Are Orcs in the Monster Manual? No and Yes.

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The culture war surrounding orcs in Dungeons & Dragons continues with the release of the 2025 Monster Manual. Review copies of the Monster Manual are out in the wild, with many sites, EN World included, are giving their thoughts about the final core rulebook for the revised Fifth Edition ruleset. But while most commentators are discussing whether or not the monsters in the new Monster Manual hit harder than their 2014 equivalent, a growing number of commentators (mostly on Elon Musk's Twitter, but other places as well) are decrying the abolishment of orcs in the new rulebook.

Several months ago, would-be culture warriors complained about the depiction of orcs in the new Player's Handbook. Instead of depicting orcs as bloodthirsty marauders or creatures of evils, orcs (or more specifically, playable orcs) were depicted as a traveling species given endurance, determination, and the ability by their god Gruumsh to see in the darkness to help them "wander great plains, vast caverns, and churning seas." Keep in mind that one of the core facets of Dungeons & Dragons is that every game is defined by its players rather than an official canon, but some people were upset or annoyed about the shift in how a fictional species of humanoids were portrayed in two paragraphs of text and a piece of art in a 250+ page rulebook.

With the pending release of the Monster Manual, the orc is back in the spotlight once again. This time, it's because orcs no longer have statblocks in the Monster Manual. While the 2014 Monster Manual had a section detailing orc culture and three statblocks for various kinds of orcs, all specific mention of orcs have indeed been removed from the Monster Manual. The orcs are not the only creature to receive this treatment - drow are no longer in the Monster Manual, nor are duergar.

However, much of this is due to a deliberate design choice, meant not to sanitize Dungeons & Dragons from evil sentient species, but rather to add some versatility to a DM's toolbox. Orcs (and drow) are now covered under the expanded set of generic NPC statblocks in the Monster Manual. Instead of players being limited to only three Orc-specific statblocks (the Orc, the Orc War Chief and the Orc Eye of Gruumsh), DMs can use any of the 45 Humanoid statblocks in the book. Campaigns can now feature orc assassins, orc cultists, orc gladiators, or orc warriors instead of leaning on a handful of stats that lean into specific D&D lore.

Personally, I generally like that the D&D design ethos is leaning away from highly specific statblocks to more generalized ones. Why wouldn't an orc be an assassin or a pirate? Why should orcs (or any other species chosen to be adversaries in a D&D campaign) be limited to a handful of low CR statblocks? The design shift allows DMs more versatility, not less.

However, I do think that the D&D design team would do well to eventually provide some modularity to these generic statblocks, allowing DMs to "overlay" certain species-specific abilities over these NPC statblocks. Abilities like darkvision for orcs or the ability to cast darkness for drow or a fiendish rebuke for tieflings would be an easy way to separate the generic human assassin from the orc without impacting a statblock's CR.

As for the wider controversy surrounding orcs in D&D, the game and its lore is evolving over time, just as it has over the past 50 years. There's still a place for evil orcs, but they no longer need to be universally (or multiversally) evil within the context of the game. The idea that D&D's rulebooks must depict anything but the rules themselves a specific way is antithetical to the mutability of Dungeons & Dragons, which is supposed to be one of the game's biggest strengths.
 

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Christian Hoffer

Christian Hoffer


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In theory I agree, but I don't think the species overlay suggested by the OP should be along "eventually", but rather should absolutely be there now. There is IMO no good reason not to devote a single page in the MM to such information (since they decided not to do so in the DMG like last time). As it stands, those species might as well not exist mechanically as NPCs, because nothing distinguishes an orc "tough boss" (for example) from a "tough boss" of any other species mechanically, and without even a basic mechanical framework to hang that concept on, I believe many or most of the completely new DMs the 5.5 MM is written for won't bother distinguishing these NPCs mechanically themselves, or worse won't know to bother doing so.

An important (IMO) nuance of monster and adventure design will be lost, and the game will be a little less than it was for all those new players WotC is hoping to attract.

The only silver lining (besides the obviously value in potential diversity), is that this mechanical lack will very quickly be rectified by the community via resources like Drivethrurpg and the DMsGuild.
The way that I look at it, monster statblocks dont use the same rules as player character sheets.

If the baker behind the counter is a Dwarf or an Orc, does it matter much mechanically? Mostly not.

If for some reason, I as a DM want to specify some mechanical detail from the Players Handbook, I can customize the statblock, and add that to it.

Why call out unique statblocks for Dwarf baker, Dwarf tailor, Dwarf (anachronistic) police officer? Or so on with any relevant profession?

And why have detailed statblocks for Dwarf NPCs?

What about a Triton, Githyanki, Tabaxi, or any other playable species that happens to be functioning as a Humanoid NPC?

At the end of the day, "Humanoid" NPCs works well enough as generic statblocks? A DM can customize it if necessary for a specific narrative purpose.
 



Why in.the world do you need a statblock for the baker in the first place.

You need statblocks for things PCs fight, and in that case the difference between an orc warrior and a dwarf warrior may well matter.
Because, some players pick fights with NPCs.

More positively, some NPCs come to the aid of player characters.

Sometimes the statblocks are helpful. And not everyone happens to be a Wizard Apprentice, Guard, or street urchant.
 

Because, some players pick fights with NPCs.

More positively, some NPCs come to the aid of player characters.

Sometimes the statblocks are helpful. And not everyone happens to be a Wizard Apprentice, Guard, or street urchant.
In which case, the difference in species matters because there are combat differences.

Before you were talking about bakers baking. You don't need a statblock for that.
 

The stat blocks for different species in the Player's handbook are pretty brief. I have absolutely no problem with referencing those when needed.

So my gladiator can be any species that I want + those little differences.

I really don't get why this is such a bad thing. Gimme a break.
 

The stat blocks for different species in the Player's handbook are pretty brief. I have absolutely no problem with referencing those when needed.

So my gladiator can be any species that I want + those little differences.

I really don't get why this is such a bad thing. Gimme a break.
The MM is a reference for play. Designing it for use at the table should be the primary goal.
 


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