Hard to destroy: Scp-682 is healed half of its total hit points at the end of every round.
Adaptation. Scp-682 can adapt to any situation dependent on the DM’s discretion.
Legendary Resistance (3/Day). If the tempest fails a saving throw, it can choose to succeed instead.
Siege Monster. The tempest deals double damage to objects and structures.
Multi-attack. Scp-682 makes five claw attacks.
Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 65 (4d20 + 25) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and Scp-682 can’t bite another target.
Claw. Melee Weapon Attack: +19 to hit, reach 15ft., one target. Hit: 47 (4d12+ 21) slashing damage.
Heal. As a bonus action Scp-682 can heal half of it current health.
Dash. As a bonus action Scp-682 can take the dash action.
Dodge. As a bonus action Scp-682 can take the dodge action.
Heal. As a reaction Scp-682 can heal half of it current health when it’s hit with an attack.
Claw. As a reaction Scp-682 when someone tries to cast a spell within 30 ft of Scp-682, Scp-682 can make a claw attack at the caster if the attack lands the targeted caster will have disadvantage in maintaining concentration on the spell.
Scp-682 can take 6 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. The Scp-682 regains spent legendary actions at the start of its turn.
Heal (Costs 1 Action). Scp-682 heals all of it’s Hit points.
Attack (Costs 1 Action). Scp-682 makes two claw attacks.
Scp-682 can take 3 mythic actions, choosing from the options below. Only one mythic action option can be used at a time. The mythic actions can be used whenever. The Scp-682 regains spent mythic actions at the start of its turn.
Heal (Costs 2 Action). Scp-682 heals all of it’s Hit points and gives it 200 temporary hit points.
Attack (Costs 1 Action). Scp-682 makes 5 claw attacks.
Description
SCP-682, also known as the Hard-to-Destroy Reptile, is an extremely dangerous Keter-class creature from The SCP Foundation. This creature is one of the few that the Foundation actually wants dead, simply because it wants to kill all life and is incredibly dangerous.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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