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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Is that your campaign, or is that all campaigns? Because I have it on good authority that it's surprisingly hard to create an incompetent ass-clown in D&D.

I think the DM has discretion here, whether player characters are "normal" or "weird".

In my settings, they are "normal", except gain levels "weirdly" fast.

Also, in my settings, the population is mostly equivalent to levels 1 thru 4. Professional tier of levels 5 thru 8 is uncommon, and most leaders of various prominent organizations tend to select for them. The Master tier of levels 9 thru 12 is truly rare.
 

I think for most people orcs didn't represent anything real beyond something threatening to humanity or civilization though.

You seem to be invoking a majority rule.

That's backwards. Majority rule generally means the minorities get stomped on. This is a case where minority would need protection from the majority.

Also, those who are not the target or discrimination often have trouble seeing discriminatory practices, because it doesn't target them, personally.
 


Please tell me hobgoblins are still horrid. Let me have it that gnolls are the CE you can 100% punch in the face and hobgoblins are the LE equivalent
You can have whatever you want, though. It's your game. If you want evil orcs that your players can 100% punch in the face, have evil orcs. If you want evil halflings, have evil halflings. The game is just no longer claiming that certain species are supposed to be evil by default.

In my game, anything that is sentient has a chance to be of any moral outlook. Because that's what I prefer. Everyone should do it how they like.

In last year's Spring campaign one of the party's most trusted allies was a one-legged gnoll ship captain who lost her leg helping them fight off a giant shark.
 

It might be possible to have orc-like monsters, that are nonsapient, without culture. More like golems.

The reallife term "orc" derives from "orcus", the term in Latin for the Underworld, or "hades" in Greek. Also, "orc" and "ogre" are the same word, different dialectic pronunciations. The idea appears to be, the orc-ogre is summoned from the underworld to punish an oath breaker. D&D can probably tap into this archetype.

For example. Repurpose the D&D term "ogrillon". (As far as I know, it a neolism that doesnt have a reallife cultural meaning?) The term relates to both "orc" and "ogre", and can relatedly specifically refer to the automaton emerging from the Shadowfell, created by necromantic magic. It has the Undead creature type. Not because it was ever living, but because it is made out of the shadow stuff of the Shadowfell. This "Undead" "Ogrillon" might serve some of the functions of the old school Orc. This Ogrillon has no tribe, no chief, no clan, no culture. It is a golem. But a prominent Orc family might create one or more Ogrillons to punish someone who violates a treaty or other form of contract.
 

You seem to be invoking a majority rule.

That's backwards. Majority rule generally means the minorities get stomped on. This is a case where minority would need protection from the majority.

Also, those who are not the target or discrimination often have trouble seeing discriminatory practices, because it doesn't target them, personally.
Which minority groups identify themselves with orcs?
 

It makes no sense that Kobolds, Goblins, Hobgoblins, Bugbears, Lizardmen, Gnolls, Githyanki and Githzerai have stat blocks for specific roles and capabilities of their species and any creature that is a humanoid doesn't. Given that a lot of the above creatures are also playeable, this just makes no sense. Also, will there be no stat block for the Orog, either? What about Tanarukk? And Drow are missing but Driders we already know are included?

To me this is a two-fold problem. First, it removes characters/archetypes of the race that were iconic. Same way as Githyanki always had Knights and Gish (fighter-mages), Drow always had tentacle-rod wielding priestesses and male warriors with hand crossbows and poison bolts that render you unconscious, for example. Volo's Guide added a lot of specific Orcs too, who were associated with their various gods like Gruumsh or Bagtru or Ilneval. Of course there are now more bandit or pirate or priest and cultist stat blocks which we could use to represent them, but it means an Orc cultist will just have the same stats as a Dragonborn or human cultist.

The second problem - no specific stat blocks for these characters also means no specific artwork. That also means nothing for Wizkids to base minis on... And we had not have gotten new Orc minis since the Orc Warband, and that was quite a few years ago!

It might be possible to have orc-like monsters, that are nonsapient, without culture. More like golems.
WotC has no problem adding stat blocks and descriptions for Hobgoblins, who are portrayed as a warlike, aggressive species. Why not Orcs, then? Hobgoblins back in earlier editions were often problematic too, as their armor and depiction was often comparable to japanese medieval warriors. But I guess if we call them fey creatures, then that is not an issue?
Then, just call Orcs monstrosities, and that should resolve the issue, no? ;)

Modular "humanoids" is a better approach, IMHO. Just customize a bit and go. I've wanted this for D&D for some time.
It isn't, because it removes variation. It'll be like say, Skyrim, where it doesn't matter if the random bandits attacking you are humans, elves, khaijits or argonians, they all have the same stats and weapons and armor...
 

Please tell me hobgoblins are still horrid. Let me have it that gnolls are the CE you can 100% punch in the face and hobgoblins are the LE equivalent
Yea, thw Gnolls in the book are low Level evil Fiends, and rhe Hobgoblins present are malevolent Fey.
 

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