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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One of the very few advantages of the 5e adventure format, which references stat blocks in the text by name, rather than reprinting them, is that it makes it really easy to transfer them from one edition to another - when the room contains 6 orcs you just grab the MM for the edition you're using, look up orcs, and you're good to go. This change means that 5e24 now doesn't support that, which is a backwards step.

Otherwise, and going forward, it's fine. Mostly. They should have included the guidelines for turning a "bandit" into an "orcish bandit" or a "dwarven bandit", or whatever, but it's not that hard.
 

"Fully Playable means you don't appear in the Monster Manual." I have to say I think this is frankly pretty silly, and 2E worked perfectly fine having orcs, elves and even humans in the Monstrous Manual.
D&D has gone backwards and forwards on that one over the years. The convention with 5e appears to be that you're either in the PHB as a playable species or in the MM as an entry, but not both. I daresay they'll swing back the other way at some point.
 

"Fully Playable means you don't appear in the Monster Manual." I have to say I think this is frankly pretty silly, and 2E worked perfectly fine having orcs, elves and even humans in the Monstrous Manual.
Um, I don't think it really helps make your point that having humans in the Monstrous Manual "worked perfectly fine", when the screenshot you used includes terminology that would generally be considered offensive today.

Screenshot 2025-02-01 at 12.49.16.jpg
 


D&D has gone backwards and forwards on that one over the years. The convention with 5e appears to be that you're either in the PHB as a playable species or in the MM as an entry, but not both. I daresay they'll swing back the other way at some point.
I don't think such a change is backwards nor it is forward.
 

I am just really annoyed if there is no table or at least advice to customize NPCs to match the species represented. 2014 had it. Easily available. In the MM (hint to add PHB traits) and DMG (the famous table).
There is no reason not to include those words. I mean: if the enemy is an orc, I expect darkvision. I expect adrenaline rush. As a human I expect one reroll. And maybe 3 extra skills.
And so on.
 

On further reflection, I'm rather more bothered by this reassignment of goblins as fey and thus keeping them in the MM. The D&D assignments of "humanoid" and "fey" are, ultimately, entirely arbitrary, and using them to declare that this group of intelligent creatures are now "people" while this group of intelligent creatures are "not people" and so monsters who can be slaughtered with impunity is really problematic, IMO. Everything that was said about orcs that led to their reappraisal applies just as much to goblins, and gnolls (and, for that matter, to dragons, beholders, mind flayers, et al).
 

On further reflection, I'm rather more bothered by this reassignment of goblins as fey and thus keeping them in the MM. The D&D assignments of "humanoid" and "fey" are, ultimately, entirely arbitrary, and using them to declare that this group of intelligent creatures are now "people" while this group of intelligent creatures are "not people" and so monsters who can be slaughtered with impunity is really problematic, IMO. Everything that was said about orcs that led to their reappraisal applies just as much to goblins, and gnolls (and, for that matter, to dragons, beholders, mind flayers, et al).
For this to be true, there would have to be zero humanoids in the monster manual. That is not the case. You can still fight and kill humanoids. There is no suggestion that not having the humanoid creature type indicates that someone is not a person.
 

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