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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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.
I don't recall saying it was always ok. Are you responding to someone who blocked me?

And I guess that's what the generic NPC blocks are for?
 

They have said that Goblina can also be Humanoids, so why can't Goblins use the standard NPC stat blocks too...?
They said PC goblins can be humanoids. I think we're still waiting to see whether any NPC goblins going forward are humanoid, unless there's an announcement I've missed.

And if you treat all goblins as humanoids for purposes of using the generic stat blocks, why bother to make them fey in the first place? Seems like it would lead to a situation where you have a goblin village and the generic goblin on the street is fey (with the mechanical implications of that), but the town guards are not because they're using the humanoid "guard" statblock.
 

They said PC goblins can be humanoids. I think we're still waiting to see whether any NPC goblins going forward are humanoid, unless there's an announcement I've missed.

And if you treat all goblins as humanoids for purposes of using the generic stat blocks, why bother to make them fey in the first place? Seems like it would lead to a situation where you have a goblin village and the generic goblin on the street is fey (with the mechanical implications of that), but the town guards are not because they're using the humanoid "guard" statblock.
I see no reason to believe you can't use the Performer stat block as small and day it is a Goblin. Even less do I think WotC cares if I do?
 

They said PC goblins can be humanoids. I think we're still waiting to see whether any NPC goblins going forward are humanoid, unless there's an announcement I've missed.

And if you treat all goblins as humanoids for purposes of using the generic stat blocks, why bother to make them fey in the first place? Seems like it would lead to a situation where you have a goblin village and the generic goblin on the street is fey (with the mechanical implications of that), but the town guards are not because they're using the humanoid "guard" statblock.
Agreed. This should actually be happening all the time.
 


I see no reason to believe you can't use the Performer stat block as small and day it is a Goblin. Even less do I think WotC cares if I do?
Of course you can do that. But being fey still has mechanical implications, which you're stripping away by using the humanoid statblock. And if you're going to strip those implications every time you have an NPC with a specialized niche, I repeat, why bother to make goblins fey in the first place?
 

Of course you can do that. But being fey still has mechanical implications, which you're stripping away by using the humanoid statblock. And if you're going to strip those implications every time you have an NPC with a specialized niche, I repeat, why bother to make goblins fey in the first place?
Being Fey has mechanical implications for a given stat block, it doesn't have necessarily any world building implications. They were at pains to point out that not everyone of a given Species will have the same Creafure Type, such as the Aberration Goblins in Phandelver & Below.
 

People complain about species having monocultures and then when they start getting rid of the species monocultures they're lazy. I want to see the monster manual before I make any final conclusions but I don't see moving some of the lore into setting specific books as a bad thing especially for species like orcs. Things that we used to associate with orcs may make sense for forgotten realm's Many-Arrows tribe but not in Eberron. It's not going to make a big difference to me because I already have established lore. For new DM's they'll have to figure out that their world lore is or get it from a setting book. I understand why some people may not like that approach but like all compromises you can't please everyone.
 

They were at pains to point out that not everyone of a given Species will have the same Creafure Type, such as the Aberration Goblins in Phandelver & Below.
So in my hypothetical goblin village, you don't see a problem with the idea that the every goblin-on-the-street is immune to hold person, but every town guard is not? Because for me, that is kinda brain-breaking.
 

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