You are on page 1of 16
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 a The 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 Pig The 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 Hag The 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!

You might also like