Professional Documents
Culture Documents
825255-Urban Monsters
825255-Urban Monsters
by Zachary Tounzen
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League,
all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive
likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material
or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The
Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
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.
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.