SCP finale
It has come to my attention that one of our accountants has not been paying you for your services. as such you will find the money you are owed it the chest provided.
Chaos Department site 43 has been ransacked by an unknown agency. your mission, should you chose to accept it, is to enter the facility and rescue SCP-073. it is highly recommended that you avoid any escaped SCP's that you might find.
Successful completion of this task will mark the end of your parties' employment with the chaos department. Payment for all completed tasks will be delivered at the end of your employment.
-DR. Jack Bright
P.S. If anyone in your party knows the polymorph spell, I would greatly appreciate their help.
Dr. Bright is not allowed to be in possession of SCP-6521 at any time. -O5 council.
chest: 6 sealed compartments with 247.8 platinum coins each. totaling 1556.4 PC
Plot points/Scenes
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SCP-173 CR: 15
STR
30 +10
DEX
15 +2
CON
30 +10
INT
1 -5
WIS
1 -5
CHA
1 -5
Anomalous properties. SCP-173 cannot move as long as at least 1 living creature can see it. SCP-173 will automatically fail any strength or dexterity checks it makes while being seen. it can still move when seen with blindsight, tremorsense, or true sight.
Actions
Crunch. SCP-173 chooses one creature within 5 feet of it and reduces it to 0 hit points.
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SCP-682, THE LIZARD CR: 17
STR
22 +6
DEX
16 +3
CON
24 +7
INT
13 +1
WIS
16 +3
CHA
12 +1
Adaption. SCP-682 can adapt to anything after getting hit by an attack. As a reaction after getting hit by a damage type SCP-682 can adapt gaining resistance for 1d4 rounds after which it gains immunity for up to 1 week. It can have up to three different immunities at a time besides poison. If SCP-682 tries to get a fourth immunity the oldest immunity goes away. SCP-682 can spend 1 immunity to escape magical confinement.
Keen Senses. SCP-682 has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Regeneration. SCP-682 regains 15 hit points at the start of its turn if it has at least 1 hit point.
Magic Resistance. SCP-682 has advantage on saving throws against spells and other magical effects.
Amphibious. SCP-682 can breathe any gas or liquid.
Magic Weapons. SCP-682 weapon attacks are treated as magical to overcome Immunities and Resistances.
Old god's heart. If it reaches 0 hp, the big reptile returns to life in 3d6 3d6 hours and regains all its hit points. This does not occur if the reptile's heart is removed. a wish spell will have no effect.
Actions
Multiattack. SCP-682 can use Frightful Presence followed by an attack. Bite. Melee Weapon Attack: +12 1d20+12 to hit, reach 5 ft., one target. Hit: 33 (6d8 + 6) 6d8+6 piercing damage. SCP-682 regains hit points equal to half of the damage dealt. Tail. Melee Weapon Attack: +12 1d20+12 to hit, reach 10 ft., one target. Hit: 28 (4d10 + 6) 4d10+6 bludgeoning damage. Claws. Melee Weapon Attack: +12 1d20+12 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) 4d6+6 slashing damage. Frightful Presence. Each creature of the SCP-682's choice that is within 100 feet of him and aware of him must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to SCP-682's Frightful Presence for the next 24 hours.
doctor
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SCP-049
STR
13 +1
DEX
15 +2
CON
10 +0
INT
11 +0
WIS
17 +3
CHA
16 +3
Paralysis. Any person who touches SCP-049's skin must succeed on a DC 15 Constitution save or be paralyzed for 1d4+1 2d6+5 rounds.
Actions
Deadly Surgery. provokes an attack of opportunity, SCP-049 targets either a dead body or a paralyzed humanoid performing a crude form of surgery. this turns them into a zombie after 2d4 2d4 rounds and does not retain any abilities or personality they had in life.
syringe. melee weapon attack, +4 1d20+4 to hit, reach 5 ft., one target. Hit: 8 (1d12+2) 1d12+2 poison damage. the target must succeed on a DC 15 Constitution save or be poisoned for 2d6+5 2d6+5 rounds. the poison deals 3 damage per round.
zombie
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Zombie
Undead Fortitude: If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Actions
Slam: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 1d6+1 bludgeoning damage.
bats
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scp 870
STR
2 -4
DEX
15 +2
CON
8 -1
INT
2 -4
WIS
12 +1
CHA
4 -3
Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has an advantage on Wisdom (Perception) checks that rely on hearing.
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
zoomies
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scp 131
STR
5 -3
DEX
18 +4
CON
17 +3
INT
30 +10
WIS
10 +0
CHA
24 +7
SCP-131 is a 30th-level spellcaster. Its spellcasting ability is charisma (spell save DC 20, +7 to hit with spell attacks). All spells are cast at their highest possible level.
PHB
Meteor Swarm
9-level Evocation
Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of m ore than one fiery burst is affected only once.
The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried.
Basic Rules, page 283
Time Stop
9-level Transmutation
You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.
Actions
cast a spell.
Cain
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SCP-073 - "Cain" CR: 30
STR
12 +1
DEX
13 +1
CON
12 +1
INT
18 +4
WIS
18 +4
CHA
5 -3
Reflect. Any damage, nonmagical or magical, will be reflected back to the attacker. Despite no visible wounds appearing on SCP-073's body, SCP-073 will still experience pain consistent with attacks. Metallic Skeleton. Parts of SCP-073's skeleton have been replaced with beryllium-bronze. Black Thumb. When SCP-073 comes in contact with soil, the soil becomes inviable to life. Anything (plant-life, bacteria, etc.) that grows in the soil within a radius of 20 meters around SCP-073 dies immediately. Nothing will grow in the soil until new bacteria are reintroduced. Anything that is made of soil-grown life (paper, cloth) begins to rot if exposed to SCP-073.
Actions
as SCP-073-"Cain" is a pacifist, he has no attacks.
Abel
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Scp-076-2 "Abel" CR: 15
STR
22 +6
DEX
16 +3
CON
18 +4
INT
10 +0
WIS
10 +0
CHA
10 +0
Sword Master. 076-2 is proficient with all swords, if he is disarmed he will instantly Rearm himself with another blade drawn out of a small pocket dimension (choose from below). Durable. 076-2 will keep fighting for two rounds after he reaches 0 hit points unless the final blow was dealt with fire, acid, necrotic, or psychic damage. Eternal Return. whenever 076-2 is killed his body will return to 076-1 and slowly reform over the course of 1d12 + 2 1d12+2 months.
Actions
Any Sword. Melee Weapon Attack: +10 3d20+5 to hit, reach 5 ft., 1 target. Hit: 35 (3d20 + 5) 3d20+5 Slashing/Piercing damage.
Structure
Exposition
a large sign that says this facility in 4,073 days free of containment breaches. 4073 is scratched out and 1 written next to it.
Claw marks all over the facility.
possible SCP encounters:
SCP 085 cassie
SCP 1370 Pesterbot
SCP 131 eye pods
SCP 870 The Maybe There Monsters
guaranteed SCP encounters:
SCP 073 CAIN
SCP 076 ABEL
SCP 049 Doctor
SCP 682 Lizard
SCP 173 Peanut