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

What about species like duergar? They aren’t in the PHB, so you can’t just look at their traits and use them to modify the generic humanoid stat blocks even if you wanted to. That seems like a shame. They have very distinctive traits and abilities. It seems like for creatures like duergar, this change just eliminates them altogether from the MM — would a new DM even know what duergar are? Are they even referred to?
Probably the intention is for their Monsters of the Multiverse race/species entry to become the default place to find them. As you point out, they aren't mentioned at all in the PHB, and they are mentioned in the DMG only in the context of the belt of dwarvenkind and as an example resident in the glossary entry for the Underdark.
 

log in or register to remove this ad

What about species like duergar? They aren’t in the PHB, so you can’t just look at their traits and use them to modify the generic humanoid stat blocks even if you wanted to. That seems like a shame. They have very distinctive traits and abilities. It seems like for creatures like duergar, this change just eliminates them altogether from the MM — would a new DM even know what duergar are? Are they even referred to?
Do we know if they have an entry in the monster manual or not?
 

Probably the intention is for their Monsters of the Multiverse race/species entry to become the default place to find them. As you point out, they aren't mentioned at all in the PHB, and they are mentioned in the DMG only in the context of the belt of dwarvenkind and as an example resident in the glossary entry for the Underdark.
But that’s not really considered a new edition book, is it?
 


View attachment 394950

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.
You don't have to be a right wing culture warrior to dislike the direction of orcs in D&D
 

I can handle opinions that differ from mine. I can handle preferences different than mine.

What I find less palatable is the near gaslighting that happens in some of these discussions.

Person A: This is an important and needed
change…

Person B: I don’t like it.

Person B: it’s not important. Why are you
being silly?

I don’t care what folks prefer but don’t frame something as needed and important and then tell someone else it’s not.

This change is not about ease of use. Some folks want archetypes and templates that are plug and play at the table and in the game world. I think that is a valid concern. It’s ok if someone does not want extra steps and page flips. And really it’s ok for them to object to the change.

And everyone else can applaud whatever this change brings for them.

Beyond making money, there is a reason WOTC made monster and spell cards for folks. Some people wanted a n all in one block for a creature at their finger tips if they were not all digital.
 

What about species like duergar? They aren’t in the PHB, so you can’t just look at their traits and use them to modify the generic humanoid stat blocks even if you wanted to. That seems like a shame. They have very distinctive traits and abilities. It seems like for creatures like duergar, this change just eliminates them altogether from the MM — would a new DM even know what duergar are? Are they even referred to?
The conversion chart says to use theSpy stat block for older material that references the MM Duergar.

Otherwise, they are in Monsters of the Multiverse as a playable option.
 


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.
I hadn't considered that. That does make an area they specifically were maintaining backward compatibility for more awkward.
 

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.
Until they make more 5.5 playable species. Then you're in both.
 

Status
Not open for further replies.
Remove ads

Remove ads

Top