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

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.
Okay, so what if you have a band of malevolent fey raiders but you want a special stat block for their leader, and you reach for the "bandit captain"? Same problem.

I don't actually care particularly about the Hold Person issue, not even likely to come up.
Your parties never include wizards, clerics, or bards?

I mean, maybe Goblins won't get specific stat blocks in the 2034 MM, who can say?
What does that have to do with whether the 2025 monster manual is being inconsistent?
 
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Goblins still have unique stat blocks.
Just not as many as humanoids. Orcs had a few unique stat blocks in 2014, but now they have many more.

Also, clearly the treatment is for the Core species, not all playable species.
Playable or not playable doesn't really affect available NPC options.

(Also, orcs are core but goblins aren't? Has this been stated, or is it just speculation?)
 

Orcs are core but goblins aren't? Has this been stated, or is it just speculation?
As a PC Species, it is fact. Orc are one of the 10 species in the PHB. The PHB, DMG, and MM are the three core books and have always been designated as such. If an option is not in one of those books, it is not part of that editions core rules.

Anything added beyond the Core rules, like in Tasha's or Monsters of the Multiverse, are "Expanded Rules," according to WotC. (Source: D&D Beyond).

Orcs are a core PC species, so they get the same treatment as Humans and Elves. They use the Humanoid NPC blocks.
 

Okay, so what if you have a band of malevolent fey raiders but you want a special stat block for their leader, and you reach for the "bandit captain"? Same problem.
Easy solution, the Bandit. Attain us now Fey
Your parties never include wizards or bards?
Hold Person is not a super great use of resources against 1e CR 1/8 Goblins, so no, don't see it coming up often.
What does that have to do with whether the 2025 monster manual is being inconsistent?
Because of course it is inconsistent. That's life. Might indicate what might get addressed in the next go around.
 


Until they make more 5.5 playable species. Then you're in both.
Not quite: I did specify either the PHB or the MM. If they add something new as a playable species, that would presumably be some other book. (Of course, when they do the next revision, all bets are off. But that's far enough away we probably don't need to think about that. :) )
 

Ah, okay, if that's your definition of core, then yeah, I get you there.
That is also WotC's definition. Clearly Goblins are still core, they are in the Monster Manual. They just are not core PLAYER options. That is why they did not get the Orc treatment.
 

Easy solution, the Bandit. Attain us now Fey
And you have to modify the stat block, which you don't for orcs. And the point of this article was how great it was that you could use humanoid stat blocks for orcs without having to modify them, and how wonderfully versatile orcs now are, which they weren't before. If modifying the stat block is no big deal, then this isn't actually a big advantage over 2014.

Hold Person is not a super great use of resources against 1e CR 1/8 Goblins, so no, don't see it coming up often.
Why do you assume all goblins are going to be CR 1/8, especially if you're planning to use the full range of humanoid stat blocks for them?

Because of course it is inconsistent. That's life.
If you agree that it's inconsistent, which is my main and original point, why are you arguing with me?
 

I think that was their point: playable PHB species don't get MM statblocks. That makes some sense, actually. I thought it was essentially all humanoids.
Interestingly I think that was a 5e thing, or maybe 3 or 4e? Back in the TSR days playable races like elves and dwarves also had monster stats in the MM.
 

If you agree that it's inconsistent, which is my main and original point, why are you arguing with me?
I mean, the point is that inconsistencies are expected in an exceptions-based game? Some Goblins are Fey, some are Humanoids, some are Aberrationa, some hypothetical Golem-Cyborg Goblin might be a Construct. Not a big deal.
 

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