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Killer Concept: The Scarecrow

Turquoise24
Turquoise24 Member Posts: 10
edited January 2022 in Creations

Killer: The Scarecrow

Movespeed: 115%

Weapon: Sickle


Power: Strawman’s Presence

At the start of the game, 10 scarecrows identical to you spawn in random locations across the map. These scarecrows have crows that sit on their arms that survivors can trigger. Whenever a crow that sits atop a scarecrow is alerted by a survivor, a noise notification is triggered as well as the crow circling above the survivor's head briefly (same method as if a survivor isn’t moving for too long). Every time a generator is completed, the entity absorbs the scarecrows into the ground and repositions them in random locations so the survivors can’t get too comfortable knowing where they are.

If the Scarecrow stands still for 3 seconds, they lose their red stain and terror radius as well as letting crows perch on them. This blends the Scarecrow into the environment as just another scarecrow, indistinguishable from the passive scarecrows. If the Scarecrow lunges and attacks a survivor after coming out of this state, they will instantly be put into the dying state. If a generator is completed while the Scarecrow is in its passive disguise, the Entity will teleport them with all of the other scarecrows, but will put them within 8 meters of the completed generator.


Special Ability: Essence Exchange

While your soul resides in your main straw body, you have very loose bounds to keep you there. If you’re looking at any passive scarecrow across the map, you can press M2 to temporarily transfer your soul to that body. Both your main body and the false body become swirled in Autumn leaves as an indicator to any survivor looking. Upon swapping, you are instantly granted the Strawman’s Presence bonuses until you move (meaning you don’t have to wait the 3 seconds of not moving to activate it). When using this ability, you have 15 seconds within the fake scarecrow body to act before you are forced back into your main body. You can complete all regular actions while in this body. If you are carrying a survivor while in the false body, you will not transfer back to your main body until they are either hooked or dropped. Upon returning to your main body, this ability goes on a 40 second cooldown.


Perks:

Hex: Harvest Fest - All hex totems in the trial are replaced with Jack-o-Lanterns. If a hex lantern is extinguished, the killer is able to reignite a different hex lantern themselves by finding one and lighting the lantern. The Harvest Fest hex itself while active will cause all survivors to become oblivious and hindered while and after cleansing or purifying a hex lantern for 10/15/20 seconds.


Hex: For The Birds - While this hex is active, any survivor in the dying state will bleed out 50% / 75% / 100% faster.


Scourge Hook: Corvid Feeder - Upon hooking a survivor on a scourge hook, a flock of crows will perch atop the hook. Whenever another survivor comes within 15 meters of the hooked survivors, the crows will start cawing and create a noise notification. Upon unhooking the survivor, 3 crows will begin circling the one who rescued the hooked survivor for 15/25/35 seconds or until damaged.

Post edited by Turquoise24 on