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

"Other people can fix it," sure.

But other people shouldn't have to fix it. These are pretty iconic villains.

FWIW, I think D&D 5e has a (lesser) version of the 3e problem of "we're never fighting people, we're always fighting monsters." Eyes of Gruumsh, Priestess of Lolth, Necromancers of Orcus, Antipaladins. There's a lot of classic "people" villains in D&D history that deserve to have statblocks so that they can be used as villains.

I guess it's always possible that the new MM has a few that are close to this, but it sounds like maybe not...
To be fair, I think that the designers are deliberately aiming for more generic/versatile statblocks in the core rulebook to maximize its use. An "aberrant cultist" might not have the same flavor as a Priestess of Lolth, but it will get more use. That doesn't necessarily mean that we won't get a specific Priestess of Lolth statblock in the future, just not in the book meant to be the baseline for the game.
 

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To be fair, I think that the designers are deliberately aiming for more generic/versatile statblocks in the core rulebook to maximize its use. An "aberrant cultist" might not have the same flavor as a Priestess of Lolth, but it will get more use. That doesn't necessarily mean that we won't get a specific Priestess of Lolth statblock in the future, just not in the book meant to be the baseline for the game.
I mean, sight unseen, I don't know that having a generic Fiendish Cultist stat block means they don't call out Lollth as a potential option in the flavor text.
 

I mean, sight unseen, I don't know that having a generic Fiendish Cultist stat block means they don't call out Lollth as a potential option in the flavor text.
From the Monster Manual: "Fiend cultists worship fiends or evil deities. They often work to bring ruin to innocents or to summon their sinister patron into the world. Fiend cultists might serve infamous powers such as archdevils and demon lords, or foul immortals—beings such as Demogorgon, Pazuzu, Iuz, Zariel, or Zuggtmoy."

I do like that the specialized cultists (for Fiends, Elementals, Aberrations, and Death cults) are CR 8.
 

Wait, do cultists get a few different stat blocks in 2024? That's neat. Doesn't exactly fix the issue, but it's a bit of a salve.
 
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Wait, do cultists get a few different stat blocks in 2024? That's neat. Doesn't exactly fix the issue, but it's a bit of a salve.
Yes, quite a few apparently. There are a lot of NPC stat blocks throughout the book, and they all get art now, too.
 


How often do DMs need to figure out what the stats are for random NPCs like bakers, librarians, shop keepers, etc., etc. in their campaigns? (Obviously ever inn keeper is a retired adventurer a minimum level of 8.) For me, it's not an issue at all. My players just aren't walking around beating up random NPCs.
 

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