The Killers
ello, there! This PDF contains
stat-blocks for the following Dead by
Daylight killers: The Hillbilly, The
P, Trapper, The Wraith, The Nurse, The
Shape, The Hag, The Huntress, The
Cannibal, The Nightmare, The Pig and
The Ghost Face.
How should I use them?
In Dead by Daylight, besides some spe-
cific mechanies such as flashlights, the
Survivors cannot engage in direct con-
frontation with the Killers.
In D&D, however, the players can handle
theirselves in combat just fine. So, in-
stead of them having to repair five gener-
ators to escape, you can create a plot
from the lore inserts before each stat-
block.
Let’s take the Nightmare for an example.
He was a child-murderer who was not
arrested on a technicality. A furious mob,
however, surrounded him and burned
him alive. While his body perished, his
spirit still lives in the Dream World,
where he can continue his killing spree.
You can have the party arive to a town in
which commoners ate misteriously dying
in their sleep, but they appear to be at-
tacked by some sort of claws, ruling out
any natural causes.
As they investigate, the Nightmare at-
tempts to kill one of them in the night,
but the player manages to awake before
the kiling blow. So now the party knows
what is killing the commoners, but not
who it is or how it does it.
From them on, let your creativty take
charge and create an awesome story for
your players!
There is a huge gap in the Killer's CR so
that ail tiers of play can use them.
KiLLers By CR
CR Killer PDF Page
4 The Pig 12
The Huntress 10
5 The Hag 3
5 The Ghost Face 15
6 ‘The Cannibal 9
10 The Hillbilly 3
10 The Wraith 4
10 The Trapper 5
W The Nurse 6
16 The Nightmare 8
2 The Shape 7
aThe Hillbilly
The son of wealthy landowners Max
Thompson Sr. and Evelyn Thompson, this
unnamed boy was an unwanted child
born to savage parents. Hideously disfig-
ured, he was shut away from society. So
ashamed of their son, they bricked him off
into a room and fed him through a hole in
the wall. When the boy escaped, he took
his revenge savagely and terribly, slaugh-
tering the parents that had tortured him
instead of raising him.
After the deed was done, he continued to
live his life at the farm, taking out his de-
ranged violence on the animals that were
allowed to run free. As he finally broke
free from his shackles he ran through the
cornfields, chasing and slaughtering what-
ever he could find. They never found the
bodies of Max and Evelyn, but they did
find tortured and disembowelled animals
all over the farm.
Coldwind Farm was quickly settled and
the land split up and sold off. There was
never a buyer for the farmhouse. Perhaps
it was the sound of the chainsaw you
could hear throughout those hot summer
nights.
THE HILLBILLY
medium humanoid, chaotic evil
Armor Class 20
Hit Points 178 (17d10 + 85)
Speed 30 ft
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 20 (+5) 11 (0) 14 (+2) 12 (+1)
ee
Saving Throws CON +10
Skills Nature +7, Perception +7
Damage Immunities bludgeoning, piercing and
slashing from non-magical weapons.
Condition Immunities charmed, frightened, stunned
Senses darkvision 120 feet
Languages understands Common but can't speak it
crabanee 10 (5,900 XP)
Enduring As a reaction when it takes damage, the
Hillbilly can grant itself resistance to all damage
until the start of its next turn. When it uses this
reaction, it cannot use it again for 24 hours.
Bloodlust If the Hillbilly attacks a creatyre with less
than half ofits hit point maximum, it has advantage
on the attack roll.
Actions
Hammer Melee Weapon Attack: +9 to hit, reach 5
ft,, one target. Hit 13 (2d8 + 4) bludgeoning
damage.
Chainsaw Charge (recharge 5-6) The Hillbilly uses it
Chainsaw to gain a boost in its speed and damage,
sacrificing accuracy. It doubles his moving speed
on this turn, but can only move ona straight line. If
it stops within 5 feet of another creature, it can
make a Chainsaw attack as part of the same action.
Chainsaw Melee Weapon Attack: +4 to hit, reach 5
fi., one target. Hit 33 (5d12) slashing damage.The Wraith
Philip Ojomo came to this country with-
out anything than hope for a new begin-
ning. He was happy as he got offered a job
at Autohaven Wreckers. A small scrap
yard where bribed cops turned a blind eye
for the somewhat shady business that
took place.
Ojomo didn't care. He had seen criminal
activity up close in his homeland and as
long as he didn't get involved, he let things
be. He just fixed cars and handled the
crusher. Something he did really well. A
car went in and a small, metallic cube
came out.
Tt was not until one gloomy day that he,
just by accident, saw some blood coming
from one of the un-crushed cars. As he
opened the trunk he found a young man,
gagged and with tied hands with panic
filled eyes. Ojomo freed the man who
managed to run ten feet before Ojomo's
boss stopped him and slit his throat. As
Ojomo demanded answers he got ex-
plained to him that he'd been nothing
more than a simple executioner as more
or less every car had a soul in them as
this was a "service" the scrap yard provid-
ed to certain "clients".
Ojomo snapped and went ballistic. He
threw his boss in the crusher and let it
slowly compress, as the head stuck out,
Ojomo grabbed it and pulled head and
spine out of the body. Then he left and
was never seen again.
THE WRAITH
medium humanoid, chaotic evil
Armor Class 16
Hit Points 178 (17d10 + 85)
Speed 30 ft
STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 20 (+5) 17 (+3) 12 (+1) 10 (0)
SE
Saving Throws CON +10, WIS +6
Skills Perception +6, Stealth +11
Darnage Resistances bludgeoning, piercing and
slashing from non-magical weapons.
Condition Immunities charmed, frightened
Senses darkvision 60 feet
Languages understands Common but can't speak it
Challenge 10 (5,900 XP)
Wailing Bell The Wraith can turn invisible as a
bonus action. This invisibility ends when the Wraith
makes an attack roll. While the Wraith is invisible, it
has disavantage against saving throws that grant
the blinded condition.
Magic Resistance The Wraith has advantage on
saving throws against spells or other magical
effects.
Predator The Wraith has advantage on Perception
checks made to track humanoids.
Actions
Multiattack The Wraith makes three Azarov's Skull
attacks.
Azarov’s Skull Melee Weapon Attack: +10 to hit,
reach 10 ft., one target. Hit 14 (2d8 + 5)
bludgeoning damage.The Trapper
Evan MacMillan idolised his father. It
wasn't just that he was heir to a great for-
tune, it was the way he ran the estate.
Raised under his firm hand, Evan had
taken to running the workforce with an
iron hand. Production was always high
and the MacMillan Estate prospered
under father and son.
As Archie MacMillan's mental health
slowly disintegrated, Evan protected him
from the herd who wanted a piece of the
fortune. No matter what his father asked
of him, Evan would do.
When Archie MacMillan finally snapped,
Evan became his enforcer in what would
become known as the worst mass murder
in modern history. They never proved that
Evan lead over a hundred men into those
dark tunnels before detonating the explo-
sives and sealing them to their fate. The
tale of the MacMillan Estate is a tale of
wealth and power gone very wrong.
How many victims fell to the hands of
father and son is unknown. No record is
ever made of what became of Evan Mac-
Millan. His father is another unsolved
puzzle, found trapped in the locked base-
ment of his own warehouse - starved and
abandoned:
THE TRAPPER
medium humanoid, chaotic evil
Armor Class 19
Hit Points 178 (17d10 + 85)
Speed 30 ft
STR DEX CON INT WIS CHA
22 (+6) 10 (0) 20 (+5) 14 (+2) 14 (+2) 8 (-1)
Saving Throws STR +11, CON +10
Skills Perception +7, Survival +7
Damage Resistances necrotic, bludgeoning, piercing
and slashing from non-magical weapons.
Condition Immunities charmed, frightened
Senses darkvision 60 feet
Languages understands Common but can't speak it
Challenge 10 (5,900 XP)
Bear Trap As a bonus action, the Trapper can seta
bear trap within 5 feet of it. When a creature steps
on the trap, it is restrained, and it can use its action
to make a Strenth saving throw (DC 19) to escape.
The Trapper can use this feature a number of times
its Strenght modifier per long rest.
Hunter's Mind The Trapper has advantage on
Wisdom saving throws.
Great Trapper |f a creature is restrained by one of
the Bear Traps, The Trapper can critically hit it ona
roll of 19 or 20.
Actions
Multiattack The Trapper makes two Cleaver attacks.
If a creature is restrained by a Bear Trap, it can make
one additional attack on it.
Cleaver Melee Weapon Attack: +111 to hit, reach 5
ft., one target. Hit 15 (248 + 6) bludgeoning
damage.The Nurse
Sally Smithson came to town with
dreams of children's feet and laughter in a
wooden home built by her husband
Andrew. But life came not with smiles but
with plans of destruction. Andrew worked
as a lumberjack - a job with its perils. One
day, Andrew's foreman had to pay Sally a
visit, forever changing her life. She was
alone.
Without food on the table and no other
option, Sally had to find a way, but the
only employment she could get was at the
Crotus Prenn Asylum. Nobody sought em-
ployment there unless they were in dire
need. Just like Sally. Without any educa-
tion, she started at the bottom, doing the
hard night shift.
Over the years, her mind had reached its
limits, two decades of seeing horrid
things that violate the eyes. Memories that
are re-played every night. Being abused
verbally and physically, by people without
limits. Sally saw insanity from the out-
side, just to catch it herself.
Finally she could not take it any more and
concepts of purification emerged inside
her. She did what she felt was necessary.
As the morning staff arrived one day in
September - they found over fifty dead pa-
tients, lifeless, in their bed along four staff
members, also dead.
Only Sally had survived the night, but her
mind was gone, rocking back and forth
non-stop. Exactly what happened is only
known by her, but it seems that some of
them had been choked as they had marks
around their necks. They got her into an
ambulance, but that ambulance never
reached the hospital. It was found
crashed in a nearby wood, all the staff
dead and Sally nowhere to be found.
THE NuRSE
medium undead, chaotic evil
Armor Class 18
Hit Points 148 (17d10 + 55)
Speed 0 fi, fly 25 ft, (hover)
STR DEX CON INT WIS CHA
10 (0) 18 (+4) 21 (+5) 17 (+3) 15 (42) 1442)
Saving Throws DEX +9, CON +10
Skills Medicine +7, Perception +7
Damage Resistances bludgeoning, piercing and
slashing from non-magical weapons.
Damage Immunities necrotic, poison
Condition Immunities charmed, frightened,
paralyzed, restrained
— darkvision 120 feet
ages understands Common but can't speak it
Chalenee 11 (7,200 XP)
Blink The Nurse can expend all of its moving,
speed to teleport up to 60 feet. When The Nurse
uses this hability, it is vulnerabble to radiant
damage until the end of its turn.
A Nurse's Calling The Nurse knows the location of
all creatures within 30 feet that haven't all their hit
points.
Actions
Multiattack The Nurse makes two Bonesaw attacks.
Bonesaw Melee Weapon Attack: +9 to hit, reach
5ft,, one target. Hit 13 (2d8 + 4) slashing damage.
Wail of Dispair The Nurse emits a scream of pain.
Each creature within 30 feet of her that can hear it
must make a Constitution saving throw (DC 16) or
be stunned 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.The Shape
Some humans are simply bad seeds.
Seeds infused with a distilled and pure
form of evil.
Michael Myers is one of those seeds. He
had no issues with causing the pain of
others. Instead, it was exactly what he
sought. But even life can be tough on
those with minds filled with terror. The
difference is just how one goes about to
solve those problems. For Michael, he had
to kill to find some inner peace. As he
took his sister's life, the police found a
silent boy dressed as a clown at the scene.
When one stumbles upon a growing fire,
one does not pour gasoline on it. But this
was an action taken by officials that had
no idea how it would shape this demon in
the boy's body. Sending Michael to a
mental institution was a feeble attempt to
save the child. Unsuccessful therapy and
nightly screams just made him even more
introverted and deranged.
THE SHAPE
medium undead , chaotic evil
Armor Class 22
Hit Points 325 (26d12 + 156)
Speed 30 ft
STR DEX CON INT WIS CHA
24 (+7) 10 (0) 22 (+6) 14 (+2) 15 (+2) 12 (+1)
ee
Saving Throws STR +14, DEX +7, WIS +9
Skills Athletics +14, Perception +9, Stealth +7
Damage Resistances necrotic
Damage Immunities poison, bludgeoning, piercing and
slashing from non-magical weapons.
Condition Immunities charmed, frightened, restrained
Senses darkvision 60 feet
Languages understands Common but can't speak it
Challenge 21 (23,000 XP)
The Obsession When the Shape rolls initiative, it
randomly becomes obsessed with one creature that it
not perceive as an ally. The Shape has advantage on
attack rolls against its Obsession
The Evil Within The Shape is immune to effects that
turn undead
People hoped that Michael Myers would
end up a parenthesis, soon to be forgotten
and buried, a failure that soon were to rot
away. But then...he escaped.
The Man Behind the Bush The Shape can take the Hide
action as a bonus action
Assassinate During The Shape's first turn, it has
advantage on attack rolls against any creature that
hasn't taken a turn. Any hit The Shape scores against a
surprised creature is a critical hit.
Legendary Resistance (3/day) \f The Shape fails a saving
throw, she can choose to succeed instead,
Actions
Multiattack The Shape makes three Knife attacks.
Knife Melee Weapon Attack: +14 to hit, reach 5ft., one
target. Hit 17 (4d4 + 7) slashing damage.
Legendary Actions
The Shape can take 3 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 Shape regains spent legendary
actions at the start of its turn.
Knife The Shape makes one Knife attack
Move The Shape moves up to its speed without
provoking opportunity attacks.
Remembering Haddonfield (costs 3 actions) The Shape
regains 2412 hit points.The Nightmare
Even while he lived, Freddy Krueger was
a creature of nightmares for those who
truly knew him. Hiding behind a mask of
warmth and friendliness, Freddy's actual
temperament was known only to his vic-
tims. When those victims were finally
heard, the parents of Springwood tracked
Freddy down and took the law into their
own hands. They thought that fire had rid
them of a monster that night, that their
children were finally safe, but evil as
strong as his has a way of surviving.
Years passed, the horror was buried, the
victims mercifully forgot. Then, somehow,
Freddy returned, and dreams became
nightmares once again.
THE NIGHTMARE
medium fiend, chaotic evil
Armor Class 16
Hit Points 129 (16d8 + 64)
Speed 30 ft. In the Dream World, the Nightmare also
has a Flying and a Burrow speed of 30 ft.
STR DEX CON INT WIS CHA
TA (+) 20 (+5) 18 (+4) 14(+2) 13 (41) 961)
a
Saving Throws DEX +10, CON +9, WIS +6
Damage Resistances necrotic, poison, acid,
bludgeoning, piercing and slashing from non-magical
weapons. In the Dream World, those turn into
immunities.
Condition Immunities charmed, frightened, paralyzed
Senses darkvision 90 feet
Languages Common, Abyssal
Challenge 16 (15,000 XP)
Discorporation When the Nightmare drops to 0 hit
points, its body is destroyed but its essence travels
back to the Dream World, where it regains one hit
point per day it stays there.
Menace from both Worlds The Nightmare can freely
walk between the Material Plane and the Dream World.
To do so, he must spend 10 feet of movement and he
transpasses the barrier between worlds,
Dream Master The Nightmare has advantage on skill
checks, saving throws and attack rolls when in the
Dream World. On the Dream World, its attack rolls are
critical hits on a roll of 18 or higher,
Legendary Resistance (3/day) \f The Nightmare fails a
saving throw, she can choose to succeed instead
Actions
Multiattack The Nightmare uses the Lethargic Gaze
once and makes two Slash attacks.
Slash Melee Weapon Attack: +10 to hit, reach 5ft.,, one
target. Hit 14 (2d8 + 5) slashing damage.
Lethargic Gaze The Nightmare chooses one target it
can see within 30 range and force it to make a
Constitution saving throw (DC 17). Ona success, the
target has advantage on all subsequent saving throws
forced by the Nightmare On a failure, the target is
brought to the Dream World. There, it is considered to
be under the effects of the Slow spell. The creature can
make this save again at the end of its turn, leaving the
Dream World on a success.
Legendary Actions
The Nightmare can take 3 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 Nightmare regains spent
legendary actions at the start of its turn.
Slash The Nightmare makes one Slash attack
Move The Nightmare moves up to its speed without
provoking opportunity attacks.
Lethangic Gaze (costs 2 actions) The Nightmare uses its
Lethargic Gaze action.The Cannibal
Whether killers perform their heinous
acts by the compulsions of their diseased
minds, or if they are forced into them by
external pressures, has long been a
matter of debate. But for one killer, nature
and nurture are inextricably linked.
Leatherface kills not from a desire to
exert his will over others, to satisfy carnal
urges, or even to quiet the voices in his
head. He kills because he is scared.
Scared that others will hurt him; scared
that his family will be displeased with
him, scared that their shared willingness
to eat human flesh will be discovered.
He does as he is told. His family loves him
and that is all that matters. Outsiders are
a threat, and threats need to be dealt with.
THE CANNIBAL
large humanoid, chaotic evil
Armor Class 14
Hit Points 80 (10d8 + 40)
Speed 35 ft
STR DEX CON INT WIS CHA
20 (+5) 8(-1) 18 (+4) 6(-2) 12 (41) 6(-2)
Saving Throws DEX +3, WIS +5
Condition Immunities frightened
Languages Common
Challenge 6 (2,300 XP)
SS
Actions
Multiattack The Cannibal makes two Chainsaw
attacks.
Chainsaw Melee Weapon Attack: +9 to hit, reach 10
ft., two targets within 5 feet of each other. Hit 25
(3d12 + 5) slashing damage. The targets hit point
maximum is reduced by an amount equal to the
damage taken. This reduction lasts until the
creature finishes a long rest.
Cannibalism Melee Weapon Attack: +9 to hit, reach
5 ft, one target. Hit 10 (1d8 + 5) piercing damage,
and the Cannibal recovers hit points equal to the
damage dealt.The Huntress
Anna and her mother were stalking a
great elk through the woods. They knew it
was dangerous prey, but it had been a par-
ticularly difficult winter and they were
almost out of food. The spectre of starva-
tion frightened them more than any forest
creature. Without warning, the elk reared,
bellowed and charged at Anna. She was
paralysed with fear as the whole world
seemed to shake under the immense
beast’s pounding hooves. The elk was
close enough for Anna to see the murder-
ous fury in its eyes when her mother
threw herself in its path, axe in hand. A
blood-curdling scream escaped from her
lips as the elk impaled her upon its ant-
lers and hoisted her into the air. With all
her strength, she brought her axe down
on its head again and again while it tried
to shake her loose. With a sickening
crack, the antlers snapped and Anna’s
mother was free. The beast collapsed.
Anna was too small to move her mother’s
broken body, so she sat with her in the
clearing where she had fallen. To distract
her from the dying elk’s cries, Anna's
mother held her and hummed her favour-
ite lullaby.
They stayed like that, the huntress and
the elk getting quieter and colder, until
Anna was alone in the silent forest. Even-
tually she stood up and started the long
walk back home.
Still a child, she knew just enough about
life in the frozen forest to survive. She fol-
lowed her instincts and became one with
the wild. She got older and stronger and
practised her hunt. As she grew into a
dangerous predator, her humanity
became a half-remembered dream.
She widened her territory and lived off
her hunts. She worked her way up
through squirrels and hares and mink and
foxes. Eventually she grew tired of them
and hunted more dangerous animals like
wolves and bears.
When unsuspecting travellers came
through her woods, she discovered her
new favourite prey: humans. Unlucky
souls who strayed into her territory were
slaughtered like any other animal. She
liked to collect their tools and colourful
garments and especially toys when there
were little ones. But she could never bring
herself to kill the little girls.
THE HUNTRESS
medium humanoid, chaotic evil
Armor Class 14
Hit Points 103 (12d10 + 36)
Speed 35 ft
STR DEX CON INT WIS CHA
11 (0) 19 (+4) 16 (+3) 10 (0) 18 (+4) 12 (+1)
ee
Saving Throws WIS +7
Skills Nature +3, Perception +7, Stealth +7, Survival
+7
Damage Resistances necrotic, poison
Condition Immunities frightened, paralyzed
Senses darkvision 60 feet
Languages Common, Infernal
Challenge 5 (1,800 XP)
Innate Hunter The Huntress can cast the Hunter's
Mark spell at will. It does not need to concentrate
on the spell.
Actions
Multiattack The Huntress makes one Broad Axe and
one Hatched attack,
Broad Axe Melee Weapon Attack: +7 to hit, reach 5
ft, one target. Hit 9 (1d8 + 4) slashing damage.
Hatched Ranged Weapon Attack: +7 to hit, range
20/60 ft., one target. Hit 8 (1d6 + 4) slashing
damage
Iridescent Head (1/day) Ranged Weapon Attack: +7
to hit, range 20/60 ft., one target. Hit; 8 (1d6 + 4)
slashing damage If the attack hits, the creature
must make a Constitution saving throw (DC 13) or
drop to 0 hit points.The Huntress The PigThe Pig
When John Kramer, better known as
Jigsaw, planned for his son to be born
during the Chinese Zodiac's Year of the
Pig, he wanted it to represent fertility and
rebirth; a new beginning for him and his
wife, and the start of a charmed life for his
son. But that plan was shattered on the
night that a junkie broke into his wife's
clinic, hoping to score.
After this event resulted in the death of
his unborn son, John finally caught up
with the junkie, making him his first test
subject, and The Pig was changed forever
too. It became a representation of the dis-
ease that was rotting John from the
inside, a reminder that we are just meat
unless we elevate ourselves by our ac-
tions, by grasping life from the jaws of
death. The Pig became a vessel, an agent
of Jigsaw, conveying the subjects to their
test.
Amanda Young, a troubled soul, whose
life had been a catalogue of harm, both to
herself and those around her. That
changed when she faced, and bested, Jig-
saw’s test. Deciding her life was worth
something, she became devoted to Jig-
saw’s cause, ready to take over when
cancer consumed him.
But she became more dependent on John,
her anguish at his impending death com-
bining with a belief that their test subjects
weren't capable of saving themselves, of
being reborn in the crucible of the games.
Seeing this, John presented her with an-
other game, another chance to save her-
self, but Amanda let her rage and jealousy
rule her actions. She failed the test and
took a bullet as a consequence.
Bleeding out on the tiled floor, darkness
engulfed Amanda's vision, accompanied
by a sound like creaking wood. Then she
was in a forest, once more viewing the
world through the eyes of a Pig. Trees sur-
rounded her, their branches clawing at
her from all sides.
Had she been damned, cursed to spend
her days here, in this guise? Or maybe this
was another test? Maybe she hadn't failed
at all? John always thought one step
ahead of everyone else.
Ultimately, she saw now that she had
been right in the choices she had made.
The time for games was over. There was
no chance of redemption for any of them.
They were meat, and meat was destined
to die.
THE PIG
medium humanoid, lawful evil
Armor Class 16
Hit Points 65 (10d8 + 20)
Speed 35 ft
STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 1241) 17 (43) 10(0) 20(+5)
———————
Saving Throws WIS +3, CHA +8
Skills Insight +3, Perception +3, Stealth +5, Survival
+3
Languages Common, Infernal, Abyssal
Challenge 4 (1,100 XP)
Innate Spelicasting The Pig's spellcasting ability is
Charisma (spell save DC 15). The Pig can innately
cast the following spells, requiring no material
components:
At will: Crown of Madness
3/day: Find Traps, Hold Person
Jigsaw's Puppet The Pig has advantage on saving
throws against being charmed or frightened.
| Want Te Play A Garne The ‘Pig uses Charisma,
instead of Strenght or Dexterity, in its attack and
damage rolls.
Mobile The Pig's movement does not provoke
opportunity attacks
Actions
Hidden Blade Melee Weapon Attack: +8 to hit,
reach 5 ft, one target. Hit 8 (1d4 + 5) piercing
damage
Reverse Bear Trap (3/day) Melee Weapon Attack: +8
to hit, reach 5 ft. one target. Hit: 6 bludgeoning
damage and The Pig places a Reverse Bear Trap on
the target's head. If the target does not remove this
Trap until the end of the Pig's next turn, it is
dropped to 0 hit points. To remove the trap, a
creature must use its action to attempt either a
Thieves Tools check (DC 17) or a Intelligence
check (DC 17). Ona success, the trap is removed.The Hag
Lisa Sherwood grew up in a quiet village,
mainly isolated from the rest of civiliza-
tion. The people of the hamlet were kind
and the elders kept old traditions alive,
often keeping the peace by personally set-
tling the ever-rare disputes. Lisa was par-
ticularly fond of the charms they taught
her to draw for safety and good fortune.
One night, as she was walking home
through the woods, a terrible storm struck
without warning. Howling winds whipped
at her hair as she stumbled through the
swamp, her rain-drenched dress plastered
to her skin. In the slick, wet mud she lost
her footing, careening backwards and
striking her head against rock. Slipping in
and out of consciousness, she strained to
identify the dark shapes approaching her
from between the trees. That's the last
thing she could remember.
Her kidnappers kept her chained to the
wail in a flooded cellar. Though dimly lit,
she could see others whose large open
wounds swarmed with flies. It took
merely a day before they returned, carving
chunks from the prisoners' bodies with
rusted blades, consuming their very flesh
down to the bone. Most she saw did not
survive long once the cannibals targeted
them but somehow, deep within, Lisa per-
sisted. Starved, infected, and mutilated
after several weeks of torture, her gaunt
arms became loose in their shackles. She
pulled hard, the metal tearing through
skin and muscle until she was free. Her
flesh oozed viscous yellow pus and bones
were visible beneath gangrenous wounds.
She could go no further. Delirious, she
thought of home; she thought of the
elders. With her dying breath, she etched
the symbols they had taught her into the
floor using what remained of her fingers.
Almost in response, a dark hunger stirred
inside her. It yearned for blood. In oath,
she chose vengeance.
The village's search party eventually
brought them to an old shack in a swamp.
Inside, its previous inhabitants had been
viciously dismembered and devoured by
an unidentifiable animal. In the cellar,
amid rotting corpses and disconnected
flesh, the elders’ charms were scrawled in
blood on the floor. Lisa’s body was not
among the bodies and was never found.
The village was never the same again.
THE Hac
medium undead, chaotic evil
Armor Class 12
Hit Points 78 (15d6 + 25)
Speed 35 ft
STR DEX CON INT Wis CHA
B(-1) 19 (+4) 15 (+2) 13 (+1) 16 (+3) 8 (-1)
oe
Senses darkvision 60 feet
Languages Abyssal
Challenge 5 (1,800 XP)
Phantom Menace The Hag has a special reaction,
which it can use whenever the turn of a creature
starts. The Hag can teleport to an unocuppied place
it can see within 40 feet.
Actions
Multiattack The Hag makes two Claw attacks.
Claw Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit 8 (1d6 + 4) slashing damage
damage plus 13 (3d6) poison damage.The Ghost Face The HagThe Ghost Face
Jed Olsen had been working at the news-
paper for five months when the Roseville
Murders began: victims from young to
old, stabbed to death in their homes.
From the reports, the victims seemed
chosen at random, yet the killer knew his
way around in the houses. The multiple
stab wounds indicated a personal motive.
No traces of DNA were found. The local
police were confounded: the murders
were carried with fury akin to a crime of
passion yet coldly premeditated.
The murderer also liked to stalk his tar-
gets. Two victims had reported being fol-
lowed on their way home by a dark figure,
a few days prior their death. The killer
would follow them from Walleyes, a small
bar in Northern Roseville, and snap pic-
tures of them at home, while looking for a
way in. He could watch the same victim
for weeks, meticulously registering their
habits and routines. When he felt the urge
to kill, he'd visit the most vulnerable
victim on his list, and break inside the
house quietly.
The whole staff worked on the Roseville
Murders story. Olsen was often sent to
interview the family of victims and relay
official statements from the police. Un-
known to everyone at the time, his in-
volvement added to the final body count.
Panic swelled in Roseville when Olsen
produced footage of a hooded figure
breaking into a house at night. The
masked face, a white blur in the dark,
stared at the camera for a second, before
disappearing inside. “The Ghost Face
Caught on Tape” was the resulting article,
written by Olsen. He seemed proud of his
work at the time, enjoying how the whole
town feared his ghost stories.
Weeks later, Olsen left a note on his work
desk and disappeared:
"T hope you liked my stories—I enjoyed
bringing them to life. Don't worry, I'm not
done." —Jed Olsen
The Roseville law enforcement still refus-
es to comment as Jed Olsen remains at
large.
THE GHOST FACE
medium humanoid, chaotic evil
Armor Class 16
Hit Points 76 (848 + 40)
Speed 40 ft
STR DEX CON INT WIS CHA
8 (-1) 21 (+5) 20 (5) 14 (#2) 13 (41) 16 (43)
a
Skills Intimidation +6, Perception +6, Stealth +11
Senses darkvision 60 feet
Languages Common
Challenge 5 (1,800 XP)
Night Shroud As long as The Ghost Face is not
incapacitated, hostile creatures within 5 feet of it
gain vulnerability to piercing damage, unless they
have resistance or immunity to such damage.
Invisible Stalker While in darkness, The Ghost Face
is invisible to any creature that relies on darkvision
to see it in that darkness.
Actions
Multiattack The Ghost Face makes two Tactical
Knife attacks.
Tactical Knife Melee Weapon Attack: +7 to hit,
reach 10 ft. one target. Hit 7 (1d4 + 5) piercing
damage.Credits and stuff
Art and images
Diagramation and stuff was made by me,
using the tools provided by David Szilagyi
Unless noted here, all art is oficial art from
Deed by Daylight
Trapper art is from Hilmy Parham
Huntres art is from Skemooo
Cover art is from Jognmin Park
Stat blocks were made using The Home-
brewery
Game design stuff
Stat blocks were designed by me, using
Dungeons and Dragons Sth edition rules.
And who is “me”?
You can find me on Reddit and Twitter,
under u/lucasmem! or @lucasmern! !
T¢ love to hear your feedback on this mate-
rial
Also, I'll make a cheap plug for my other
DM's Guild materials:
‘The Wendigo Horror, a 5th-level one-shot
where the party has to find an ancient mon-
astery that is haunted by a monster
The Shadow at the Circus, a 6thlevel
one shot where the party has to discover
what - or who - is the Shadow, a figure that
is threatening the performances of a circus
Thanks, and I'll se you soon!