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Stalker Walker

Large fey, neutral evil

Armor Class 13 (natural armor)
Hit Points 30 (4d10 + 8)
Speed 25 ft.

Str Dex Con Int Wis Cha
15 (+2) 12 (+1) 15 (+2) 10 (+0) 13 (+1) 10 (+0)

Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages Common, Sylvan
Challenge 2 (450 XP)

Special Traits

  • Fey Ancestry. The stalker walker has advantage on saving throws against being charmed, and magic can’t put it to sleep.
  • Magic Resistance. The stalker walker has advantage on saving throws against spells and other magical effects.


  • Multiattack. The stalker walker makes two attacks.
  • Unarmed. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the stalker walker can only grapple one more target. If this attack is a critical hit, the target also can’t breathe or speak until the grapple ends.


Watching the market from high above are a group of strange fey. They have incredibly long arms and legs and conduct their surveillance from a lofty height. Stalker walkers are hired by merchants to watch their market stalls or stores. Greed motivates these monsters; they will do anything for gold or a delicious meal.

Sizeable Sentinels. They are very tall and can observe much of what is going on in the streets. If they need to, they can suddenly reach down with their long arms and deal with pickpockets and other criminals.

View from the Top. Stalker walkers will patrol markets and crane their long necks to observe the action. The slums are often so chaotic many creatures won’t even look up and notice the odd monsters.

Section 15: Copyright Notice

Monsters of the City Sins and Virtues A Collection of Monsters for 5th Edition © 2020 Cawood Publishing. Author: Andrew Cawood