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SCP 106
SCP-106 is a roaming hostile encounter introduced in the 3.0.8 development version. It appears through a staged floor or wall emergence and immediately begins hunting a Survival player.
Natural spawning is controlled by:
/gamerule 106spawn trueThe first SCP-106 check begins after approximately two minutes. Later checks occur every five minutes while no SCP-106 is active.
Each normal check has a one-in-three chance to continue to placement. If another supported roamer is already active, the chance becomes one-in-five. Creative and Spectator players do not advance an encounter timer.
SCP-106 requires a valid nearby floor or wall emergence position. A failed chance or invalid placement waits until the next scheduled check instead of retrying every tick.
See Commands and Gamerules for force-spawn, despawn, and global roamer controls.
SCP-106 persistently tracks its selected player and does not disappear merely because ordinary mob distance rules would unload a hostile creature.
The duration of an encounter is intentionally variable. Some hunts end relatively quickly; most last longer, and an interested SCP-106 can remain active for several minutes.
If the player moves far enough away, SCP-106 sinks out of sight and searches for a valid emergence point ahead of the player's route. It may reappear from the ground or a nearby wall rather than simply teleporting in view.
Creative and Spectator players are not valid attack targets.
At close range, SCP-106 deals 5 damage and applies Wither I for five seconds.
A successful close-range hit also increases how long SCP-106 may remain interested in the hunt, up to the encounter's maximum limit.
When the player remains in clear view at medium distance on roughly the same vertical level, SCP-106 may stop and perform a committed ranged attack.
The attack:
- tracks the target during its wind-up, then locks its direction;
- releases a straight sequence of corrosion along the floor;
- stops when solid geometry blocks the path;
- deals 8 damage on a direct hit;
- applies Wither I and Slowness I for five seconds.
The ranged attack has a cooldown and is canceled early when its clear path is lost during the initial aiming phase.
SCP-106 leaves temporary corrosion while pursuing and through its ranged attack.
Visible corrosion remains dangerous for approximately nine seconds. Survival players who cross it receive Slowness; Creative and Spectator players are ignored.
When ordinary pursuit is blocked or SCP-106 becomes stuck, it enters phase travel:
- collision is disabled while it enters or overlaps solid blocks;
- movement becomes slower inside the obstruction;
- entry and exit portals are tracked on the affected surfaces;
- normal pursuit resumes after SCP-106 reaches clear ground with line of sight.
This allows closed routes and ordinary solid walls to delay SCP-106 without serving as permanent safety.
A Tesla Gate discharge repels SCP-106. It sinks away, ends the current encounter, and suppresses the next two scheduled SCP-106 spawn checks.
When SCP-079 System Control is active, the AI may spend processing power to temporarily suppress a Tesla Gate for a useful pursuer. This interference is not guaranteed and never grants unexplained safety to a player already inside the gate's lethal volume.
SCP-106 has synchronized emergence, phasing, attack, and chase audio. Its chase soundtrack suppresses vanilla background music until the active SCP soundtrack has completely ended.