D&D 5e: SCP Foundation Files

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 600 (28d10 + 306)
  • Speed 150 ft

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 22 (+6) 1 (-5) 10 (+1) 1 (-5)

  • Saving Throws Con +12
  • Skills Perception +7, Athletics +11
  • 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 20 (25,000 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 5 for them. On a failure, the creature blinks and 173 may immediately take its turn, interrupting the creature's turn, unless another creature is watching it. At the end of every round, 173 may force a creature to make a wisdom saving throw with a DC equivalent to the the DC that the creature has to make to not blink. 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 than 173.

Actions

Crunch. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit 83 (11d12 + 11) 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 +17, Wis +13
  • Skills Intimidation +8, Survival +13, Perception +13.
  • Condition Immunities Charmed, Frightened.
  • Senses Passive Perception 21
  • Languages Common
  • Challenge 25 (75,000)

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 in an area with no food, it might become able to photosynthesize. If it was being shot at, it might gain bulletproof skin. 682 chooses how to adapt to situations. 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. If 682 chooses to gain resistance to a damage type it already has resistance to, it gains immunity to that type of damage. 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: +15 to hit, reach 5 ft., one target. Hit: 41 (4d12 + 15) piercing damage.

Claw. Melee Weapon Attack: +15 to hit, reach 5 ft, one target. Hit: 32 (3d10 + 15) slashing damage

Tail. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 37 (4d10 + 15) 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 for one minute.

Tail. (2 Actions) SCP-682 makes a tail attack.




SCP-096 "Shy Guy"

Large aberration, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 250 (12d20 + 124)
  • Speed 50 ft, climb 50 ft, swim 50 ft, burrow 50 ft

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

  • Skills Athletics +11
  • Damage Resistances cold, fire, lightning, thunder
  • Damage Immunities Nonmagical blugeoning, piercing, slashing damage; poison
  • Condition Immunities charmed, frightened
  • Senses 60 ft darkvision
  • Languages -
  • Challenge 15 (13,000XP)

Agitated State. 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 Strength, Dexterity, and Constitution saving throws
  • It adds its proficiency bonus (+4) to all saving throws
  • It gains advantage on attack rolls against its targets
  • It can dash as a bonus action as long as it is moving towards one of its targets
  • It gains 100 temporary hitpoints
  • It gains an extra 3d6 on its attack and damage rolls against one of its targets

096 enters a docile state if all of its targets are killed, or if they move to another plane of existence. However, if one of its targets ever returns to the plane of existence that 096 is on, it returns to its agitated state with that creature as its target.

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

  • Its movement speed becomes 10 feet, and it can't take the dash action
  • It has disadvantage on perception checks
  • It has disadvantage on stealth checks

096 is always in its docile state (even when attacked) until a creature sees its face

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

Unstoppable. If 096 is above 0 hit points, it regains 30 hit points at the start of each of its turns while in its agitated state, or 5 hit points each turn if it is in its docile state. If 096 is at 0 hit points or killed while in its agitated state, it regains one hit point after 1 hour.

Actions

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

Bite. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 22 (2d10 + 11) slashing damage.

Claws. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 18 (1d12 + 11) piercing 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. If 049 can no longer smell the lavender, the effect ends.

Actions

Death's Touch. If SCP-049 touches a creature, he can decide to make them make a DC 15 Constitution saving throw. On a failure, the target takes 15 (3d6 + 5) necrotic damage, or half as much on a successful save. 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 15 Constitution saving throw or become poisoned until the end of 049's next turn
  • Or
  • The creature must succeed on a DC 15 Constitution saving throw or takes 15 (3d6 + 5) necrotic damage, or half as much on a successful one

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. SCP 247 has advantage on checks made for sight, hearing, smell, or tracking.

Mask of the Jungle. 247 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 247 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. 247'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. 247 is a tiger, however any creature who sees it will see a small kitten. A creature who pays attention to 247 must make a DC 25 wisdom saving throw. Any creature who fails the save becomes charmed by 247, perceives it as a kitten, and develops the urge to pet and coddle it.















Actions

Multiattack. SCP 247 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, 247 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 an 80-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 10d12 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 any creature you choose. The Gibbering Mouthers that are summoned by this spell will use their turn to try and bring any creature they can into the radius, and attack thoise that are within it, besides creatures they are friendly towards. 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-powerful 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, Command
2nd Flaming Sphere, Tasha's Mind Whip
3rd Bestow Curse, Ashardalon's Stride (necrotic damage)
4th Confusion, Wall of Fire (necrotic damage)
5th Dominate Person, Bigby's Hand (appears as the Scarlet King's hand)

Law of Fear

Whenever you kill a creature, you can force a number of creatures you can see up to your Intelligence modifier plus your proficiency bonus to make a charisma save or become frightened of you for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If you kill a creature by means of massive damage, (dealing damage equal to double or above the creatures health in one blow) the creatures you select automatically fail the save, and do not get to repeat it.

Law of the Fist

At 6th level, you may use your action exert your will upon another creature's mind, potentially shattering it. You may force any creature within 60 feet of you to make a charisma save or be charmed by you for 1 minute. A creature charmed by you in this way uses each of its turns to move towards a creature hostile to you that is closest to it, and then attack that creature as many times as possible. At the end of the creature's turn, it takes 2d6 + your Intelligence modifier psychic damage, and then repeats the save, ending the effect on a success. At the start of each of your turns after using this feature, you make a DC 20 Charisma save, regaining the use of this feature on a success. You also regain the use of this feature after a creature fails a saving throw from your Law of Fear feature.





































Law of Chains

At 9th level, your ability to force your will on others improves. Whenever you use your Law of Fear feature, you may use a reaction to either force one creature to fail the save, or make it so every affected creature has disadvantage on the save. Whenever you use your Law of the Fist feature, you may use your reaction to impose disadvantage on the target's saving throw. Additionally, whenever a spell or feature you have would let you attempt to charm or frighten a creature, you can overcome a creature's immunity to the charmed or frightened condition as long as they do not have immunity to both.

Law of the King

At 14th level, you can truly take control of another creature's mind. Once per short rest, you can cast Dominate Person, but the target automatically fails the initial save. Any creature you control with this feature can make a number of attacks equal to half of your proficiency bonus, rounded down, but cannot take the multiattack action if they have it. If a creature controlled by this feature does not hit a creature with an attack during its turn, it can make a wisdom saving throw, ending the effect on a success. However, the target does not get to make a saving throw upon taking damage. Once you reach 19th level in this class, you can use this feature to cast Dominate Monster with the same modifications.

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 the ball collides with an object, does 1d6 bludgeoning damage, and bounces in the opposite direction. If the ball enters the space of a creature while being thrown, it makes an attack roll on that creature using your ranged attack bonuses. On a hit, it does 1d6 bludgeoning damage and bounces in the opposite direction. On a miss, it passes through the creature's space. Every time the ball 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.) If the ball travels its speed without colliding with a creature or object, it falls to the floor and stops bouncing. Whenever the ball stops bouncing its speed and damage die reset. 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. If you are attuned to the ball, you choose what direction the ball bounces in after colliding something, but you still must make the save to catch it.





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 are transported to the Infernal Plane (your DM decides where in the infernal plane you end up). If you move while the gas mask is on, you move the same distance in both planes, similar to movement in the ethereal plane. 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/1GJiTAZ0fwSAOuol4TlRF8N_-_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
  • Foundation guard art by Dax643
  • Made with GM binder
 

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