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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 mean, isn't it the design ethos of the current edition that the racial entries in the PHB aren't supposed to be for the entire race, but your "exceptional" PC only? Because I recall that being said where the racial ability score modifiers were concerned, back when those were still a thing, so wouldn't that be the case here?
Maybe in some ways PCs are different from NPCs, but I would not make that inference of PCs are different for things like whether dragonborn have resistance or darkvision or not. Most species aspects I would expect to be species wide aspects.
 

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So the article's point is that now orc NPCs can use all the generic humanoid statblocks.

But goblin NPCs can't, because goblins are now fey, and fey don't have the same range of generic statblocks as humanoids.

Does this seem like "one step forward, one step back" to anyone else? (In terms of versatility.)
 





So the article's point is that now orc NPCs can use all the generic humanoid statblocks.

But goblin NPCs can't, because goblins are now fey, and fey don't have the same range of generic statblocks as humanoids.

Does this seem like "one step forward, one step back" to anyone else? (In terms of versatility.)
They have said that Goblina can also be Humanoids, so why can't Goblins use the standard NPC stat blocks too...?
 


The solution could have really been quite simple: Do exactly what they did (from what I can tell) and offer a stat entry for more traditional orcs, with language that passes whatever smell test they use (e.g. "Orcs, like humans, come in all shapes and sizes; some co-exist with other species, but others are more antagonistic" or some such).

The point being, there is really no good reason not to have a convenient option to flip to "Orc" and be able to use an orc war party. If they really want to go with "no species are inherently bad," fine, but at least provide easy options for antagonists.
 

I really think they should have just bitten the bullet and moved all sentient humanoid creatures out of the MM.
My players spend most of their time fighting sentient villains. Remove them from the MM and it wouldn't be worth buying.

Personally, I don't think it's "always okay" to kill anything, including non-sentient beasts. Things are killed because of what they are doing, not because of what they are.
 

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