Elliot Spencer

In other (unofficial) languages:

**Elliot Spencer** or **"The Cenobite"**, also known as "**Pinhead**", is one of **34** Killers currently featured in *Dead by Daylight*.

He was introduced as the Killer of CHAPTER 21: Hellraiser™, a Chapter DLC released on 7 September 2021.

He originates from the 1987 Horror Movie franchise, ***Hellraiser***.

## Overview

**The Cenobite** is a summoning Killer, able to possess **Chain Projectiles** and use the **Lament Configuration** to torture every Survivor at once.

His personal Perks, Deadlock, Hex: Plaything, and Scourge Hook: Gift of Pain, allow him to slow Generator Progression and continue to torment Survivors who have experienced his sweet suffering.

Difficulty Rating: **Very Hard**

*(These Killers require a high amount of practice and understanding, inexperienced Players are likely to find little success when using them)*

## Lore

*A demon to some, an angel to others. Pinhead is an explorer in the further regions of experience, indulging in the limitless thrill of pleasure and pain. When the puzzle box known as the Lament Configuration — a key to another dimension — was found in The Entity's Realm, it was only a matter of time before it fell into curious hands. Once opened, he arrived. What came next was sweet suffering that spilled over the Realm.*

## Load-out

### Unique Perks

**The Cenobite** comes with **3** Perks that are unique to him:

You induce mental suffering by crushing any hope of escape.
Whenever a Generator<span class = "iconLink" style = "vertical-align: middle; padding: 0 0 0 0"><span style = "display:none; width:32px;max-height: 32px" class = "pcView pcIconLink"><span class = "tooltip linkIncluded borderless"><span class="tooltipBaseText iconless"></span><span class = "tooltiptext"><span class="tooltipTextWrapper"></span></span></span></span><span class = "mobileView mobileIconLink"></span></span> is completed, The Entity<span class = "iconLink" style = "vertical-align: middle; padding: 0 0 0 0"><span style = "display:none; width:32px;max-height: 32px" class = "pcView pcIconLink"><span class = "tooltip linkIncluded borderless"><span class="tooltipBaseText iconless"></span><span class = "tooltiptext"><span class="tooltipTextWrapper"></span></span></span></span><span class = "mobileView mobileIconLink"></span></span> blocks the Generator with the most progression for '''<span class="luaClr clr clr2" style="color: #e8c252;">20</span>'''/'''<span class="luaClr clr clr3" style="color: #199b1e;">25</span>'''/'''<span class="luaClr clr clr4" style="color: #ac3ee3;">30</span>''' '''seconds'''.
\*The Aura<span class = "iconLink" style = "vertical-align: middle; padding: 0 0 0 0"><span style = "display:none; width:32px;max-height: 32px" class = "pcView pcIconLink"><span class = "tooltip linkIncluded borderless"><span class="tooltipBaseText iconless"></span><span class = "tooltiptext"><span class="tooltipTextWrapper"></span></span></span></span><span class = "mobileView mobileIconLink"></span></span> of the blocked Generator is revealed to you in '''<span class="luaClr clr clr16" style="color: #ffffff;">white</span>''' during this time.

You induce mental suffering by crushing any hope of escape.
Whenever a Generator is completed, The Entity blocks the Generator with the most progression for **20**/**25**/**30** **seconds**.

* The Aura of the blocked Generator is revealed to you in **white** during this time.

A Hex that toys with a victim's suffering.
If there is at least one Dull Totem<span class = "iconLink" style = "vertical-align: middle; padding: 0 0 0 0"><span style = "display:none; width:32px;max-height: 32px" class = "pcView pcIconLink"><span class = "tooltip linkIncluded borderless"><span class="tooltipBaseText iconless"></span><span class = "tooltiptext"><span class="tooltipTextWrapper"></span></span></span></span><span class = "mobileView mobileIconLink"></span></span> remaining in the Trial Grounds, ''Hex: Plaything'' activates on a random Totem each time a Survivor is hooked for the first time:
\*The hooked Survivor suffers from the '''''Cursed<span class = "iconLink" style = "vertical-align: middle; padding: 0 0 0 0"><span style = "display:none; width:32px;max-height: 32px" class = "pcView pcIconLink"><span class = "tooltip linkIncluded borderless"><span class="tooltipBaseText iconless"></span><span class = "tooltiptext"><span class="tooltipTextWrapper"></span></span></span></span><span class = "mobileView mobileIconLink"></span></span>''''' and '''''Oblivious<span class = "iconLink" style = "vertical-align: middle; padding: 0 0 0 0"><span style = "display:none; width:32px;max-height: 32px" class = "pcView pcIconLink"><span class = "tooltip linkIncluded borderless"><span class="tooltipBaseText iconless"></span><span class = "tooltiptext"><span class="tooltipTextWrapper"></span></span></span></span><span class = "mobileView mobileIconLink"></span></span>''''' '''Status Effects''' until ''Hex: Plaything'' is cleansed.
\*For the first '''<span class="luaClr clr clr2" style="color: #e8c252;">90 seconds</span>''', only the '''''Cursed''''' Survivor is able to cleanse the Hex Totem.
\*The Aura<span class = "iconLink" style = "vertical-align: middle; padding: 0 0 0 0"><span style = "display:none; width:32px;max-height: 32px" class = "pcView pcIconLink"><span class = "tooltip linkIncluded borderless"><span class="tooltipBaseText iconless"></span><span class = "tooltiptext"><span class="tooltipTextWrapper"></span></span></span></span><span class = "mobileView mobileIconLink"></span></span> of ''Hex: Plaything'''s Hex Totem is revealed to the Cursed Survivor within '''<span class="luaClr clr clr2" style="color: #e8c252;">24</span>'''/'''<span class="luaClr clr clr3" style="color: #199b1e;">20</span>'''/'''<span class="luaClr clr clr4" style="color: #ac3ee3;">16</span>''' '''metres'''.
''All effects of the '''Hex Perk''' persist until its Hex Totem<span class = "iconLink" style = "vertical-align: middle; padding: 0 0 0 0"><span style = "display:none; width:32px;max-height: 32px" class = "pcView pcIconLink"><span class = "tooltip linkIncluded borderless"><span class="tooltipBaseText iconless"></span><span class = "tooltiptext"><span class="tooltipTextWrapper"></span></span></span></span><span class = "mobileView mobileIconLink"></span></span> is cleansed or blessed.''

A Hex that toys with a victim's suffering.
If there is at least one Dull Totem remaining in the Trial Grounds, *Hex: Plaything* activates on a random Totem each time a Survivor is hooked for the first time:

* The hooked Survivor suffers from the ***Cursed*** and ***Oblivious*** **Status Effects** until *Hex: Plaything* is cleansed.
* For the first **90 seconds**, only the ***Cursed*** Survivor is able to cleanse the Hex Totem.
* The Aura of *Hex: Plaything'*s Hex Totem is revealed to the Cursed Survivor within **24**/**20**/**16** **metres**.

*All effects of the **Hex Perk** persist until its Hex Totem is cleansed or blessed.*

You are the bringer of sweet pain.
<p>At the start of the Trial, '''<span class="luaClr clr clr2" style="color: #e8c252;">4 random Hooks</span>''' are changed into '''Scourge Hooks''':
\* The Aura|Auras<span class = "iconLink" style = "vertical-align: middle; padding: 0 0 0 0"><span style = "display:none; width:32px;max-height: 32px" class = "pcView pcIconLink"><span class = "tooltip linkIncluded borderless"><span class="tooltipBaseText iconless"></span><span class = "tooltiptext"><span class="tooltipTextWrapper"></span></span></span></span><span class = "mobileView mobileIconLink"></span></span> of '''Scourge Hooks''' are revealed to you in '''<span class="luaClr clr clr16" style="color: #ffffff;">white</span>'''.
<p>Each time a Survivor is unhooked from a '''Scourge Hook''', the following effects apply:
\*The Survivor suffers from the '''''Haemorrhage<span class = "iconLink" style = "vertical-align: middle; padding: 0 0 0 0"><span style = "display:none; width:32px;max-height: 32px" class = "pcView pcIconLink"><span class = "tooltip linkIncluded borderless"><span class="tooltipBaseText iconless"></span><span class = "tooltiptext"><span class="tooltipTextWrapper"></span></span></span></span><span class = "mobileView mobileIconLink"></span></span>''''' and '''''Mangled<span class = "iconLink" style = "vertical-align: middle; padding: 0 0 0 0"><span style = "display:none; width:32px;max-height: 32px" class = "pcView pcIconLink"><span class = "tooltip linkIncluded borderless"><span class="tooltipBaseText iconless"></span><span class = "tooltiptext"><span class="tooltipTextWrapper"></span></span></span></span><span class = "mobileView mobileIconLink"></span></span>''''' '''Status Effects''' until healed.
\*Upon being healed, the Survivor suffers from a '''<span class="luaClr clr clr2" style="color: #e8c252;">10</span>'''/'''<span class="luaClr clr clr3" style="color: #199b1e;">13</span>'''/'''<span class="luaClr clr clr4" style="color: #ac3ee3;">16</span>''' '''&#37;''' Action Speed penalty to Healing and Repairing until they are injured again.

You are the bringer of sweet pain.
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**.

Each time a Survivor is unhooked from a **Scourge Hook**, the following effects apply:
* The Survivor suffers from the ***Haemorrhage*** and ***Mangled*** **Status Effects** until healed.
* Upon being healed, the Survivor suffers from a **10**/**13**/**16** **%** Action Speed penalty to Healing and Repairing until they are injured again.

#### Prestige

Prestiging **The Cenobite** will automatically add **Tier I** of his Unique Perks to the inventories of all other Killers and unlock the ability for their higher-tiered versions to spawn in their Bloodweb.

Prestige **The Cenobite** twice more to automatically add **Tier II** and **Tier III** respectively into the other Killers' inventories.

### Weapon: Hook & Chain

The **Hook & Chain** are the Primary Weapon of **The Cenobite**.
He wields them with thrill.

### Power: Summons of Pain

**SUMMONS OF PAIN:**

**The Cenobite** can create a gateway from which to summon a **Possessed Chain**.

**SPECIAL ATTACK: POSSESSED CHAIN:**

Press the *Power button* to create a gateway and release the button to open it.
Once opened, tap the *Ability button* to summon forth a **Possessed Chain** under your control.

Directing the **Possessed Chain** into a Survivor will bind them with an uncontrolled **Chain**.

**Chains:**

A Survivor bound with a regular **Chain** is unable to sprint, suffers from the ***Incapacitated*** **Status Effect**, and cannot leave through the Exit Gate.
If the **Chain** is not broken, a second and eventually a third **Chain** will appear and bind them as well, each applying a stack-able Movement Speed penalty to the Survivor.

The Exit-Gate-Blocker lingers for **5 seconds** after the **Chains** are removed.

**Breaking Chains:**

Bound Survivors can perform the *Break Free* action to break free from the **Chains**.
Each **Chain** needs to be broken separately.

If the bound Survivor brings any environmental object between them and a **Chain's** Gateway, the **Chain** will break immediately.
However, this action causes a replacement **Chain** to spawn and attempt to rebind the Survivor.

If other Survivors, or **The Cenobite** himself, walk through a **Chain**, the **Chain** will also break immediately, without spawning a replacement **Chain**.

**SPECIAL INTERACTION: THE LAMENT CONFIGURATION:**

Upon starting the Trial, the **Lament Configuration** spawns in a random location in the Trial Grounds, and does so after each time it has been interacted with.

Survivors can see the Aura of the **Lament Configuration**, which is **white** when idle and **yellow** during an on-going *Chain Hunt*.

Any Survivor can pick-up the **Lament Configuration** and carry it with them, but not without experiencing some suffering.

* The Survivor suffers permanently from the ***Oblivious*** **Status Effect**.
* The Survivor is intermittently attacked with **Chains** summoned by the **Lament Configuration**.

The **Lament Configuration** cannot be dropped, it must be solved to remove it from their possession.
Solving the **Lament Configuration** will indicate the Survivor's location to the **The Cenobite** through *Killer Instinct*.

**SPECIAL ABILITY: TELEPORTATION:**

While the **Lament Configuration** is being solved, **The Cenobite** can choose to teleport to that Survivor's location.
This causes the **Lament Configuration** to open and bind the Survivor with three small **Chains** while **The Cenobite** completes the teleportation.

**SPECIAL ABILITY: CHAIN HUNT:**

If left to its own devices, the **Lament Configuration** eventually initiates a *Chain Hunt*.
During a *Chain Hunt*, the **Lament Configuration** continuously summons **Chains** that pursue and attempt to bind every Survivor, until any Survivor picks up the **Lament Configuration**, which ends the *Chain Hunt*.

**The Cenobite** can pick up the **Lament Configuration** himself, which will immediately start a *Chain Hunt*.
Additionally, all Survivors are instantly bound by **Chains**, causing them to scream and reveal their respective locations.

#### Power Audio

 Lament Configuration Spawn Cue
 Original Lament Configuration Spawn Cue
 Lament Configuration Escape

#### Power Trivia

**Movement Speeds:**

*Main Article*

* Chain Strike: **3.68 m/s**
* Uncontrolled Projectile: **10 m/s**
* Controlled Projectile (initially): **10 m/s**
* Controlled Projectile (intermittently; after 0.4 seconds): **15 m/s**
* Controlled Projectile (intermittently, after 0.7 seconds): **37.5 m/s**
* Controlled Projectile (eventually, after 4 seconds): **40 m/s**

**Gateway:**

*The Gateway works the same as The Nurse's Blink indicator when using Plaid Flannel*
* Minimum Placement distance: **1.5 metres**
* Maximum Placement distance: **16 metres**
* Placement speed: **8 m/s**
	+ This refers to the speed at which the Gateway is moving away from **The Cenobite** during the Placement phase.
* Placement Cancellation cool-down time: **1.5 seconds**

**Gateway Possession:**

* Camera Pan time: **0.5 seconds**
* *Field of View* Change time: **0.75 seconds**
* Possession Cancellation cool-down time: **3 seconds**
* Killer Repossession Fade-in time: **0.25 seconds**
* Maximum Possession duration: **6 seconds**
	+ After this time elapses, control will revert back to **The Cenobite**.

**Gateway Pitch Angles:**

* Maximum/Minimum Pitch Angle: **±45 °**
	+ This refers to how high/low **The Cenobite** can look while possessing the Gateway from an imagined horizon.

**Lament Configuration (Chain Hunt):**

* *Chain Hunt* Charge time: **90 seconds**
	+ After spawning the **Lament Configuration**.
* Minimum *Chain Hunt* Attack delay: **9 seconds**
* Maximum *Chain Hunt* Attack delay: **12 seconds**
* Chain Targeting Cool-down: **4 seconds**
	+ This applies to the Survivor holding the **Lament Configuration**
* Number of Chains targeting Survivors after Cenobite pick-up: **3 Chains**
* Loud Noise Notification duration: **3 seconds**
* Escape Grasp charge time: **2 seconds**

**Lament Configuration (Respawn Times):**

* Picked-up by **The Cenobite**: **10 seconds**
* Solved by a Survivor: **45 seconds**
* Removed from a Survivor's grasp: **45 seconds**
* Removed from a Survivor's grasp by **The Cenobite** attacking: **30 seconds**

**Lament Configuration (Spawn Location):**

The **Lament Configuration** has the following behaviour in regards to choosing its spawn and respawn location:

* When running the Spawn Routine, the **Lament Configuration** first maps all possible Spawn locations in the Trial Grounds and checks their distance to Survivors and **The Cenobite**:
	+ if a spawn location is within **16 metres** of any Survivor, its chances decrease by **-5,000 points**.
	+ if a spawn location is within **40 metres** of **The Cenobite**, its chances decrease by **-15,000 points**.
	+ any spawn locations outside of these radii have an equal chance to be picked as the **Lament Configuration'**s spawn location.

**Lament Configuration (Solving):**

* Interaction time: **6 seconds**
* Interaction cool-down: **1 second**
* Skill Check:
	+ Penalty time: **1 second**
	+ Duration: **1.1 seconds**
	+ Trigger chance: **100 %**
	+ Good Success Zone length: **15 %**
	+ Good Success bonus: **0 %**
	+ Great Success Zone length: **2.5 %**
	+ Great Success bonus: **2 %**

**Teleportation:**

* Charge time: **3.25 seconds**
* Slow-down duration post-teleport: **1.25 seconds**
* Minimum Teleportation distance: to within **10 metres** of the Survivor
* Maximum Teleportation distance: to within **12 metres** of the Survivor

**Chains:**

* Exit Blocker Linger time: **5 seconds**
	+ This refers to how long the Exit Gate Blocker lingers after a Survivor is downed while Chained.
* Removal duration for Survivors: **1 second per Chain**
* Maximum number of attached Chains: **3 Chains**
* Maximum Length before breaking off: **18 metres**
* Post-Unhook Immunity duration: **3 seconds**
	+ This is so Survivors are not immediately targeted by **Chains** after being unhooked.
* While chained; Survivors are unable to run and each additional **Chain** further reduces their Movement speed:
	+ 1 **Chain**: **2.26 m/s**
	+ 2 **Chains**: **1.695 m/s**
	+ 3 **Chains**: **1.13 m/s**

**Deep Wound:**

* The ***Deep Wound*** timer is paused while a Survivor is performing the *Remove Chains* interaction.

**Chain Projectiles (General):**

* *Field of View* Change time: **0.75 seconds**
* Shot Cool-down time: **5 seconds**
* Reel-Back speed: **20 m/s**

**Chain Projectiles (Controlled):**

* Initial Projectile speed: **10 m/s**
* Maximum Yaw Turn rate: **125 ° per Server Tick**
* Maximum Pitch Turn Rate: **100 ° per Server Tick**
* Maximum Travel distance: **24 metres**
* Roll Angle speed: **3.5 °**
* Roll Angle Reset speed: **10 °**
* Maximum Roll Angle: **25 °**
* Bonus Chains on Hit: **+2 Chains**
	+ Additional **Chains** that will instantly grab the Survivor hit by a controlled **Chain**.

**Chain Projectiles (Uncontrolled):**

* Launch delay: **1.5 seconds**
	+ This refers to how long the Game waits before launching an uncontrolled **Chain** after its spawn location is revealed.
* Spawn buffer: **3 seconds**
	+ This refers to how long the Game waits before launching another uncontrolled **Chain**.
* Minimum Spawn distance to Survivor: **2.5 metres**
* Maximum Spawn distance to Survivor: **6 metres**
* Projectile Speed: **10 m/s**
* Maximum Travel distance: **16 metres**
* Reel-Back Speed: **20 m/s**
	+ Only applies to **Chains** that did not hit a Survivor.
* Maximum length until Break-off: **18 metres**.

### Add-ons for Summons of Pain

* Grants **+100 %** bonus Bloodpoints for *Chain Bound* Score Events.
* **Reduces** the number of bonus *Chains* spawned when Survivors are hit with a *Possessed Chain Attack* to **+1**.
* **Reduces** the Timer duration for starting a *Chain Hunt* by **-3 seconds**.
* **Reduces** the Cool-down time of a *Possessed Chain Attack* by **-0.15 seconds**.
* **Increases** the Turn rate of the *Possessed Chain* by **+10 %**.
* **Increases** the maximum Casting distance of the *Gateway* by **+4 metres**.
* **Increases** the Solving time of the Lament Configuration by **+1 second**.
* **Reduces** the Cool-down time of a *Possessed Chain Attack* by **-0.45 seconds**.
* **Increases** the maximum range of the *Possessed Chain* by **+2 metres**.
* **Increases** the Turn rate of the *Possessed Chain* by **+15 %**.
* **Increases** the maximum Casting distance of the *Gateway* by **+8 metres**.

* **Increases** the maximum range of the *Possessed Chain* by **+4 metres**.
* **Increases** the Solving time of the Lament Configuration by **+2 seconds**.

* Survivors suffer from the ***Exhausted*** **Status Effect** while carrying the Lament Configuration.

* **Reduces** the Timer duration for starting a *Chain Hunt* by **-6 seconds**.

* Grants the ability to see the Aura of the Lament Configuration.
* Picking up the **Lament Configuration** deactivates an on-going *Chain Hunt* and grants the ***Undetectable*** **Status Effect** for **25 seconds**.
* The Auras of Survivors are revealed to for **6 seconds** after hitting them with a *Possessed Chain Attack*.
* Causes a bonus *Chain* to spawn on *Bound Survivors*, when they use the environment to break one.
* Survivors suffer from the ***Deep Wound*** **Status Effect** after breaking from the *Possessed Chain*.

* Causes healthy Survivors to become injured when hit with a *Possessed Chain Attack*, but does not bind them with additional *Chains*.
	+ This **increases** the Closing time of the *Gateway* by **+0.25 seconds**.
* **Reduces** the number of bonus *Chains* spawned when injured Survivors are hit with a *Possessed Chain Attack* to **+1**.

* **Shields** the Aura of the Lament Configuration from Survivors who are farther than **24 metres** from it outside of a *Chain Hunt*.

*"You opened it. We came." — Pinhead*

## Achievements

*Main article: Achievements*
There are **2** Achievements related to **The Cenobite**:

## Cosmetic Options

Players can choose from a variety of Cosmetic options to customise **The Cenobite**:

###  In-Game Store

**Expand to view content**
Collapse
Expand

Thumbnail
Contains
Name
Collection Name
Release Date
Price

The Hell Priest
Hellraiser
07 September 2021 (Tuesday)

Description
Explorer in the further regions of experience. Demons to some, angels to others.

800

⇓ Expand ⇓

Piece
Name
Collection

Garment of Torment
Hellraiser

Garment displaying intricate forms of body scarification to experiment with the limits of human sensations.

400

Piece
Name
Collection

Grappling Hook & Chain
Hellraiser

The perverse hook & chain he wields with cruelty and satisfaction.

400

Thumbnail
Contains
Name
Collection Name
Release Date
Price

Chatterer
Hellraiser
07 September 2021 (Tuesday)

Description
An avid servant of Pinhead, dedicated to exploring the limits of human sensations.

1650

⇓ Expand ⇓

Piece
Name
Collection

Exposed Teeth
Hellraiser

His face was severely disfigured. His lips were peeled back to expose his teeth, which he clicks together to communicate.

Piece
Name
Collection

Suit of Sufferance
Hellraiser

Leather suit displaying his rites of extreme scarification.

Piece
Name
Collection

Dented Hook & Chain
Hellraiser

The vicious hook & chain he wields with violence and satisfaction.

### Alternate Character Models

**The Cenobite** has **1** alternate Character model available in the in-game Store:

* The Chatterer

## DLC

*Main Article: Downloadable Content*
**The Cenobite** is part of **1** DLC:

* CHAPTER 21: Hellraiser™

## Change Log

### Patch 5.2.1

* ***Quality of Life:*** Survivors attempting to solve the **Lament Configuration** during a Chain Hunt will be attacked by chains should they stop solving the **Lament Configuration** rather than be attacked while attempting to solve it.
* ***Quality of Life:*** prioritized teleporting mechanic to ensure **The Cenobite** teleports to the same level as the Survivor on multi-level maps to prevent teleporting to an incorrect level.

### Patch 5.4.0

* ***Rebalancing:*** balance changes to some Add-ons.
	+ This change was motivated by **The Cenobite** exceeding performance expectations and to reduce his oppressiveness.

### Patch 5.5.0

* ***Change:*** added updated and expanded voice-lines for **The Cenobite**.

### Patch 6.7.0

* ***Nerf:*** the **Lament Configuration** will now teleport if **The Cenobite** stands on it for **5 seconds**.
	+ This change was motivated by some **Cenobite** players standing on the **Lament Configuration** for long periods of time, which would cause the *Chain Hunt* to last indefinitely.

## Trivia

* **The Cenobite** features various unique animations where he uses his chains to perform various actions.
	+ This is inspired by how **The Cenobite** almost never physically interacts with his victims in the ***Hellraiser*** films, instead interacting through his chains.
* **The Cenobite** is the second Killer to interact with Breakables through telekinetic powers.
* **The Cenobite** was the first Killer whose Mori removed the Survivors' body from the Trial Grounds, as hitherto the corpses of the Survivors generally remained after being killed.
* It is possible to stop **The Cenobite** teleporting by stunning him.
* **The Cenobite** was the second Character to have their voice line role reprised by their original actor.
* **The Cenobite** is one of the few Killers to have entered the Trials without the consent of The Entity.

### Voice-Lines

* **The Cenobite** was the fourth Killer in the Game to speak.
	+ He was the second Killer to speak English.
	+ All of his voice lines are based on quotes from the first ***Hellraiser*** film.
* While **The Chatterer** Legendary Outfit is equipped, no voice lines are played, instead **The Chatterer** will make a chattering noise, which uses sound effects made with actual fake teeth.

#### Original Voice-Lines

* In the Public Test Build for his Release-Chapter, Patch 5.2.0, **The Cenobite** had voice-lines spoken by an unknown Voice Actor, which were removed for the live release without much explanation other than "they weren't quite ready yet".

#### Current Voice-Lines

* In the Public Test Build for Patch 5.5.0, **The Cenobite's** voice-lines were reinstated and expanded upon.
To the Community's great surprise, it was revealed that **Pinhead's** original actor from the first eight live-action ***Hellraiser*** movies, Doug Bradley himself, had reprised his role for *Dead by Daylight* and voiced the new voice-lines.
	+ In a tweet, Steph Sciullo (Doug Bradley's wife) confirmed that the voice-lines were recorded at a professional studio in Pittsburgh and digitally altered to mimic the pitch and ethereal sound of **Pinhead's** voice in ***Hellraiser***.

## Gallery

### In-game assets

* The Cenobite
* The Cenobite (Portrait render)
* The Cenobite (Background image)

### Official art

* Removed background and edited lighting
* DbD Mobile artwork

### Concept arts

* 'Hell Priest' Early Designs
* 'Hell Priest' Concept + Head Designs

### Screenshots

* Felix being assaulted by a barrage of **Chains**.
* ditto
* ditto
* ditto
* ditto