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

I would prefer, for the sake of diversity in antagonists, that a dwarf warrior should be visibly different from an orc warrior.
Maybe, but at that point you as DM are creating a statblock to represent a unique individual.
 

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I think you could get away with a "commoner" statblock and a little list of skills and tool proficiencies for guidance.

But that does obviate the need for that simple 1 page chart that gives you how to modify any given NPC statblock for the 20 or so most common species -- just like was in the 2014 game.
Yeah. I am saying "baker", but we will soon see what the NPCs statblocks are.
 

So Orcs have been brought into the fold, another species existing in the world like Dwarves, Humans, Elves, Gnomes, etc. No longer others, monsters. it’s a pretty big break with the past, but there we go, fine. There’s still plenty of sentient others who for tribes, cultures, and maybe cities in the MM. I guess the mechanical distinction is that Orcs are playable in the PHB, and the very similar Hobgoblin is not. Is what it is.

Are Drow and Duregar still monsters?
No, but goblins, kobolds, and bunches of others still are for some reason.
 



I mean I don’t have all the books, but what!?!
You start of with the options in the Players Handbook. But there are many other player species options in other books, like "Plasmoid", and so on.

The total number of options is way over a hundred, especially if you count earlier versions of a species.

Monsters of the Multiverse has roughly 30 playable species.
 

I think that was their point: playable PHB species don't get MM statblocks. That makes some sense, actually. I thought it was essentially all humanoids.
I doubt they're going to limit playable species in 5.5 to just what's in the PH going forward. When they re-release goblin PC stats, will they remove goblin statblocks from future printings of the 5.5 MM? I think not.

This isn't a good argument for splitting sentiment species the way they're doing. Not that they need one, of course.
 

I doubt they're going to limit playable species in 5.5 to just what's in the PH going forward. When they re-release goblin PC stats, will they remove goblin statblocks from future printings of the 5.5 MM? I think not.

This isn't a good argument for splitting sentiment species the way they're doing. Not that they need one, of course.
On the upside, it should take all of 7 minutes for the first 3PP products to drop with those missing "monsters."
 

What differentiates the new orcs from goliaths? They're both tall grey people with lots of endurance. Are goliaths Mountain Orcs?

Also, based on the new art I can tell that either orcs don't sunburn or the artist doesn't live in the southern half of the US.
 

I think that was their point: playable PHB species don't get MM statblocks. That makes some sense, actually. I thought it was essentially all humanoids.
If that’s what they’ve done, make there be no humanoid monster (except maybe a “turned” one) I see what they’re attempting to do, and appreciate the effort, but don’t think it really solves what they’re attempting to solve. Nice start though.
 

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