##### 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 ___ ___ > ## 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. \pagebreakNum ___ ___ > ## 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 \pagebreakNum ___ > ## 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. \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 \pagebreakNum #### 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. \pagebreakNum