Every Killer Adapted Into Dungeons and Dragons 5th Edition

Options
Chordyceps
Chordyceps Member Posts: 1,666
edited February 19 in Creations

A while ago I started a project of adapting every killer in DBD into D&D 5e, and I have finally completed. I took creative liberties with some things, because some abilities don't really adapt directly into 5e, due to mechanics not shared by both of them. Some values were also adjusted to different numbers, cause while 1 minute in DBD is a relatively short time, 1 minute of combat in D&D is a very long time. Here y'all go: The Compendium of Killers:

I'll give y'all the PDF version as well, for those of you who would prefer to read it all that way instead of scrolling through a bunch of images on this post.


Post edited by Chordyceps on

Comments

  • AJMarchi
    AJMarchi Member Posts: 3
    Options

    Love this I've thought about doing something like this but never got the chance, I will say at times I was a little confused at some Killers did more damage then most 2d6 was the standard for most of them but some Killers when up to 3d6 or 4d6. Love to see more add as Killers continue to come out.

  • Chordyceps
    Chordyceps Member Posts: 1,666
    edited April 2023
    Options

    Well it's been one year since I last updated this, and since then we have gotten 4 new killers and one new general perk. It took me a while to get around to it, but I have created stat blocks for the last year of killers, as well as a ability description for shattered hope. Enjoy!


    This upcoming year of DBD, I will try to make stat blocks for the new killers as they come out, instead of just doing them all at once at the end of the year.

    Post edited by Chordyceps on
  • Mandy
    Mandy Administrator, Dev, Community Manager Posts: 22,255
    Options

    omg I didn't see this before

    that's fantastic work!

  • Chordyceps
    Chordyceps Member Posts: 1,666
    Options

    thank you! I have a lot of fun making these so I'm glad people like it!

  • Chordyceps
    Chordyceps Member Posts: 1,666
    edited May 2023
    Options

    Keeping up with my goal to put these out as the killer's release, here is the stat block for the singularity! (Although technically early since he hasn't officially released yet).


  • Chordyceps
    Chordyceps Member Posts: 1,666
    Options

    It took me a bit to get around to it, but I have now adapted the Xenomorph!


  • Chordyceps
    Chordyceps Member Posts: 1,666
    Options

    With him having been out a few weeks now, I present: The Good Guy


  • Sandt1985
    Sandt1985 Member Posts: 196
    Options

    I adore this! I hope this is updated everytime a new killer comes out! 😀

  • Chordyceps
    Chordyceps Member Posts: 1,666
    Options

    Glad you like it! And updating it with every new killer is the plan!

  • Vithar
    Vithar Member Posts: 28
    Options

    This is amazing work. Thanks

  • MirandaMann
    MirandaMann Member Posts: 1
    Options

    I appreciate this and all the hard work. I am a DM who plays with a group of people who have also played DBD. I am going to shamelessly steal this!!!

  • Chordyceps
    Chordyceps Member Posts: 1,666
    Options
  • Marc_go_solo
    Marc_go_solo Member Posts: 4,811
    Options

    This is a thing of beauty! Such a cool idea and well executed. I can see these making guest appearances on various DnD campaigns.

  • Pogosama
    Pogosama Member Posts: 5
    Options

    Really appreciate these and will be using them very soon! Is there a PDF updated with all the new additions up to the Good Guy?


    Nice work man! Thanks for making this easy for me lol

  • Chordyceps
    Chordyceps Member Posts: 1,666
    Options

    There isn't yet, but I should be able to put that together relatively soon. I can let you know when that happens.

  • Pogosama
    Pogosama Member Posts: 5
    Options

    If you're willing to man. I bought the DbD board game awhile back and have been painting all the minis. I have a chance to run a horror themed game soon and was like....wait a minute I have a ton of super dope DbD stuff ready lets just abuse that. Then I stumble across this and MAN you saved me SO MUCH TIME. Super appreciate your efforts here, and just wanted it in one place so I could print it out and source it at the table easily from a notebook.

    This is really cool stuff my dude!

  • Chordyceps
    Chordyceps Member Posts: 1,666
    Options

    Just updated the PDF to include everything, wasn't too much work!

    And thank you! It really means a lot to me! Would love to know how the game goes!

  • Pogosama
    Pogosama Member Posts: 5
    Options

    Extremely kind of you to knock that out for me. First session on Wednesday, and I set up a nemesis table to roll a d100 for the killer. They got The Knight right off the rip, so off to the Borgo!


    Thanks a ton!

  • Rai_510
    Rai_510 Member Posts: 1
    Options

    Don’t mind me just casually waiting for the unknown to arrive on this forum… 🧍

  • Chordyceps
    Chordyceps Member Posts: 1,666
    Options

    To coincide with the release of the man himself today, I present: The Unknown


  • Dj_Faun
    Dj_Faun Member Posts: 6
    Options

    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! :)

  • Chordyceps
    Chordyceps Member Posts: 1,666
    edited April 24
    Options

    So for question 1, I'm not going to lie, I kinda intentionally avoided giving specific CRs because I felt like I wasn't great at determining what a monster's CR should be. I can say that I kinda tried using the Death Knight, which is a CR 17 monster as a reference point in terms of monster HP, AC attack damage and the sort, . So if I were to estimate their CR, it would probably be in the 15 range or so, give or take a few levels? And yeah, probably not all of them would have the same CR.

    For question 2, yes, exposed would function the same as vulnerability, making the targeted creature take double damage under the circumstances described in the attack/ability.

  • Dj_Faun
    Dj_Faun Member Posts: 6
    edited April 26
    Options

    I noticed that some of the Killers don't have a grapple action and do not share the same immunities. Was this intentional?

    Post edited by Dj_Faun on
  • Livion
    Livion Member Posts: 149
    Options

    I'm going to be brutally honest: amazing work keep it up

  • Chordyceps
    Chordyceps Member Posts: 1,666
    Options

    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.

  • Dj_Faun
    Dj_Faun Member Posts: 6
    Options

    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!

  • Dj_Faun
    Dj_Faun Member Posts: 6
    edited April 27
    Options

    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?

  • Chordyceps
    Chordyceps Member Posts: 1,666
    Options

    No promises that I'll make adjustments to the stat blocks based on these ideas, but I'm certainly curious about what these ideas might be.

  • Dj_Faun
    Dj_Faun Member Posts: 6
    Options

    I don't expect you to change anything, but I love to discuss possible ideas. That said, you're more than welcome to reject any thoughts I have to share.

    • Since The Legion is considered four different folks, I was thinking an encounter could perhaps have all 4 of The Legion members (Frank, Joey, Julie, Susie) in a single encounter. If this were to be done, perhaps lower each of their Maximum Hit Points to maybe 50?
    • I like the idea of Hex Totems still being something that can be used in encounters for Dungeons & Dragons. The Players could roll a Perception Check (Maybe 14?) to see if any totems are nearby, and make the encounter slightly easier to deal with. Hexes are meant to be powerful, but at a price of their own vulnerability to being destroyed, so I thought it would be a fun idea to pass that concept to D&D.
    • The Skull Merchant's Drones could be updated to where she can have up to 6 deployed at any time. Players moving in or out of the Search Zones at full speed would force a Stealth Check with disadvantage. Upon a fail, they gain 1 point of Track. If they move through it as if it were Difficult Terrain, then they can roll a straight Stealth Check.. If a Player gets up to 3 Points of Track, they cannot heal by any means, and also have to deal with a Claw Trap details you've written down.

  • Dj_Faun
    Dj_Faun Member Posts: 6
    edited May 3
    Options

    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:

    • The Legion are known to be four different people: Frank, Joey, Julie, Susie. How about making an encounter with The Legion be with all four members with lower Maximum Hit Points? Maybe 50 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 a Player/Creature walks through a Skull Drone's Scan Zone and takes cover behind some cover (tree, large rocks, etc.), they must make a Stealth Check with advantage. 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.

    Post edited by Dj_Faun on