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Monsters

Reskinned 5e stat blocks for Floor 1. All DCs and attack bonuses assume a Level 3 party.


Snack Goblin

Snack Goblin *CR 1/4 (50 XP)*

Small scavengers in shredded employee uniforms. They steal snacks, coins, potions, and shiny objects. Deploy in groups of 4–8.


Snack Goblin Small humanoid, chaotic neutral

Armor Class 13 (leather armor) Hit Points 7 (2d6) Speed 30 ft.

STRDEXCONINTWISCHA
8 (−1)14 (+2)10 (+0)8 (−1)8 (−1)8 (−1)

Skills Sleight of Hand +4, Stealth +6 Senses Darkvision 60 ft., passive Perception 9 Languages Common, Goblin

Nimble Escape. The Snack Goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Pack Tactics. The Snack Goblin has advantage on attack rolls against a creature if at least one of the goblin’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Scrap Blade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Thrown Can. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Snatch. The goblin makes a Sleight of Hand check (+4) contested by the target’s passive Perception (or active Perception if aware). On a success, the goblin steals one small item (pouch, component, small weapon, consumable) from the target and immediately uses its bonus action to Disengage.


Grease Imp

Grease Imp *CR 1/2 (100 XP)*

A tiny fiend made of fryer oil and bad intentions. Found in kitchens, deep fryers, and hot dog rollers. Rarely alone — usually causes chaos that benefits nearby Snack Goblins.


Grease Imp Small fiend, chaotic neutral

Armor Class 11 Hit Points 18 (4d6 + 4) Speed 20 ft., fly 30 ft.

STRDEXCONINTWISCHA
6 (−2)14 (+2)12 (+1)8 (−1)10 (+0)10 (+0)

Damage Immunities fire Damage Vulnerabilities cold Senses Darkvision 60 ft., passive Perception 10 Languages

Grease Trail. When the Grease Imp moves, the space it vacates becomes difficult terrain until cleaned or dried. If that grease is exposed to fire, it ignites and deals 1d4 fire damage to any creature that enters it (until the end of the imp’s next turn).

Slippery. The Grease Imp can move through the space of any creature without provoking opportunity attacks.

Actions

Grease Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing plus 3 (1d6) fire damage. The target must succeed on a DC 12 Dexterity saving throw or fall prone.

Grease Splash (Recharge 5–6). The imp launches a glob of fryer grease at a point within 30 feet. Each creature within 10 feet of that point must succeed on a DC 12 Dexterity saving throw. On a failure, the creature falls prone and its speed is halved until it uses an action to wipe off the grease.

Bonus Actions

Appliance Hide. The imp squeezes into an appliance, vent, or cabinet it can fit inside. While hidden this way, it has three-quarters cover and advantage on Stealth checks.


Soap Slime

Soap Slime *CR 1/4 (50 XP)*

A translucent blob full of industrial detergent. Found in the Laundromat. Hits with slashing weapons cause it to split — warn players with a wink when they go for the sword.


Soap Slime Small ooze, unaligned

Armor Class 8 Hit Points 22 (4d8 + 4) Speed 15 ft., climb 15 ft.

STRDEXCONINTWISCHA
10 (+0)6 (−2)12 (+1)1 (−5)6 (−2)1 (−5)

Damage Immunities acid Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone Senses Blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages

Amorphous. The slime can move through a space as narrow as 1 inch without squeezing.

Suds. Whenever the Soap Slime takes slashing damage, it splits into two Soap Slimes, each with half the original’s remaining hit points (minimum 1). A Soap Slime with 1 hit point cannot split.

Slick Residue. Any creature that moves through a space the Soap Slime currently occupies or has vacated this turn must succeed on a DC 10 Dexterity saving throw or fall prone.

Actions

Pseudopod. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 10). While grappled, the target is restrained and has disadvantage on Dexterity saving throws.


Complaint Form Swarm

Complaint Form Swarm *CR 1/2 (100 XP)*

Animated paperwork. Slices, blinds, and tries to attach itself to faces. Released from the Quickie Mart kiosk if someone asks to speak to a manager. Also found at the Department of Compliance. Vulnerable to fire — the one thing it fears.


Complaint Form Swarm Medium swarm of Tiny constructs, lawful neutral

Armor Class 12 Hit Points 22 (5d8) Speed 0 ft., fly 30 ft. (hover)

STRDEXCONINTWISCHA
8 (−1)14 (+2)10 (+0)5 (−3)8 (−1)4 (−3)

Damage Resistances bludgeoning, piercing, slashing Damage Vulnerabilities fire Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned Senses Blindsight 10 ft., passive Perception 9 Languages

Swarm. The swarm can occupy another creature’s space and vice versa, and can move through any opening large enough for a Tiny object. It cannot regain hit points or gain temporary hit points.

Paper Cut Menace. While a creature is in the swarm’s space, it has disadvantage on Constitution saving throws to maintain concentration on spells.

Actions

Paper Cuts. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm’s space. Hit: 7 (2d6) slashing damage, or 3 (1d6) slashing damage if the swarm has half its hit points or fewer. The target must succeed on a DC 12 Constitution saving throw or be blinded until the end of its next turn as forms plaster over its face.

Bonus Actions

Smother. One creature in the swarm’s space must succeed on a DC 12 Strength saving throw or be restrained until the start of the swarm’s next turn (forms pin its arms).


Loot Rat

Loot Rat *CR 1/8 (25 XP)*

Small, fast thieves. Mostly annoying unless ignored. If tracked to their nest rather than killed, they may lead the party to hidden areas or stashes.


Loot Rat Tiny beast, unaligned

Armor Class 12 Hit Points 5 (2d4) Speed 40 ft., climb 30 ft., swim 20 ft.

STRDEXCONINTWISCHA
6 (−2)16 (+3)10 (+0)4 (−3)10 (+0)4 (−3)

Skills Perception +4, Sleight of Hand +5, Stealth +5 Senses Darkvision 30 ft., passive Perception 14 Languages

Keen Smell. The Loot Rat has advantage on Perception checks that rely on smell.

Scurry. The Loot Rat can move through the space of any Medium or larger creature without provoking opportunity attacks.

Hoarder. The Loot Rat can carry items weighing up to 5 lbs. while still moving at full speed. Stolen items are stored in cheek pouches.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Item Snatch. The Loot Rat makes a Sleight of Hand check (+5) contested by the target’s passive Perception (or active Perception if the target is aware). On a success, the rat grabs one small item from the target and immediately uses its movement to flee toward the nearest vent, pipe, or gap.


Rat King

CR 2 (450 XP)

A tangled mass of rats bound by tails, wire, and System cables. Commands the Ratway and can summon more vermin. Found in the deepest section of the sewer nest. Mini-boss of the Ratway Sewer Access.


Rat King Large monstrosity, chaotic evil

Armor Class 12 (natural armor) Hit Points 65 (10d10 + 10) Speed 30 ft., climb 20 ft., swim 20 ft.

STRDEXCONINTWISCHA
16 (+3)10 (+0)12 (+1)6 (−2)10 (+0)8 (−1)

Skills Perception +4 Damage Resistances bludgeoning, piercing, slashing from nonmagical attacks Senses Darkvision 60 ft., passive Perception 14 Languages

Rat Swarm Body. When the Rat King takes 10 or more damage from a single hit, it may use its reaction to shed part of itself, reducing the damage by 5. The shed fragment becomes a Loot Rat in an adjacent space.

Sewer Sense. While within sewer tunnels, the Rat King has advantage on Perception checks and cannot be surprised.

Tunnel Flow. The Rat King can move through any space a Tiny creature can occupy by dispersing its rats. It cannot make attacks while doing so.

Actions

Multiattack. The Rat King makes two attacks: one Bite and one Tail Slam.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. The target must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn.

Tail Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage. If the target is Medium or smaller, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Summon Vermin (Recharge 5–6). The Rat King shrieks. 1d4 Loot Rats appear in unoccupied spaces within 15 feet at the start of the Rat King’s next turn.

Bonus Actions

Sewer Scuttle. The Rat King moves up to half its speed without provoking opportunity attacks, provided it moves toward a sewer grate, drain, or pipe opening.


Mannequin Tenant

Mannequin Tenant *CR 1 (200 XP)*

Blank-faced apartment mannequins acting out domestic routines. Indistinguishable from normal mannequins while motionless. Found in the Stacked Arms Apartments. They are not subtle once triggered.


Mannequin Tenant Medium construct, unaligned

Armor Class 13 (natural armor) Hit Points 33 (6d8 + 6) Speed 30 ft.

STRDEXCONINTWISCHA
14 (+2)8 (−1)12 (+1)3 (−4)3 (−4)1 (−5)

Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned Senses Blindsight 30 ft. (blind beyond this radius), passive Perception 6 Languages

False Appearance. While motionless, the Mannequin Tenant is indistinguishable from a store display or apartment decoration.

Domestic Routine. The mannequin performs scripted movements (setting a table, folding laundry, staring at a blank TV) until a creature approaches within 10 feet or enters its assigned room. It attacks on its next turn.

Construct Nature. Doesn’t require air, food, drink, or sleep.

Actions

Multiattack. The Mannequin Tenant makes two Slam attacks.

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) bludgeoning damage.

Grappling Embrace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target (Medium or smaller). Hit: 5 (1d4 + 2) bludgeoning damage, and the target is grappled (escape DC 12). While grappled this way, the target is restrained. The mannequin cannot use this attack on another target while grappling.

Reactions

Shatter. When reduced to 0 hit points, the mannequin explodes into plastic shards. Each creature within 5 feet must succeed on a DC 12 Dexterity saving throw or take 5 (2d4) piercing damage.


Possessed Dryer

Possessed Dryer *CR 2 (450 XP)*

A dryer that wants you inside it. Found in the Laundromat of Regret. Appears inert until a creature opens its door or comes within 5 feet. Has a disabling mechanism for clever players.


Possessed Dryer Large construct, unaligned

Armor Class 12 (metal casing) Hit Points 45 (6d10 + 12) Speed 10 ft.

STRDEXCONINTWISCHA
18 (+4)6 (−2)14 (+2)3 (−4)3 (−4)1 (−5)

Damage Resistances bludgeoning, piercing from nonmagical attacks Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned, prone Senses Blindsight 30 ft. (blind beyond this radius), passive Perception 6 Languages

Stationary. The dryer doesn’t move unless triggered. Once a creature opens its door or comes within 5 feet, the dryer activates.

Drum Interior. A creature grappled by the Possessed Dryer is inside the drum. It has total cover against attacks from outside but cannot see beyond 5 feet and has no line of effect to targets outside.

Disable Mechanism. A creature can use an action to make a DC 14 Dexterity (thieves’ tools) or Intelligence (tinker’s tools) check. On a success, the dryer is stunned until the end of its next turn. A second success on a subsequent turn shuts it down permanently.

Actions

Drum Pull. Melee Weapon Attack: +6 to hit, reach 5 ft., one target (Large or smaller). Hit: 11 (2d6 + 4) bludgeoning damage. If the target fails a DC 14 Strength saving throw, it is pulled into the drum and is grappled (escape DC 14) and restrained.

Spin Cycle. Each creature inside the drum takes 14 (4d6) bludgeoning damage (DC 13 Constitution saving throw for half). The dryer then ejects each creature to an unoccupied space within 10 feet, where they land prone.

Heat Blast (Recharge 6). The dryer vents superheated air. Each creature within 10 feet must make a DC 13 Constitution saving throw, taking 10 (3d6) fire damage on a failure or half on a success.


Parking Meter Turret

Parking Meter Turret *CR 1/2 (100 XP)*

A coin-operated enforcement device mounted to concrete. Cannot move. Can be bribed, hacked, or smashed. Found in the Municipal Parking Structure. Multiple turrets in overlapping fields of fire create a serious hazard.


Parking Meter Turret Small construct, lawful neutral

Armor Class 14 (metal casing) Hit Points 22 (4d8 + 4) Speed 0 ft. (stationary)

STRDEXCONINTWISCHA
10 (+0)8 (−1)12 (+1)5 (−3)12 (+1)3 (−4)

Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned, prone Senses Tremorsense 60 ft. (detects movement only), passive Perception 11 Languages

Stationary. The turret cannot move. If knocked over, it loses its Force Bolt attack until a creature spends an action to right it.

Coin Fed. A creature can insert a coin worth 1 sp or more as a bonus action. The turret becomes neutral toward that creature for 1 hour or until it runs out of “time.”

Hackable. A creature can spend an action to make a DC 13 Dexterity (thieves’ tools) or Intelligence check. On a success, the turret shuts down for 10 minutes.

Fine Targeting. The turret has advantage on attack rolls against creatures that moved more than half their speed this turn.

Actions

Force Bolt. Ranged Weapon Attack: +3 to hit, range 60 ft., one target. Hit: 7 (2d6) force damage. If the target fails a DC 11 Strength saving throw, it is pushed 5 feet directly away from the turret.

Double Meter (Recharge 5–6). The turret scans a 30-foot area. Each creature in range that hasn’t paid the meter must succeed on a DC 11 Dexterity saving throw or be highlighted. Attack rolls against highlighted creatures have advantage until the end of the turret’s next turn.


The Tow Warden

CR 4 (1,100 XP) — Mini-Boss

A hulking construct assembled from tow chains, parking signs, vehicle bumpers, and enforcement notices. Found in the Municipal Parking Structure. Guards the Stairwell Key Fragment and the parking level mini-boss arena.


The Tow Warden Large construct, lawful neutral

Armor Class 17 (natural armor) Hit Points 85 (10d10 + 30) Speed 30 ft.

STRDEXCONINTWISCHA
20 (+5)8 (−1)16 (+3)8 (−1)10 (+0)6 (−2)

Saving Throws Str +7, Con +5 Damage Resistances bludgeoning, piercing, slashing from nonmagical attacks Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned Senses Darkvision 60 ft., passive Perception 10 Languages

Enforcement Protocol. At the start of each of the Tow Warden’s turns, it designates one creature it can see as “in violation.” The Warden has advantage on attack rolls against that creature until the start of its next turn.

Construct Nature. Doesn’t require air, food, drink, or sleep.

Actions

Multiattack. The Tow Warden makes two Chain Whip attacks.

Chain Whip. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Chain Pull (Recharge 4–6). The Warden hurls a chain at a creature within 30 feet. The target must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet toward the Warden and knocked prone. If pulled adjacent to the Warden, the target takes an additional 9 (2d8) bludgeoning damage.

Immobilizing Boot Clamp. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage. The target must succeed on a DC 15 Strength saving throw or be restrained (a boot clamp locks onto one limb). A restrained creature can use its action to attempt a DC 15 Strength (Athletics) check to break free. The clamp can also be destroyed separately (AC 14, 15 HP, immune to poison and psychic damage).

Parking Fine (Recharge 5–6). The Warden issues a psychic citation. Each creature within 30 feet that is not a construct must make a DC 13 Wisdom saving throw. On a failure, a creature takes 14 (4d6) psychic damage and is frightened of the Warden until the end of its next turn. On a success, it takes half damage and is not frightened.

Reactions

Impound Lunge. When a creature leaves the Warden’s reach, the Warden makes one Chain Whip attack against it as a reaction.


The Assistant Regional Punisher

The Assistant Regional Punisher *CR 3 (700 XP) — Sub-Boss*

A middle-management enforcer of System policy. Found in the Department of Compliance. Can survive Floor 1 if the party flees or negotiates — it will reappear as a recurring antagonist if so.


The Assistant Regional Punisher Medium humanoid (construct-touched), lawful neutral

Armor Class 14 (clipboard-reinforced suit jacket) Hit Points 58 (9d8 + 18) Speed 30 ft.

STRDEXCONINTWISCHA
14 (+2)10 (+0)14 (+2)14 (+2)12 (+1)12 (+1)

Saving Throws Int +4, Wis +3 Skills History +4, Intimidation +3, Persuasion +3 Senses Passive Perception 11 Languages All official languages

Policy Enforcement. The Punisher cannot be fooled by forged documentation. It automatically succeeds on checks to detect System-related forgeries and false credentials.

Rule-Bound. The Punisher cannot attack a creature that presents current, valid documentation of compliance with an active System rule. The protection ends if the documentation is invalidated or the rule expires.

Actions

Multiattack. The Punisher makes two Form Filing attacks.

Form Filing. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (2d6 + 2) slashing damage (razor-edged bureaucratic forms).

Issue Warning Citation. One creature within 60 feet must succeed on a DC 13 Wisdom saving throw or take 10 (3d6) psychic damage and have disadvantage on its next attack roll or ability check before the end of its next turn. On a success, the creature takes no damage.

Demand Compliance (Recharge 5–6). The Punisher shouts a binding bureaucratic command. Each non-construct creature within 30 feet must succeed on a DC 13 Wisdom saving throw or be stunned until the end of its next turn (overwhelmed by the compulsion to comply).

Bonus Actions

Summon Form Swarm. The Punisher animates nearby paperwork. One Complaint Form Swarm appears in an unoccupied space within 30 feet and acts immediately after the Punisher in initiative order.

Reactions

Policy Override. When the Punisher fails a saving throw, it may cite a System policy exception and reroll. It must use the second result.


Floor Boss: The Checkout King

Floor Boss: The Checkout King *CR 6 (2,300 XP) — Floor Boss*

A swollen retail monstrosity fused with conveyor belts, checkout scanners, coupon dispensers, and a plastic crown. Name tag: KYLE. Sash: MANAGER ON DUTY. Found in the Transit Station during the Final Sequence. Full encounter context in 15-boss-encounter.md.

The Checkout King has three phases triggered by HP thresholds. Apply phase changes as a free action on the Checkout King’s turn when the threshold is crossed.


The Checkout King Huge construct, chaotic neutral

Armor Class 14 (plating of broken registers and conveyor housing) Hit Points 130 (13d12 + 52) Speed 30 ft.

STRDEXCONINTWISCHA
20 (+5)8 (−1)18 (+4)10 (+0)10 (+0)14 (+2)

Saving Throws Str +8, Con +7 Damage Resistances bludgeoning, piercing, slashing from nonmagical attacks Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned, prone Senses Darkvision 60 ft., Tremorsense 30 ft. (through conveyor belts), passive Perception 10 Languages Common

Checkout Lanes. At initiative count 20, each creature standing on a conveyor belt (10 ft. radius of the boss) must succeed on a DC 14 Dexterity saving throw or be moved 10 feet in the direction the belt is running (set at encounter start; reversible in Phase 2).

Scanner Lock. When the Checkout King hits a creature with its Scanner Beam, that creature is “scanned.” While scanned, the Checkout King has advantage on attack rolls against it, and it has disadvantage on Stealth checks until the end of its next turn.

Phase Transition. When the Checkout King drops to 87 HP, it enters Phase 2. When it drops to 44 HP, it enters Phase 3. Each transition triggers immediately as a free action (see Phase sections below).

Actions

Multiattack. The Checkout King makes two Bagging Rack Claw attacks and one Scanner Beam attack.

Bagging Rack Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage. If the target fails a DC 15 Strength saving throw, it is grappled (escape DC 15) and restrained.

Scanner Beam. Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: 11 (2d10) radiant damage. The target is scanned (see Scanner Lock).

Receipt Printer Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one grappled target. Hit: 22 (4d8 + 5) bludgeoning damage. The target is wrapped in receipt tape: its speed is halved and it has disadvantage on Dexterity saving throws until it or an ally uses an action to tear the tape off.

Legendary Actions

The Checkout King 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 creature’s turn. Spent legendary actions are regained at the start of each turn.

Coupon Drop (1 action). One creature of the King’s choice within 60 feet must succeed on a DC 14 Wisdom saving throw or be compelled to move toward the nearest dropped “coupon” (DM places a token 20 feet away in any direction) on its next turn.

Cart Launch (2 actions). An animated shopping cart slams into one creature within 60 feet. The target makes a DC 15 Dexterity saving throw or takes 9 (2d8) bludgeoning damage and is knocked 10 feet back and prone.

Summon Minion (3 actions). One Snack Goblin or Animated Shopping Cart (Riding Horse stat block, no speed, ram attack only) appears in an unoccupied space within 30 feet.

Reactions

Price Check. When the Checkout King takes damage from a spell, it may reflect 5 (1d10) force damage back at the caster.


Phase 2: Unexpected Item in Bagging Area

Triggered when the Checkout King drops to 87 HP.

DING! Unexpected item detected in bagging area.

  • Conveyor belts reverse direction immediately. All creatures on a belt must re-save (DC 14 Dex) or be moved 10 feet in the new direction.
  • Two Snack Goblins emerge from checkout lanes in unoccupied spaces within 30 feet.
  • One random player is designated the “unexpected item.” The Checkout King makes one free Bagging Rack Claw attack against that player immediately (outside of its normal turn).

Phase 3: Manager Override

Triggered when the Checkout King drops to 44 HP.

DING! Manager override initiated. All lanes open.

  • The Checkout King’s Multiattack gains one additional Bagging Rack Claw attack (three claws + one beam).
  • The Checkout King may use Manager’s Bargain once (see below).

Manager’s Bargain. The Checkout King offers to end the fight. It will open the stairwell gate if the party sacrifices one Silver-quality item or higher, or agrees to leave one rescued NPC ally behind on Floor 1. If the party accepts, the King retreats and the gate opens — no further combat. If the party refuses, the King enters a rage and has advantage on all attack rolls until the end of its next turn.


Boss Loot

On defeat:

  • Gold Tutorial Crate (see 10-loot-boxes.md)
  • Stairwell gate opens
  • Each player earns a title or achievement (see 15-boss-encounter.md)
  • Party advances to Floor 2 and levels to 4