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Fan Chapter: Stories of Old Lands

pleasedontbetoxic117
pleasedontbetoxic117 Member Posts: 140
edited March 2022 in Creations

For centuries, those who are on death’s door fear the sounds of charging hoofs and sight of the blackest of mist. The will to live is well known to all with life for there’s truth in tales of this. Beware of this for those who are fighting to survive, for Death comes quick and hell follows near behind! The Dullahan! For your eyes and soul shall be mine!” - Unknown


Killer:

Killer: The Dullahan

Difficulty: Hard

Height: Tall

Gender: Female

Ethnicity: Unknown

Mythical Origin: Celtic

Weapon: Scottish Claymore sword.

Movement Speed: 115% | 4.6m/s

Alternative Movement Speed: 225% | 9m/s

Terror Radius: 32 meters

Appearance: Tall with a tattered black leather cape. Arms, legs, and chest carry armor made of hot ambers of glowing blue flames from the realms between realms. Blackened and bloody eyes that bleed tears of blood from every step it takes. Blueish/Green Flame emitting from the neck and cracks of the armor plus body. The head partially decomposed with whiten hair that hovers around the right side of the body. Finally, rusty ironclad chains wrapped around its chest while a necklace made of eyes hovering over where the neck of the body would be.

Overview: The Dullahan is a haunting killer that’s able to catch survivors off guard with its power Spinal Crack and blistering speed of the underworld's abilities of Ironclad. The survivors must beware of their movements, and be wary of sounds in order to survive or have their eyes and souls be claimed.

The Dullahan’s perks are: Miasma, Scourge Hook: Stale Wind, and Hex: Wither and Decay. This allows it to hunt down survivors and harvest their souls.


Lore: 

Tome Record #207:

“Long ago in ancient times humans would fear it and call it by many different names. Now that it is no more, it is now called “The Dullahan” and shall be called death by a name. It’s a horrific creature of which nightmares have nightmares. Dullahan's are headless, and wherever one stops, a mortal's death soon follows. A Dullahan will stop its snorting horse before the door of a house and shout the name of the person about to die, drawing forth the soul at the call. She may also stop at the very spot where a person will die.”

Tome Record #208:

“I learned today how to delay the inevitable of my ever demise from the Headless Rider. For I had stumbled across a coin of pure gold, in which case, had frightened off the Dullahan. The creature quickly turned into a dark blackened mist of a Warhorse and ran away, but not before destroying the coin. I hope luck will be on my side again in the next trial.”

Killer’s Lore: 

Dullahan's are headless. Although the Dullahan has no head upon its shoulders, it carries it with them, either on the saddle-brow of the horse or upraised in its right hand. The head is the color and texture of stale dough or moldy cheese, and quite smooth. A hideous, idiotic grin splits the face from ear to ear, and the eyes, which are small and black, dart about like malignant flies. The entire head glows with the phosphorescence of decaying matter and wherever the Dullahan stops, a mortal dies. The Dullahan is possessed of supernatural sight. By holding its severed head aloft, it can see for vast distances across the countryside, even on the darkest night. Using this power, it can spy the house of a dying person, no matter where it lies. Those who watch from their windows to see it pass are rewarded for their pain by having a basin of blood thrown in their faces, or by being struck blind in both eyes. The Dullahan is usually mounted on a black steed, which thunders through the night. The Dullahan uses a human spine as a whip. The horse sends out sparks and flames from its nostrils as it charges forth. The Dullahan travels so fast that the friction created by its movement often sets on fire the bushes along the sides of the road. All gates fly open to let the Dullahan through, no matter how firmly they are locked, so no one is truly safe from the attentions of this fairy. So now the Entity has called forth the Dullahan to do it’s bidding.


Killer’s Successful Hit Animation:

The Dullahan’s head laughs forbiddingly while wiping the blood and gory off the claymore.

Pallet Breaking Animation:

The Dullahan begins to raise the claymore up. With the blade, the claymore goes chopping downwards through the top to bottom of the pallet. It takes one strike to split the pallet in two pieces.

Breakable Wall Breaking Animation:

The Dullahan begins to ram the claymore through. With the blade stuck, the Dullahan proceeds to kick the hilt until the claymore goes through the breakable wall and destroys it.

Killer’s Mori:

The Dullahan’s Mori is whipping a downed survivor’s eyes out with its whip made from human spines; while, proceeds to turn into a blackened mist in the shape of a Warhorse. While in the shape proceeds to trample all over the survivor’s body, and sucks the soul out of the mouth of the Survivor’s corpse.

Killer’s Alternative Mori:

The survivor starts to stumble away only for the Dullahan to strike out with his whip which wraps around the survivor’s neck. The survivor’s forward movement coupled with the Dullahan’s backwards yank allows for decapitation with the survivor’s body falling forwards headless while the head falls and rolls to the side. (To activate this Mori, the Dullahan must strike down the survivor with Spinal Crack and the survivor must be hooked twice.)


Primary Ability: Spinal Crack: “Death awaits for those with or without courage to face it!” 

Press and hold the Power Ability to charge Spinal Crack, and release it to unleash an area of effect of damage from the whip. While Spinal Crack is being charged, the radius of the area of effect starts out at a minimum of 8 meters and becomes bigger in radius up to a minimum of 8 meters of a 4 seconds charge, adding on 2 meters every second. Once Spinal Crack is released the area of effect of damage is immediately released and damages all Survivors hit by the spinal whip in the area of effect. Spinal Crack’s area of effect damage works at a 30 degrees cone, however it collides into other objects and can not destroy breakable walls and downed pallets. (I.E. If a Survivor is behind a wall or any other object that blocks line of sight when the area of effect damage goes off they will not be injured.) If the Spinal Crack’s whip collides with an object it will ricochet at another 30 degree angle, but loses the area of effect cone damage also the range is reduced by 15%. However, if the survivor is hit by the ricochet, the deep wound status effect is applied. Spinal Crack can be cancelled by all stuns except for flashlight stuns and flashbangs. Spinal Crack has a 10 second cooldown after usage. While charging the ability movement speed is reduced to 98%.


Secondary Ability: Ironclad: “A beast in blackened armor and mist you should be wary of!”

Ironclad is an ability to shapeshift into a darkened black mist in the shape of a war horse to travel far distances in a short time. Ironclad is activated by pressing and holding the Secondary Ability button. It takes 1.5 seconds to activate Ironclad and The Dullahan’s movement speed is increased to 225%. While Ironclad is active, the Dullahan turns into a darkened black mist in the shape of a Warhorse. While Ironclad is active, blood pools become 25% brighter and noises are amplified by 50%; however, you are unable to attack survivors, track survivor scratch marks and see them as well. While in this mode, running into a down pallet or breakable wall will destroy them instantly; however, will slow down the movement speed for 3 seconds to 105%. Ironclad has a cooldown between each activation of 45 seconds. Ironclad can be deactivated by pallet stuns or manually deactivated. To manually deactivate Ironclad, press and hold the Secondary Ability button again. It takes 1.5 seconds to deactivate Ironclad and The Dullahan’s movement speed is returned to base movement speed. While Ironclad is active, the ability to vault can no longer be used. Ironclad causes no Area of Effect damage. When The Dullahan exits Ironclad, all survivors within 8 meters radius are revealed via Killer Instinct for 6 seconds.


Killer Perks:

“Miasma”: "Poisonous thick mist of decay will speed up the inevitable."

At the start of the Trial, all totems are blocked off for 30 seconds. Once a totem is cleansed or blessed, the survivor who cleansed or blessed a totem becomes exhausted for 20/25/30 seconds.

“Scourge Hook: Stale Wind”: “The wind is always calmest before the storm.” 

At the start of the Trial, 4 random hooks are changed into Scourge Hooks. The auras of Scourge Hooks are revealed to you in white. Hooking a Survivor on a Scourge Hook, gain the Undetectable status effect up to a total of 10/15/20 seconds.

“Hex: Wither and Decay”: “Time does not stand still for the living or all of creation.” 

While this Hex totem is active, when a Survivor heals back to the Healthy state you gain a token up to a maximum of 2/3/4 tokens. Each token equals 10% extra regression applied when kicking a generator. The Hex effects persist as long as the related Hex Totem is standing.

Addons:

Bucket of Blood: Mysterious bucket filled with unknown victims blood.

  • When Ironclad is activated, it gains 300% Blood points in Deviousness.
  • Ironclad’s movement speed is decreased by 10%.


Cracked Vertebrae: A cracked vertebrae of a young human child.

  • Increasing Spinal Crack Area of Effect radius by 2 meters.
  • Decreasing Spinal Crack movement speed penalty by 2%.


Broken Saddle: Once a saddle owned by someone else by the initials I.C..

  • Increasing Ironclad’s movement speed by 10%.


Bowl of Eyes: A bowl full of assorted human eyes.

  • Increases the sight range for Ironclad’s Killer Instinct by 2 meters.
  • Increasing Spinal Crack movement speed penalty by 2%.


Burnt Tree Branch: An unknown tree branch that was set aflame.

  • Increases Ironclad’s movement speed by 25%.


Cracked Skull: A mysterious cracked human skull of unknown origins with scars around the eye sockets.

  • Upon successful hit with Spinal Crack, the affected survivor is inflicted with Blindness status effect for 30 seconds.


Sharpened Spinal Disks: A column of razor-like spinal disks used to horrendous effect.

  • Upon successful hit with Spinal Crack ricochet, the affected survivor is inflicted with the Mangled status effect. (-20%)

Cracked Lantern: A cracked oil lantern once used on a coach wagon.

  • Increases the sight range for Ironclad’s Killer Instinct by 8 meters.
  • Decreased Ironclad’s movement speed by 25%.


Broken Whip: A broken leather whip once used to make horses attached to a wagon to move faster.

  • Upon successful hit with Spinal Crack ricochet, increases Survivors' Mending time when affected by the Deep Wound status effect by 5 seconds.
  • Decreased Spinal Crack’s Area of Effect by 4 meters.


Bottled Dead Man’s Whispers: A bottle of otherworldly makeup that contains the harvested soul of a hanged convict.

  • Upon successful hit with Spinal Crack ricochet attacks, to reduce a Survivor’s Deep Wound timer by 7.5 seconds.
  • Increases cooldown for Spinal Crack by 10 seconds.


Chipped Blade: A dull and chipped blade from a Scottish claymore.

  • Upon successful hit with Spinal Crack, the affected survivor is inflicted with the Hindered status effect for 10 seconds. (-5%)


Conjoined Twins’ Spine: A pair of spines that fused together from a pair of female conjoined twins.

  • Increases Spinal Crack’s Area of Effect by 8 meters.
  • Decreases movement speed while charging Spinal Crack by 5%.
  • Does not stack.


Damaged Horse Armor: A piece of dented armor off the horse of the Dullahan.

  • Decreased Ironclad’s movement speed by 25%.
  • Increased Spinal Crack’s Area of Effect by 2 meters.
  • Increases movement speed while charging Spinal Crack by 5%.


Bottled Lightning: A bottle of otherworldly makeup that contains bolts of lighting.

  • Increases Ironclad’s movement speed by 50%.


Dead Man’s Eyes: A pair of human eyes that have been gifted with supernatural vision.

  • While Ironclad is active, the Repair Progression of Generators can be determined by the intensity of their Auras.
  • Decreased Ironclad’s movement speed by 50%.
  • Does not stack.


Bottled Thunder: A bottle of otherworldly makeup that contains claps of thunder.

  • Upon successful hit with Spinal Crack, the affected survivor is inflicted with the Deafening status effect for 90 seconds.
  • Does not stack.


Melted Gold Coin: A once beautiful shiny gold coin now a melted pile of precious metal.

  • While Ironclad is active, phasing through a survivor will cause them to scream.
  • An Inflicted survivor who screams gains the Oblivious effect for 60 seconds.
  • Upon successful phasing, Ironclad deactivates.


Green Glowing Flaming Whip: A whip made from harvest souls and forged in hellfire.

  • Upon successful hit with Spinal Crack ricochet attacks, all generators within 16 meters regress by 2% for 15 seconds.
  • Does not stack.


Spyglass of The Damned: A spyglass made of harvested souls, obsidian glass shards, and charred hickory wood.

  • While Ironclad is active, causes to see Survivor auras every 10 seconds with a 16 meter radius for 2 seconds.
  • Does not stack.


Flaming Horseshoe: A horseshoe made from otherworldly materials.

  • While Ironclad is active, phasing through a survivor will cause one damage of health. 
  • Decreased Ironclad’s movement speed by 75%.
  • Upon successful damage, Ironclad deactivates.
  • Does not stack.


Survivor:

Survivor Name: Josh McConnell

Difficulty: Intermediate

Survivor Appearance: 6’0”in / 1.8288 meters tall, Age: 45, Male, Athletically fit with long frizzled Ginger colored hair and beard, Hazel eyes, Colorful Scottish Kilt, Worn-out stained Wool socks, worn out dark pair of Brown leather hide shoes, and a stained White wool shirt underneath his Scottish sash.


Overview

An expert swordsman and Highlander fighting monsters to live another day. Josh McConnell’s perks are: Fighting Chance, Glancing Blow, and Freedom, gives him massive advantages in second chances, fighting spirit and courage beyond danger.


Survivor Perks: 

“Fighting Chance”: “You know how to sustain yourself in a fight to the death.” 

You start the trial with a maximum of 2/3/4. Each token increases your action speed by 5% outside of repairing generators. Lose a token when you are put into the injured or dying health state.

"Dèan sabaid gu math agus bàsachadh gu math!" - Josh McConnell

“Fight well and die well!”


“Glancing Blow”: “Your knowledge of deception is key to success.” 

You start the trial with 1/2/3 tokens. When unhooking another survivor, the survivor that did the unhooking immediately loses all negative status effects except that are Killer related status effects and Hexes. Lose one token per unhooking a hooked survivor yourself.

“Tis balach leòn feòil.!” - Josh McConnell

“Tis a flesh wound lad!”


“Freedom”: “Your love for the wild and pursuit of happiness can be heard throughout the land!” 

For each gen completed, gain 4/6/8% stackable bonus speed for self healing, crawling, and recovery.

“Dèan sabaid airson rudeigin no fuireach gun dad!” - Josh McConnell

“Fight for something or live for nothing!”


Survivor's Lore: 

Josh McConnell, once proud and ferocious Highlander from the thirteenth century who fought during the First War of Scottish Independence. Is now a warrior out of time and place to never see his beloved Scottish Highlands ever again. Before the Entity had taken Josh, he was a farmer, family man, mercenary, and expert swordsman. One day while Josh was farming the fields, a band of English soldiers came to “gather” supplies from Josh. Josh would not yield to their demands, so the soldiers threatened to do harm to his property and family if he didn’t cooperate. Josh, still determined to fight, was suddenly struck on the back of his head from a hilt of a sword. The blow had knocked him out cold for hours only to awaken to a nightmare. His land pillaged, family slaughtered, house destroyed, and was left for dead. First there were tears of grief and loss, then quickly turned to rage and vengeance towards the English. Josh was now out for blood and didn’t care if they were innocent or not as long as they were English. He would later on fight alongside Sir William Wallace of Scotland to reign hell all over Scotland and England. Eventually, Josh was caught and outnumbered ten to one by the English. Josh was sentenced to be hanged, drawn and quartered but the Entity had other plans for him. While sitting in his cell in a dungeon, Josh, had started noticing an evil cloud erupt forth from the floor and sucked him into a portal to another dimension. Now by a campfire, Josh prepares for the coming fights that awaits him.


Realm: Dreaded Night Map: The Keeper’s Forest

  • A large dense forest with the Killer shack in the right or left side of the map with a giant tree in the middle where the Dullahan’s coach wagon is stationed; including, a broken stone bridge that once was used to a river that has long dried up. A destroyed stone hut burnt to the ground, and a burnt wheat field.


Map Lore: “Once a beautiful forest that nurtured all kinds of beings is now a place of sadness and misery. Much blood has been shed here from wars to trials of survival. Many beasts of nightmares roam here from time to time, but one truly claims the realm as its own. For beware of the Headless Rider, the Dullahan, for it shall claim your soul and eyes if not careful enough.” - Torn Parchment Paper #94


Map Offering: Gory Human Spine


Achievements:

  • Adept Dullahan: Get a merciless victory with The Dullahan using only his unique 3 perks.
  • Adept Josh: Escape as Josh McConnell using only her unique 3 perks.
  • For Scotland!: Repair the generator by the Dullahan’s Coach wagon and live to tell the tale.
  • Sight Beyond Sight: Hit one or more Survivors with a ricochet from Spinal Crack 15 times.
  • Death Awaits for Thee: Use the Dullahan's Mori on all Survivors in a single match.
  • Head Turner: Use the Dullahan's Alternative Mori on a Survivor before the exit gates are powered up.