SCP-106

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SCP-106 is an anomalous humanoid entity with the physical form of an elderly human male, though its body is in an advanced state of decay and decomposition. Large portions of its body are coated in a black, mucus-like material of unknown composition. While in containment, SCP-106 remains static and motionless unless in the vicinity of a human subject, at which point SCP-106 will walk towards the subject at unnatural speeds and attempt to capture them.
SCP-106 is contained in Containment X (LOWER) within a cuboidal chamber constructed out of lead-lined steel; a material that has proven resistant to SCP-106's anomalous corrosive effects. The containment chamber itself is electromagnetically suspended a few feet above-ground to minimize the effects of SCP-106's space-distorting properties. Due to SCP-106's observed aversion to sudden and direct exposure to high-intensity light, the levitating chamber is surrounded by 11 high-power floodlights which are to be remotely activated to force SCP-106 back into containment if it manages to get out of the lead chamber.
In the event of a total containment breach from SCP-106, extremely high-voltage, motion-sensing Tesla Gates have been fitted into strategic locations in Containment I and Containment II; which can be used defensively against SCP-106. A single shock from one of these gates will cause SCP-106 to retreat to another location in the site through a portal that SCP-106 manifests in the ground. SCP-106 will also open a portal into the ground if it is not in containment and does not find any human subjects in its vicinity, causing it to emerge at a populated location in the site. Stepping on the puddle of goo created on the ground when SCP-106 emerges at a location will cause subjects to become unable to sprint.
To initiate SCP-106's recontainment procedure, the following steps must be undertaken: 
• CON X must have a steady power supply.
• Electromagnetic suspension of SCP-106's chamber must be turned off, and a Class D personnel must be seated on the 'femur-breaker', a device that has been retrofitted into SCP-106's chamber. 
• Once a Class D is seated on the device, the femur-breaker switch is to be pulled. This will inflict pain upon the Class D subject, whose screams will be broadcasted throughout the site via speakers. 
• This process will eventually be successful in luring SCP-106 back into its inner containment chamber, thanks to SCP-106's sadistic gravitation towards subjects vocalizing pain.
• Re-initialize electromagnetic suspension of SCP-106's chamber to secure the SCP and ensure it can not breach again.
SCP-106 exhibits unnatural resilience to all forms of conventional physical harm such as firearms, and remains impervious to physical restraints.
SCP-106 is able to corrode and break down any solid matter it touches into the same mucus-like substance that covers SCP-106's body. This allows it to pass through most closed doors on site by melting through them. 
When SCP-106 captures a human subject, they are transported into SCP-106's 'pocket dimension'. SCP-106's pocket dimension is an alternate plane of existence consisting of halls, mazes, trenches and structures within which SCP-106 tortures its captives. 
Subjects sent to this dimension actively take damage with each passing second, and on initially being sent there, will find themselves in the center of a hallway with eight pathways around them. 
Each of these pathways leads to a random location within SCP-106's pocket dimension, though on rare occasions it can transport the subject back safely into Containment X (LOWER), near SCP-106's chamber. 
Locations within SCP-106's pocket dimension which a subject can find themselves within are:
• Cage: An inescapable cage surrounded by darkness within which captives die an unavoidable, slow and gradual death.
• Trenches: A trench-like path that has hostile entities in it that will attack the subject. If the subject manages to run safely to the end of the trench, they are sent back into SCP-106's chamber.
• Obstacles: A straight path with moving walls and obstacles that try to kill the subject by pushing them off the path. Reaching the end of the path teleports the subject back to SCP-106's containment. 
• Tunnel: A very long tunnel at the end of which there is a circle of white light. Subjects must run to the end of the tunnel before all their health is drained in order to escape safely. 
• Labyrinth: A maze-like structure in which subjects must navigate through darkness and reach the white light at the end in order to safely return to the site. 
• Flood Chamber: An inescapable chamber that slowly fills up with an unknown fluid, causing an inevitable death by drowning. 
Historical Imagery
File:SCP106.png|N/A
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