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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I still need to see the new MM. I am going to have to save for it (so far I just have the PHB). On the topic of orcs being broken up into different stats. I am all for doing that with orcs, humans, goblins etc, the way they used to have a "Men" entry with Buccaneers, Beserkers, Cavemen, etc. But I think there should be a general orc section with those (not a special section of the MM for NPCs but just put them wherever the creatures in question fall) and the entries should be 1) cool, interesting and gameable, 2) they should make sure they also include savage antagonistic orcs because those are classic. Generally I do like my orcs aggressive and militant so if I were doing it, I would not make all the entries just like humans (I'd lean on things like imperial style orcs, tribal orcs, etc). But I would give them different levels of civilization. If they want a section for NPCs being started out by race I think that should be handled separately (like if they want orc fighters, wizards, etc, give me several pages of pure stat blocks in the back of the book for a variety of races).
 

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.
Honestly, this is where the DM uses their brain and makes a ruling over a rule and the guards are as fey as the rest of the goblins in town.
 


Then make them all fey or all humanoids and be done with it. This is not a straight jacket
Honestly, this is where the DM uses their brain and makes a ruling over a rule and the guards are as fey as the rest of the goblins in town.
I'm not saying the problem is insurmountable. I'm saying that the convenience which the article touts for orcs being able to use humanoid stat blocks has just been removed from goblins. I'm saying the design of the game is being inconsistent, giving with one hand and taking with the other.

And the comparison of orcs and goblins specifically seems apt because both were formerly considered "enemy monster only," but both are growing in popularity as allies and PCs. Yet the game is treating them differently, making one more simple and versatile (through access to generic NPC stat blocks) and the other less so (by removing access to those same stat blocks).
 


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.
So, the Goblin specific stat blocks are for malevolent Fey raiders. A Goblin village with town guards would be a more Material Plane adapted group. It is a spectrum, with a range of possibilities. And, no, I don't actually care particularly about the Hold Person issue, not even likely to come up.
 

I'm not saying the problem is insurmountable. I'm saying that the convenience which the article touts for orcs being able to use humanoid stat blocks has just been removed from goblins. I'm saying the design of the game is being inconsistent, giving with one hand and taking with the other.

And the comparison of orcs and goblins specifically seems apt because both were formerly considered "enemy monster only," but both are growing in popularity as allies and PCs.
I mean, maybe Goblins won't get specific stat blocks in the 2034 MM, who can say? Things change.
 

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.
In Monsters of the Multiverse there are duergar with the construct type and dwarf as the subtype.
 

I'm not saying the problem is insurmountable. I'm saying that the convenience which the article touts for orcs being able to use humanoid stat blocks has just been removed from goblins. I'm saying the design of the game is being inconsistent, giving with one hand and taking with the other.

And the comparison of orcs and goblins specifically seems apt because both were formerly considered "enemy monster only," but both are growing in popularity as allies and PCs.
Goblins still have unique stat blocks. You could have a Goblin guard that just uses the Goblin Warrior stat block if you want to have a convenient Goblin NPC.

Also, clearly the treatment is for the Core species, not all playable species. The three books (PHB, DMG, MM) are designed together to be the baseline. Other books letting you play a goblin are add-ons that reference the Core but change it in ways. The Core books cannot reference all future add-ons.

Also also, we do not yet know if Goblin PCs are not getting changed to Fey when they inevitably get reprinted. Yes it is an awkward transition period at minimum, but this entire conversation could be null and void in two years time.
 

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