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

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.
I'm not sure I buy that because they actually got the anti-orc treatment. They used to have more versatility, which has now been removed. I don't know that playable vs non-playable is a factor in NPC design.
 

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Just not as many as humanoids. Orcs had a few unique stat blocks in 2014, but now they have many more.


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?)
There's nothing unique about the 5.5 NPC statblocks. That's the point we're making.
 


There are more NPC statblocks now. That's a good thing.

But saying that there are more Orc/Duergar/Drow/whatever statblocs than before because you can just use the NPC statblocks for them is just PR... You could always do that.

To be clear, I'm not annoyed about not having the base 'race as monster' stat blocks considering most of the actual good ones weren't even in the Monster Manual to begin with--the cool Duergar and Drow are all in MTOF/MotMM. What I do lament is that there's no 'add these features to make this NPC this species' table.

Like is a Duergar that can't get big really even a Duergar? Or is it just an unhappy Dwarf Spy.
 


There were a whole 3 entries in the 2014 monster manual for orcs capping out at CR 4 for a war chief. If you wanted an orc soldier that was a CR 5 for example it just didn't exist so you had to grab the gladiator. Many of the other monsters in the book that were supposedly "unique" were just a copy paste of other monsters down to the spell list. So now we have a ton more options and I have to remember if that CR 10 NPC I picked up is an orc that I make a note in my prep notes that it has adreneline rush, darkvision and relentless endurance I just don't see how it's a burden. I don't need to modify their stat blocks because I'm going to have at least a line or two about the encounter anyway.

I think there should be setting specific lore in published modules for various factions but those factions don't need to be species based. Having special abilities for those factions and a template we could apply would be great but we'll have to see what they do in the future.
 





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