching for a cure to "The Pestilence," a mysterious plague that 049 seems to think everyone knows about. He will occasionally "sense The Pestilence" in somebody, and attempt to perform his experiments on them.

Doctor's Bag. SCP-049 can use tools from his doctor's bag to work on a corpse for 10 minutes. After this process, the corpse rises as a ghoul that 049 controls. Ghouls that are created this way are entirely subservient to 049, and will help him find new subjects. The space within the bag in anomalously large, and 049 can pull objects larger than the bag itself from within it to operate on subjects.

Eternal Nature. SCP 049 does not need to eat, drink, or sleep. However, he still enjoys food and drink, and feels that it puts him in the right mind to operate.

The Sweet Scent of Lavender. The scent of lavender has showed to calm SCP-049, taking him out of the agitated state he goes into when he senses Pestilence. If there is a strong source of lavender within 15 feet of 049, he will be under the effects of a "Calm Emotions" spell, and will be docile and compliant. Once 049 can no longer smell the lavender, the effect ends, and lavender will non affect 049 in the same way for 12 hours. However, it will still make him calmer than normal.

Unfinished Work. If SCP-049 is reduced to 0 hit points, he will become inert and lie still for 1d10 hours. At the end of this time, his body will heal its injuries, no matter how severe they are. The healing process takes 1 minute, and restores him to full hitpoints. When questioned about this 049 stated, "I cannot rest until my work is finished"

Actions

Death's Touch. Upon touching another creature, SCP-049 may cause them to take 25 (6d6 + 4) necrotic damage. As a part of this action, 049 may attempt to grapple the creature he is touching. If a creature is grappled by 049, he may choose to inflict one of the following effects on the creature at the start of each of his turns:

  • The creature must succeed on a DC 16 Constitution saving throw or become paralyzed until the end of 049's next turn
  • Or
  • The creature takes 25 (6d6 + 4) necrotic damage

SCP-247, "A Harmless Kitten"

Large beast, unaligned


  • Armor Class 13
  • Hit Points 76 (9d10 + 27)
  • Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 16 (+3) 16 (+3) 4 (-3) 14 (+2) 12 (+1)

  • Skills Intimidation +7, Perception +4, Stealth +5
  • Senses darkvision 60 ft., passive Perception 14
  • Languages None
  • Challenge 4 (1,100 XP)     

Keen Senses. The tiger has advantage on checks made for sight, hearing, smell, or tracking.

Mask of the Jungle. The tiger has advantage on Dexterity (Stealth) checks made to hide using foliage and may do so even if it is only lightly obscured while hiding this way.

Pounce. If the tiger jumps at least 10 feet straight towards a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone.

Standing Leap. The tiger's long jump is up to 30 feet, and its high jump is up to 12 feet, with or without a running start.

False Appearance. SCP 247 is a tiger, however any creature who sees it will see a small kitten. A creature who pays attention to 247 will develop the urge to pet and coddle it.

Actions

Multiattack. The tiger makes two attacks: one with its bite and one with its claws. If both attacks hit the same target, the target is grappled (escape DC 15). Until this grapple ends, the tiger can't attack another target.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage. If the target is prone, it deals 31 (4d12 + 5) piercing damage instead.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage.

Spell: Daybreak


Daybreak

9th-level evocation

Casting Time: 1 action
Range: 100 feet
Duration Concentration, up to one minute

You bend the sun itself to your will, causing intense light to shine down in a 30-foot-radius cone that stretches all the way up to the sun, and is centered within range. Any creature that enters the cone or starts its turn in it takes 6d20 radiant damage. If a creature is reduced to 0 hit points by this spell, it immediately dies and turns into a Gibbering Mouther that is friendly to you and your allies. The Gibbering Mouthers that are summoned by this spell will use their turn to try and bring creatures into the radius. besides you and any creatures you choose. Any gibbering Mouther made this way dies when the spell ends. you do not get experience points when the Gibbering Mouther(s) die.

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.







































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.

Item: SCP-018, "The Super Ball"

Wondrous item, legendary (Attunement optional)


You can use an action to throw this ball up to 15 feet. If it hits a creature, it deals 1d6 force damage and bounces in the opposite direction. Every time it bounces, its travel distance and damage die double. (If you threw it 5 feet, it would go 10 feet after bouncing, then 20 feet, then 40 feet, going from 1d6 to 2d6 to 4d6 to 8d6, etc.) A creature can attempt to catch the ball by making a Strength saving throw with a DC equal to 10 plus the amount of damage die the ball has. However, if you are attuned to the ball, you choose what direction the ball bounces in, and you automatically succeed on a saving throw made to catch the ball.













Item: SCP-1499, "The Gas Mask"

Wondrous item, legendary


You may use an action to put the gas mask on. As soon as you do so, you travel to another plane of your choice. You return to the plane you came from when you use an action to take the mask off.

Please

Leave

Ideas!

The homebrews above are only the beginning. I will make many more SCP-based ideas in this document, but it takes time to come up with ideas. Please give me ideas of what to add in the comments or in the doc. Again, the link to the doc is https://docs.google.com/document/d/1GJiTAZ0fwSAOu ol4TlRF8N_-_rBuBp7Zi6YrKjwVhjQ/edit?usp=sharing

(You can drag over the link to copy it)

Credits

  • Made by pixelpwer42 (me)
  • Cover art by Phaeton Holland
  • SCP-173 art by RoneOmbre
  • SCP-173 stat block inspired by Cinder Block Sally's SCP-173
  • SCP-682 art by YargoElster
  • SCP-682 stat block inspired by Cinder Block Sally's SCP-682
  • When Day Breaks art by SeaCat2401
  • Scarlet King art by Malebeja
  • SCP-018 art by Sarwet46-And-SCP
  • SCP-1499 and SCP-096 art by dekades8
  • SCP 096 stat block inspired by Cinder Block Sally's SCP-096
  • SCP-049 art by AAAGameArtStudio
  • Made with GM binder
 

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