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Urban Monsters

Same Life Threatening Evil None Of The Travel

by Zachary Tounzen

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Urban Monsters
Those that think the city provides safety from
dangerous monsters risk becoming prey for a new, Animated Slum
growing breed of abominations. These monsters are Gargantuan, Construct, Neutral
the product of civilizations callous expansion, Armor Class: 18 (natural armor)
creatures that stalk the streets at night, bend Hit Points: 225
Speed: 50 ft.
influential people to foul ends, or are the product of
magical ambitions with dark intentions. STR DEX CON INT WIS CHA
30 10 25 4 10 2
Urban Monsters Saving Throws: Str+15
Damage Resistances: bludgeoning, piercing, and slashing damage
Monster Name Challenge Rating from nonmagical attacks.
Damage Immunities: poison, psychic
Animated Slum 15
Condition Immunities: charmed, exhaustion, frightened, paralyzed,
Muse 1 petrified, poisoned.
Senses: Darkvision, 500 ft, Passive Perception: 10
Night Stalker 3 Languages: none
Challenge: 15 (13,000 XP)
Sewer Mutant 1/2
Harder they fall: when the Animated Slum is reduced to 0 hit
The Stitched 4 points it collapses. Each creature within 25 feet of the slum must
make a DC 18 Dexterity saving throw. On a failed save a target
takes 5d6 bludgeoning damage, is knocked prone, and is buried in
Animated Slum rubble. A creature buried in rubble can escape with a DC 20
Strength (Athletics) check. On a successful save a target takes
An Animated Slum is one or more buildings given half and is not knocked prone or buried.
life and animus by a spirit of elemental earth. Well
Siege Monster. The Animated Slum does double damage to
over 50 feet tall these towering golems serve no
objects and structures.
master and seek only to level cityscapes, creating
more raw materials to add to its body or give rise to Legendary Resistance (3/day): if the Animated Slum fails a saving
others of its kind. Once set on its path only its throw, it can choose to succeed instead.
destruction will stop it. Actions
Agent of Destruction. The Animated Slum seeks
only to level cities. Constructed from buildings that Multiattack: the Animated Slum can use its rubble spray and
makes 2 crushing slam attacks.
have fallen into disrepair, it represents nature
reclaiming the land. Crushing Slam: Melee Weapon Attack: +11 to hit, range 20 ft., one
Ancient Origins. It takes an epic amount of arcane target. Hit: 21 (2d10+10) bludgeoning damage, and the target
power to raise an Animated Slum. When one is made must succeed on a DC 18 Strength saving throw or be knocked
its typically the will of a scorned nature god or the prone.
elders of a druidic circles final act. Rubble Spray: the Animated Slum unleashes a volley of debris in a
Construct Nature. The Animated Slum doesn’t 60 foot cone. Each creature in that area must make a DC 18
require air, food, drink, or sleep. Dexterity saving throw, taking 10d4 bludgeoning damage on a
failed save or half as much on a successful one.

Lumbering: the Animated Slum cannot take the Dash action.


Legendary Actions
The Animated Slum can take 3 legendary actions, choosing from
the options below. Only one legendary action option can be used
at a time and only at the end of another creatures turn. The
Animated Slum regains spent legendary actions at the start of its
turn.

Stomp: the Animated Slum stomps it foot creating a small tremor.


Each creature within 20 feet of the Animated Slum must succeed
on a DC18 Dexterity saving throw or be knocked prone.

Dust Cloud: the Animated Slum releases a cloud of choking dust.


Each creature within 20 feet of the Animated Slum must succeed
on a DC 18 Constitution saving throw or become blinded and begin
suffocating. A creature can repeat this save at the end of each of
its turns to end the effect.

Rubble Spray (costs 2 actions): the Animated slum uses its


Rubble Spray ability.
The Muse Night Stalker
A Muse is a normally benign spirit sent with the Everyone has felt it, you’re alone at night and you
cant shake the feeling that something is watching you
intent of inspiring great works or actions in mortals.
in the shadows, always 2 steps behind you. Night
Divine Agents. Muses are sent by gods of Stalkers are the gaunt, dessicated corpses of murder
craftsmanship and commerce. When not cloaked in victims whose bodies were never found and their
invisibility they appear as lithe felines with sleek fur killers never caught.
and large squirrel-like tails. Vicious Killers. Night Stalkers are vengeful
beings filled with anger and hatred at a society that
Potential Fiends. Not all Muses are sent with
granted them neither justice nor dignity in death. They
good intentions. Enemies of a god of craftsmanship hunt their victims at night using their unseen stalker
may send a fiendish Muse to inspire a devotees rivals, ability to follow them until they are sure that when they
while some are sent at the behest of a political minded strike no one else will interfere. Night Stalkers are
cultist to cause civil unrest, using their powers to territorial and will move a corpse far from their resting
place in case they too rise from the dead.
influence a cities politics.
Nocturnal. Night Stalkers only hunt at night,
Reasonable Rivals. When two muses of during the day they return to the place they died and
opposing goals meet they don’t attack each other rest until nightfall.
rather they each attempt to sway the same mortal to Intelligent Undead. Night Stalkers revel in
their side the loser accepting defeat and leaving tormenting their prey with whispered taunts and
threats. They sometimes drag out a kill over several
peacefully.
nights learning a victims routine and harassing them
until they fear every shadow and jump at every noise.
Muse Night Stalkers have no memory of their previous life.
Small, Fiend (if evil, Devil) Celestial (if good, Angel)
Armor Class: 12 (natural armor) Night Stalker
Hit Points: 22 Medium, Undead, Lawful Evil
Speed: 20 ft., Fly 40 ft. Armor Class: 14
STR DEX CON INT WIS CHA Hit Points: 45
8 14 10 13 12 17 Speed: 35 feet.
Saving Throws: Cha+5 STR DEX CON INT WIS CHA
Skills: Deception +6, Persuasion +6 8 16 12 14 16 16
Damage Immunities: Fire (if evil), Radiant (if good) Saving Throws: Dex+5
Condition Immunities: charmed, poisoned Skills: Deception+5, Stealth+5
Senses: Darkvision, Passive Perception: 14 Damage Immunities: Poison, Necrotic
Languages: Common, Infernal, Celestial Condition Immunities: Poisoned, Frightened
Challenge: 1 (250 XP) Senses: Darkvision 120 ft., Passive Perception: 13
Innate Spellcasting (2/day): The Muse can innately cast Languages: common
Suggestion (save DC 13) requiring no material Challenge: 3 (700 XP)
components. Its its innate spellcasting ability is Charisma. Unseen Stalker: The Night Stalker can sense when it can
be seen. Anytime it would be seen by a creature it can use
Inspiration: Whenever an ally that can see and hear the its reaction to become invisible. This invisibility is broken
Muse makes an ability check they may roll an additional when the Night Stalker makes an attack, takes damage, or
1d8 and add that to the result. enters sunlight.
Actions
Sneak Attack: if the Night Stalker hits a creature with an
Mind Sting: Ranged Spell Attack: +4 to hit, range 30 ft., one attack made with advantage, the target takes an extra 14
target. Hit: 8 (2d4+3) psychic damage and the target has (4d6) damage from that attack.
disadvantage on attack rolls and ability checks until the Actions
end of its next turn.
Dagger: Melee Weapon Attack: +5 to hit, range 5 ft., one
Invisibility: The Muse turns magically invisible until it
target. Hit: 6 (1d4+3) piercing damage.
attacks or until its concentration ends (as if concentrating
on a spell). Any equipment The Muse wears or carries is
invisible with it. The Muse may choose one creature it can
see when it uses this ability, that creature can see The
Muse as if it were not invisible for the abilities duration.
Sewer Mutant
Large bustling cities are built on industry. When Tragic Transmutation. The magic that created
large amounts of alchemical runoff come in contact The Stitched can be undone with suitably strong
with creatures living in a cities sewer system restorative magic. Once a stitched witnesses this
grotesque mutations can occur. ability they beg for salvation and if it is denied they
Vaguely Familiar. A Sewer Mutant only barely attack viciously and to the death. This magic also
resembles what it was before its transformation. Its muddies the mind of The Stitched making them
flesh has melted and taken on brilliant colors, its limbs fiercely loyal to the mage that created it while also
have grown or multiplied and its intelligence has been making it almost impossible for it to realize that they
greatly altered, now able to speak only in a halting are the reason for their transformation.
slurred manner.
Xenophobic. Sewer Mutants know what they
The Stitched
were before they changed and live in small close Medium, Humanoid, Lawful Evil
communities. They shun people from above ground
out of fear of prosecution and shame for their Armor Class: 14 (natural armor)
appearance. When threatened they will attack en mass Hit Points: 75
Speed: 35 ft.
in an almost mindless rage.
STR DEX CON INT WIS CHA
16 10 16 10 14 8
Sewer Mutant
Medium, Monstrosity, Chaotic Neutral Saving Throws: Str+5, Con+5
Condition Immunities: Petrified, Stunned
Armor Class: 13 (natural armor) Senses: Passive Perception: 14
Hit Points: 24 (4d8+8) Languages: understands Common, cannot speak
Speed: 30 feet, swim 30 feet Challenge: 4 (1,100 XP)
STR DEX CON INT WIS CHA Immutable Form: the Stitched is immune to any spell or
16 9 14 8 16 4 effect that would alter its form
Senses: Passive Perception: 16
Languages: Undercommon Restorative Vulnerability: A restoration or Remove Curse
Challenge: 1/2 (100 XP) spell cast at 4th level or higher on The Stitched restores it
to its human form permanently.
Sewer Dweller: the Sewer Mutant ignores difficult terrain
created by water up to 3 feet deep. While submerged in Monster Parts: The Stitched are humanoids with
water the Sewer Mutant has advantage on dexterity checks monstrous body parts grafted onto them. They typically
made to hide. only have one of the weapon options below but
Actions exceptionally obscene examples can have as many as you
wish.
Slam: Melee Weapon Attack: +4 to hit, reach 10 ft., one Actions
target. Hit: 8 (1d8+4) bludgeoning damage.
Multiattack: the Stitched makes 2 weapon attacks.

The Stitched Claws: Melee Weapon Attack: +6 to hit, range 5 ft., one
There exist those that believe progress is worth target. Hit: 12 (2d6+5) slashing damage.
any cost. Mages with dark ambitions use forbidden
transmutation magic to create horrific hybrids of man Stinger: Melee Weapon Attack: +6 to hit. range 10 ft., one
target. Hit: 5 (1d6+2) piercing damage plus 7 (2d6) poison
and beast.
damage.
Twisted Hybrids. The stitched were once normal
humanoids, now, changed by a sinister, immoral ritual, Bite: Melee Weapon Attack: +6 to hit, range 5 ft., one target.
their minds and bodies have been fused with those Hit: 10 (2d4 +5) piercing damage and the target must make
belonging to one or more beasts. Its appearance is a DC 13 Strength save. On a failed save they are knocked
always undoubtedly humanoid but will incorporate prone.
monster parts like massive claws, grotesque biting
tusks, or even slimy skin and tentacles. Mind Thrust: the Stitched targets one creature it can see
within 30 feet of it. The target must succeed on a DC 13
Charisma saving throw or take 24 (6d8) psychic damage.

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