Weekly Beastie: Silent Stalker

Weekly Beastie

silent-stalker-v3While tabletop RPGs are my big focus lately, I am and have always been an avid fan of video games. One of my favorites is Resident Evil 2, owing in no small part because of the presence of Mr. X. Clearly inspired by slow lumbering horror brutes like Michael Myers and Jason Vorhees, he terrified me when I first played the game and has remained near the top of my villain list in the years since.

I wanted to create a similar beast for Gorgon Breath, so I came up with the Silent Stalker. He doesn’t possess any fancy magic. He can’t control your brain or send you to another plane of existence or anything. He’s just big naked zombie that will punch you in the face and keep coming back no matter how many times you kill him. Honestly, I find thought of facing something like that more unnerving than fighting off something ridiculously overpowered like a Tarasque. I hope you agree.

A pay-what-you-want, OGL compatible PDF of the Silent Stalker can be found at DriveThruRPG. Also be sure to stop by our Patreon. The beastie itself can be found below:

Medium undead, unaligned

Armor Class 10

Hit Points 85 (6d10)

Speed 30 ft.

STR 20 (+5) DEX 10 (+0) CON 16 (+3) INT 6 (-2) WIS 6 (-2) CHA 6 (-2)

Senses Passive Perception 8

Proficiency Bonus +3

Challenge 4 (1,100 XP)

Quiet Footsteps. When a Silent Stalker is near, the GM should ask the players to roll a Perception DC. If they roll above a 16, they’ll hear its footsteps. If they roll above an 18, they’ll be able to tell what direction the steps are coming from. If they roll less than 16, the Stalker will remain unheard.

Regeneration. If defeated, the Silent Stalker’s wounds will heal and the creature will return to life. This will take about ten minutes of in-game time. The players receive no experience reward until it’s permanently defeated.

Necromantic Tracker. The Silent Stalker can sense and track life within the confines of its domain. After regenerating, it will move one area closer to the PCs whenever they move to a different place. The GM should also roll a D20 whenever the Stalker moves. If the DM rolls below a 4, it’s immediately transported to the next room the player party enters.

Two Attacks. The creature may make two attack actions every turn.  


Pummeling Blow. Melee Weapon Attack: +8 to Hit, reach 5 ft., one target. Hit: 1d6+5. Target must perform Constitution DC of 12 or be knocked prone. Creature will then follow-up with “Stomp.”

Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d8+5.

A raised corpse augmented with powerful necromantic magics, the Silent Stalker is one of the most feared of the undead. Gifted with unnatural strength and stealth its pummels its foes to ground with its fists and then stomps them to death with its feet.

What truly it deadly though, is its ability to regenerate. Once incapacitated, its wounds quickly mend so it can rise and kill again. It’s also immune to many of the traditional defenses used to ward off the undead. Spells like “Turn Undead” have no effect on it.

Favored by wizards and sorcerers as a sentry, the only way to permanently defeat a Silent Stalker is to find and destroy the totem item made during its creation. As long as its totem is intact, nothing -neither sword or reason- will stop the Silent Stalker from carrying out its creator’s commands.




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