SCP-682 gains resistance to a single damage type in the same way that it Selective Adaptation trait allows it to. SCP-682 regains spent legendary actions at the start of its turn.Īdaptive Resistance. Only one legendary action option can be used at a time and only at the end of another creature's turn. SCP-682 can take 3 legendary actions, choosing from the options below. Hit: 29 (4d10 + 7) bludgeoning damage and the target must succeed on a DC 20 strength saving throw or be knocked prone. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Melee Weapon Attack: +13 to hit, reach 5 ft, one target. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. SCP-682 makes one bite attack and two claw attacks.īite. However, if it is submerged in acid, it returns to life in 1d10 days. If 682 dies, it returns to life in 1d10 hours. 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 SCP-682 fails a saving throw, it can choose to succeed instead. SCP-682 has advantage on perceptions checks For every resistance 682 gains this way, it gets an extra +1 to its AC The resistances last for 1 day, and can stack. Additionally, it may gain resistance to one damage type it has taken since its last turn. If it was in an are with no food, it might become able to photosynthesize. If it was underwater, it might grow gills. Example: If 682 was in a dark area, it might gain darkvision or tremorsense. At the start of its turn, SCP-682 adapts to its environment in response to the challenges that it presents. Condition Immunities Charmed, Frightened.Skills Intimidation +6, Survival +11, Perception +11.If 173 makes this attack on a grappled target, they take double damage Hit 60 (10d10 + 5) bludgeoning damage and the target is grappled (escape DC 19) and the target remains grappled while 173 is paralyzed. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 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. Two creatures may coordinate blinks while watching 173 by concentrating on the task like one would concentrate on a spell. If 173 is not being watched or cannot be seen, it may take its turn at the end of every other creature's turn. 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 they succeed, they keep their eyes open and the DC increases by 1. 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. While SCP-173 is being watched, it cannot take turns and is paralyzed. SCP-173 can detect any living creature within 120 feet of it without having to make a check. 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.īloodsense. Condition Immunities Poisoned, frightened, charmed, unconsciousĬhaotic Aggression.Damage Immunities Poison, cold, fire, lightning.Damage Resistances Nonmagical slashing and piercing damage.
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