Monsters from the Monster Manual
All of the monsters from the Monster Manual exist in Urbis. However, many need some further discussion to explain their particular ecological niche in the setting.

Destrachan
These strange beings originally came from the world of Yethrod. Most destrachans active in this world are descended from those who were called here during the destruction of Basram. Living in this hot, dry world is painful for them, and they prefer to live in underground caverns as a result. Most wish nothing more than returning to the mythical home of their ancestors, and they are all to eager to inflict their frustration on other living beings.Doppelganger
These rare beings are created in the city of Bargeto as servants of its human citizens. The alchemical and magical processes that creates these homunculi originally sets their appearance, and ensures their loyalty to the city. However, there are a few of these beings who become free thanks to accident or design, and they gain free will and the ability to alter their appearance in whatever way they like. These doppelgangers roam the world and follow their own agendas.Dragons
Once, dragons were the dominant intelligent species of Rothea, with the ancestors of the modern humans and other species scurrying into the woods to hide from their might. But this didn't last - eventually, humans learned powerful magics and arts of war on their own that allowed them to defeat dragons in battle. And while the average human was no match for all but the youngest and weakest dragons, humans learned how to organize themselves and how to avoid earlier mistakes, while dragons, being very solitary creatures, could only learn on an individual basis. Though dragons still won the vast majority of battles against humanity, humans had only to get lucky once to kill a dragon - and even if an attack failed, there were certain to be members of the rapidly growing next generation who would be willing to give it a try.All this resulted in a gradual decline of the dragon population. The surviving dragons tend to belong to one of several categories: The old and powerful who were lucky and smart enough to survive until they became all but undefeatable, those who hide in remote wilderness areas little troubled by humans, those who organize themselves into family clan structures for mutual defense, and those who arrange themselves with human civilization in some way to survive and even prosper. The most notable examples of this are the blue dragons of the Desert of Thunder, and the dragon clans serving as the ministers and enforcers of the eastern Tsan Empire.
Ghoul
The transformation into a ghoul is a traumatic experience. When a new ghoul awakens, it usually remembers little of its previous life - it must succeed in a Will save (DC 20) to retain any class levels it had before it was infected. All it can concentrate on is a ravening hunger for the flesh of sapient beings. However, after a period of several months (less so if it is taken care of by older, more experienced ghouls), it gains enough self-control not to think about eating flesh constantly. Most ghouls then realize that their transformation has made them smarter, tougher, and faster than they were in their old life (in game terms, they gain Str +2, Dex +4, Int +2, Wis +4, and Cha +2), and they often start to gain character classes at this point.
Over the years, as the ghouls eat more and more sapient flesh, they become tougher. On average, they gain one Hit Die every five years. They gain this Hit Die as an "undead" - this is independent from any class levels they gain. Once they reach 4 HD, they become ghasts. Once they reach 7 HD, they start to become larger and grow one size category. They gain yet another size category when they reach 13 HD. It is possible that larger specimens exist, but there are no confirmed reports of them. Larger ghouls tend to be the leaders of their communities.
The large amounts of flesh that the ghouls require usually means that they congregate in the cities. The population of most rural communities is so small that missing bodies - or people - are usually noticed soon. In large cities, on the other hand, there are enough bodies or poor people who nobody misses that large numbers of ghouls can live there. They tend to live in the poorest neighborhoods or in the sewers, and organize themselves loosely for mutual support. Sometimes they have especially depraved human agents who bring them new bodies in exchange for money, protection, and secrets that the ghouls uncover. Sometimes the ghouls start entire "cults" around them, where initiation into the higher ranks means transformation into a ghoul! Frequently, humans embrace this fate willingly, since it means an escape from the poverty of the slums in one way or another...Over the years, as the ghouls eat more and more sapient flesh, they become tougher. On average, they gain one Hit Die every five years. They gain this Hit Die as an "undead" - this is independent from any class levels they gain. Once they reach 4 HD, they become ghasts. Once they reach 7 HD, they start to become larger and grow one size category. They gain yet another size category when they reach 13 HD. It is possible that larger specimens exist, but there are no confirmed reports of them. Larger ghouls tend to be the leaders of their communities.
Goblins
In most human lands, goblins are regarded as little better than clever vermin, and thus are either driven out of human cities or slain outright. Still, in the largest cities there is enough room for small groups of goblins to hide, and thus quite a few of them survive in sewers, abandoned cellars, and similar niches, only going out at night to steal and prey on the poor and careless. "Behave, or the goblins will get you!" is a common threat of mothers to their children.The only exceptions are goblins who are serving hobgoblins. These creatures are frequently subject to abuse, but at least they tend to get enough to eat and don't have to fear getting killed by the guards. It is an open secret that some goblins live in hobgoblin neighborhood, but in general the human authorities are willing to turn a blind eye to this as long as the goblins stay there.
Kobolds
These creatures occupy a similar niche in urban environments as goblins, though in general they tend to thrive in more southern climates than goblins. Additionally, they lack a protector species similar to hobgoblins, though some kobolds - especially dragon disciples - work together with dragon cults, where their abilities (especially their aptitude for sorcery) are often appreciated.The only region where kobolds co-exist openly with humans is the Desert of Thunder, where the draconic rulers give them as much (or as little) regard as humans.
Orcs
The steady advance of civilization hasn't been kind to orcs, who are more inclined to live in nomadic or semi-nomadic tribes rather than fixed settlements. In ancient times, they ranged far and wide, but now they have been pushed back beyond the fringes of the habitable regions. Most of the remaining orcish tribes can be found in the Norfjell wastes, the Gawaris Desert and the Desert of Thunder, Malundi, and the Eternal Storm - and even there, they rarely interact with the civilized settlements except during raids.The Sylvan Races
There are many strange and wonderful beings that dwell in the same forests as elves do - centaurs, dryads, giant eagles and owls, nymphs, pegasi, satyrs, sprites, treants, unicorns, and many, many more. These are commonly referred to as the "sylvan races", and most of them live under elven rule without questioning it. This has astonished some observers - after all, many of these beings are more powerful, or even more intelligent than elves. But all of them are either too small in number, to disorganized, or too disinterested in politics to attempt to gain ultimate power in the forests. As a result, while there are a few complaints now and then, elven dominance over the affairs of the forest remains unchallenged.But in the minds of some observers, this state of affairs raises only more questions. Why is it, in a world where most intelligent beings are busy slaughtering each other, that such a large number of different beings willingly cooperate with each other? Could it in fact be that these beings that live so much "in harmony with nature" are, in fact, not natural at all? After all, some of the mightiest magics are capable of creating entirely new species - so could some or all of these beings have been designed as servant species?
And some of these scholars whisper - when they are sure that no elves are around to hear them - that perhaps the elves themselves are no natural species. After all, they have many of the things that humans desire - keen senses, long life spans, good looks...
But if anyone knows the answers to these puzzles, they aren't talking.
Tarrasque
Also known as the "Ravager of Cities", this terrible monster is the bane of all settlements everywhere. Even if slain with titanic efforts (and the wish spell), it only dissolves into a foul-smelling goo that renders the surrounding area uninhabitable and just reappears elsewhere a few years later. As a result, few cities even attempt to kill it. Instead, they try to irritate it with ranged attacks and provoke it to move away from the population centers. Of course, few neighboring cities appreciate it when the tarrasque moves into their territory as a result of this, and react accordingly. The skirmishes resulting from this have sometimes caused more damage than the tarrasque itself!Unicorn
Once upon a time, many small woods were inhabited by unicors who guarded their territory fiercely against those who wished it harm. But in modern times, unicorns have become nearly extinct in many territories that aren't part of the elven kingdoms, for many humans hunt them for the curative (and reputedly aphrodisiatic) powers of their horns. Now unicorn horns are difficult to acquire, and fetch high prices in human cities, which only serves as a stronger incentive to hunt the remaining ones down.Most elves consider this state of affair an outrage and many young warriors have taken it upon themselves to hunt down and punish those who would dare to seek to do harm to a unicorn.