Dj_Faun
Dj_Faun
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Quick note to add: Joey, Julie, and Susie all have their own health pools and actions to make. They do not share the same initiative or actions. They act on their own.
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I love these posts from Chordy, and I want to keep them going. For the sake of continuity, I will continue the Killer Stat Blocks in a separate post. Thank you, Chordy, for bringing these stat blocks to us, and I hope you are doing well out there. We hope you come back soon to continue your creations! And we hope to see you in the Fog someday!
See the list here: https://forums.bhvr.com/dead-by-daylight/discussion/465135/dead-by-daylight-killers-converted-to-d-d-5e/p1?new=1 -
Here's my effort for The Hillbilly. I hope you guys enjoy this one too! :D All credit to perk and power descriptions to their original designers!
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I forgot I was doing this before. In spirit of sharing Killer Stat Blocks, I've taken some time to look over other people's efforts, and made some of my own. Of course, credit where it's due for the original perk ideas here. Let me know what you guys think!
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Okay, so here is the version of The Trapper I made after getting some inspiration. It copies the abilities and other things from Chordy, as well as a few other peeps making their own versions, but I wanted to expand to make them more of a threat in and our of their territories. Hope this looks nice!
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Okay, they might have forgotten.
Well, if that's the case, I won't be against taking the torch for a little bit?
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Kind of lost track of time, but here's the next Survivor: Jake Park. His perks were simple to convert, honestly. Hope you guys think they're nice.
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Next up is Claudette. Spent a good minute thinking about what to do with her Perks, but I think they turned out well enough.
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Here is the next Survivor in order of appearance: Meg Thomas. Her Quick & Quiet was a bit tricky to think over, but I like how it turned out. Hope you agree! And, if you have another idea for any perks, please let me know!
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Just passing the time, and I couldn't help but wonder what The Animatronic's Perks might look like as 5e abilities. So I went ahead and made a version of each one. Hope you guys like the approach, and I look forward to seeing what you guys thought of! :D
HELP WANTED | Whenever the creature most recently damaged by The Killer gains health by any means, The Killer gains 1 additional attack until the end of its next turn.
PHANTOM FEAR | (Recharge 5-6) When a creature looks at The Killer while within 30 ft., that creature must make a Concentration Check. On a success, nothing happens. On a fail, they lose concentration and The Killer sees their exact location until the end of its next turn.
HAYWIRE | While The Killer is below ¼ their maximum hit points, all creatures hostile towards it subtract 2 on all attack rolls.
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Let's not make assumptions. OP has been away this long before.
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Can't wait to see FNaF! Gonna be amazing!
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Well, it took me a minute to think of anything here, but here's what I had in mind for The Ghoul's perks if they were to be translated into 5e! I look forward to seeing the real stat block, and what you came up with!
Nothing But Misery | Once The Killer makes 8 successful attacks on any creatures, any successful attacks made by The Killer reduces all other creature's movement speed by 10 ft. until the end of their next turn.
Forever Entwined | Each successful attack against a creature grants 1 point to a maximum of 8 points. Each point gained grants The Killer a +1 to skill checks and saving throws.
None Are Free | After reducing a creature to 0 hit points for the first time, None Are Free gains 1 point to a maximum of 4. When The Killer is reduced to ¼ of its maximum hit points, all openings, doorways, and droppable items are protected by a barrier of black branches that can only be destroyed by Force damage. These barriers will last for up to 3 rounds of combat for each token gained. These barriers do not affect The Killer, and can freely pass these barriers with no difficulty.
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Curious question: With Freddy's rework to have mobile snares and teleporting to people healing while asleep, will there be an update to The Nightmare's Stat Block?
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Can't wait to playtest this one! Thanks again, Chordy!
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In excitement to see what the new statblock for The Houndmaster is going to look like, I got a bit creative and made her perks. Hope you guys like them, and I can't wait to see what differences there will be in the Statblock!
All-Shaking Thunder | (Recharge 5-6) After dropping from a height of 5 ft. or greater, The Killer can make a lunge attack that reaches 5 additional ft. until the end of its next turn.
Jagged Compass | When The Killer successfully attacks a creature, it knows the exact location of the creature with the most hit points.
No Quarter | When a creature heals themselves by any means, the DM rolls a d4. The creature must roll as many Constitution Saving throws (DC 14) as the number rolled on the d4. On a success, nothing happens. If the creature fails the Constitution Saving throw, they cannot be healed by any means for 30 seconds.
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Holy moly! The Houndmaster feels amazing! I look forward to her release in a few weeks.
And the Stat Block! About time we had a true good boi in the Trials! Sorry, Demogorgon.
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This looks outstanding! I can't wait to see if I can get my friends to die- I MEAN- encounter and slay this rutheless monstrocity! >.>
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@Chordyceps said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772816#Comment_3772816
I think those are good ideas for perks! If we're operating under these being added to his existing statblock, I would change Dark Arrogance in a small way. I would give him a 10ft. boost to movement speed, as the fly spell make it so he doesn't really ever need to climb anything.
I like to imagine that, even though Killers are in their Adepts here, the Perks can be mixed up to make unique encounters with endless combinations.
While Dark Arrogance might not be too much value for The Lich, it could bring great value to someone else, like Trapper or Huntress.
But I like your alteration.
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I forgot to mention: I had come up with ideas for the Lich's Perks. Was hoping to get an opinion on them!
Dark Arrogance | The Killer takes an additional 1d6 damage when being stunned, but gains a 15 ft. climbing speed.
Languid Touch | In the area where your encounter is planned, if a creature is spotted by an animal, The Player must make a DC 15 Animal Handling check or lose 1 charge of an item, spell, or ability.
Weave Attunement | After an item has used all of its charges, the creature holding the item must make a DC 15 Strength Check or drop their item. Any items on the ground have a 10 ft. radius that reveals a creature’s exact location to The Killer.
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@Chordyceps said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735522#Comment_3735522
Hi, sorry to disappoint after so long a wait, but after a lot of back and forth I've decided I won't be doing a statblock for the lich. My joke post from earlier aside, Vecna does exist in D&D already, and it just feels a little wrong to just re design a character that already exists in D&D. It takes a bit of the fun out of it, and quite frankly I don't believe that I would be able to make a better Vecna than the original creators did.
Sorry again to anyone this disappoints. Whenever the castlevania chapter comes out, I will be ready and excited to make a statblock for our new killer though!
You know what? That's absolutely reasonable. No need to make something that already exists.
I look forward to when Castlevania comes into the Fog! :D -
I've been wondering… has anyone made something similar to what's going on here for the Survivors?
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They say patience is a virtue… but I'm just too excited to see The Lich statblock!
No rush. Take your time! Things as awesome as this are worth the wait!
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I can't wait to see how The Lich will look as a Statblock! Looking forward to seeing what you come up with! :D
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@Chordyceps said:
Hello, all due to the fact that I am such a creative genius, I have totally managed to "make" a stat block for the new Killer coming to DBD, based solely off of what was shown during the livestream. I worked very hard on this completely original, totally not copy and pasted content, please do not steal.
https://us.v-cdn.net/6030815/uploads/OHK8GEMXACWO/vecntotallyogpleasedontsteal.jpg
That was fast. This is actually really scary.
I hope I get to try this out some time.
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@Chordyceps said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716427#Comment_3716427
It looked like a beholder in the trailer, I doubt that's what we're getting but it would be absolutely wild.
From what I imagine, the laughing character at the end of the teaser is the Killer. The Beholder we saw lunging at the prison cell bars might be an in-map easter egg we can find if we look for it.
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@Chordyceps said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716110#Comment_3716110
Dude I can't wait to just post an actual page from the monster manual.
Makes me wonder just which creature they're considering. I have my money on The Lich.
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I don't expect you to consider anything, and I will thank you just for letting me share my thoughts in the first place. You're free to accept or reject whatever you wish, as these are your statblocks. But here are a few ideas I had after looking over your statblocks:
- If you make it optional to have all four Legion members in a single encounter, how about lowering their Maximum Hit Points? Maybe 50 - 75 each?
- Hex Perks sound like a fun addition to encounters. I was thinking that maybe the Hex-related perks you have could be turned into literal hexes in-game. A Wisdom (Perception) Check would be required for a Player/Creature to be able to see them from a certain distance. Once spotted, the Player/Creature can spend an action to destroy the totem and remove the Hex from play.
- The Skull Merchant looks like her old version before the rework. Perhaps this would be closer to her current function? — The Skull Merchant can deploy up to 6 Skull Drones at any time during an encounter. If a Player/Creature walks through a Skull Drone's Scan Zone at full speed, they must make a Stealth Check with disadvantage. If a Player/Creature walks through a Skull Drone's Scan Zone as if it were Difficult Terrain, they do not need to make a Stealth Check. If the roll made fails, then the Player/Creature is given 1 point in "Tracking Status." If a Player/Creature gains 3 points in Tracking Status, they are given a Claw Trap with the details you've written down already. Any time The Skull Merchant deploys a Skull Drone, she becomes undetectable by any means for the next 2 rounds. And, of course, The Skull Merchant is informed of which Drone gives a Player/Creature Tracking Status.
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I had an idea for a number of the Killers, and also making Hex Perks into actual Hex Totems for encounters.
I'd love to share them with you, if I may?
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@Chordyceps said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707936#Comment_3707936
Some of the killers missing grapples was unintentional, thank you for pointing that out. But for the Knight's Guards and Victor, them not having grapples was on purpose.
Not sharing the same immunities was also unintentional. After deciding I should start adding petrified and poisoned immunity, I never went back to add those to the older killers. All these killers should be immune to Frightened, Petrified, Paralyzed, Charmed and Unconscious. The poisoned differences were supposed to be intentional for killers like Chucky for example, since it doesn't make sense for a doll to be poisoned.
At some point soon I will make sure to go through the killers and update the complied PDF to fix these inconsistencies, thank you for pointing them out.
One other thing I noticed on the Killers is that some are able to do 2 actions for their Multiattack, and others can do 2 actions and 1 bonus action. There are also some that have the option to make 2 actions OR 1 action and 1 bonus action.
Not complaining, of course, but I did notice that. Wasn't sure if it was intentional or not. These statblocks still look amazing and fun, and I really can't wait to see how mixing up the Perks can turn out! -
I noticed that some of the Killers don't have a grapple action and do not share the same immunities. Was this intentional?
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These look really awesome! And I have a campaign dedicated to fighting against killers.
I do have a couple of questions, though, if you don't mind me asking.
1: What Challenge Rating would you give the Killers? Judging some of these Killers, I don't think they would all be the same CR.
2: Would being exposed be the same as being Vulnerable?
Thanks again for taking the time to make these amazing statblocks! I can't wait to see how well they play in my campaign! :)


















