Are Orcs in the Monster Manual? No and Yes.

Status
Not open for further replies.
orcs dnd.jpg


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.
 

log in or register to remove this ad

Christian Hoffer

Christian Hoffer


log in or register to remove this ad


While I am mostly ok with this approach, I would prefer if they had also included a species feature list like they had in the 2014 DMG. It is less than page, it would have been easy to incorporate
I agree. I'm disappointed that they didn't include table for customizing the NPCs. However, I'll end up making my own.
 

It also seems inappropriate for apolitical ENWorld, doesn't it?
Based on threads where we talk about orcs? Framing it as a culture war seems pretty accurate. People on both sides of the issue can get quite salty about it.

Having a humanoid template to use will be fine by me. My players aren't typically picking fights with bakers, so it's a non issue for me. And as for orcs not being monsters any more, well, that's what gnolls are for.
 

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.
Frankly, we've always been able to do this. 5e.2024 didn't really do anything special to enable it. I already had a handy table on page 282 of the 5e.2014 DMG that summarized how different species would modify stat blocks of NPCs and Orc is right on it. No, what this does is remove orc-unique stat blocks like the Eye of Gruumsh or drow-unique stat blocks like the Drow Priestess of Lolth. And that's an unfavorable trade.
 

With out adding in species specific traits you can add to the NPC stat blocks, a Lizardfolk Scout plays exactly like a Tiefling Scout which exactly like an elf Scout which is like means their all humans scouts with fluff difference. This is disasterously bad design that just soaks up so much space that should have gone to actual new monsters.

So there really is less variety and not more, especially sense alot of different stat blocks are just the same damn thing at different CR.

Stat blocks that you can amp up like the Summon X spells, but for CR instead of spell level would have been radically more efficient.

NPC should have remained in the appendix with a species trait tables for different CR (CR 1 or less, CR 3, and CR 5+).

So far so disappointing.
 


When I started DM’ing 5e, I used to alter each stat block to make them a certain race. That did not last long.

In my experience, the effort wasn’t ever worth it. It was easier to look up a species’ features if I really wanted them.

Now, I will miss the stat blocks just because of the interesting stat blocks they were, and WotC’s whole design around making certain species NPC’s and others into different creature types gets a big shrug from me.

It’s fine. I don’t need mechanics that might never come up to make an orc an orc. Mechanics =/= story.
 
Last edited:


So there really is less variety and not more, especially sense alot of different stat blocks are just the same damn thing at different CR.
I mean, that part isn't really a change: most Humamoid star blocks were already like that even with specific Species coding.

Now, that they are clearly meant to ne reflected by DMs as desired ia more front and center, and that is good.
 

Status
Not open for further replies.
Remove ads

Remove ads

Top