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

This is just a choice on the designer's part. It's not a great choice - I can think of better - but it's not a terrible choice - I can think of worse.

I do think that I would rather have a few species-specific statblocks to go alongside generic NPC-ones, but I've felt that way about Elves and Dwarves and whatever, so Orcs also being missing isn't much worse.

I'd also like this choice a little more, had they thought to give us some Templates to add to NPC-blocks for customization.

But none of that bothers me as much as the choice to place spells in statblocks as names you have to look up, or frankly, the entire design of the statblock, which I think isn't great. That stuff bothers me more.
I feel a short list of spells that monsters use should have been complied.
Then those spells reprinted in the back.
Possibly a few monster only spells the Evil Eye, Mummy Rot, Hag's Curse, Angelic Ward, or Dragon Blast.
 

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...

My biggest gripe with the new MM though is the organization. I hated it in Mordenkainen's Monsters of the Multiverse and I hate it here. Red Dragon under "R", Blue Dragon under "B" etc. They say it's for new players and dms but that makes 0 sense. New players and DMs have been figuring it out for 40+ years now. Having demons, devils, giants, etc as a category just makes way more sense.

...
Evil Cobol Coder here. I think the organization is created for brain dead/American second language coders. So the Data Entry intern can type in the stats with little thought. And the indexes can be similified.
 





Thoughts From this thread. In 2028 Monster Manual will be named Friends and Foes in order to be more inclusive. (no one reads the introduction which defines monsters.)

Alignment will go away and Detect Good and evil will be renamed "Detect Undead and Outsider of the Material plane on your specific universe".

But the original stats are in 14 and beyond. That is not the point. 5.24E is suppose to be stand alone and work with the 5.14 adventures. Changing stats and names makes for clunky play.
 

Thoughts From this thread. In 2028 Monster Manual will be named Friends and Foes in order to be more inclusive. (no one reads the introduction which defines monsters.)

Alignment will go away and Detect Good and evil will be renamed "Detect Undead and Outsider of the Material plane on your specific universe".

But the original stats are in 14 and beyond. That is not the point. 5.24E is suppose to be stand alone and work with the 5.14 adventures. Changing stats and names makes for clunky play.
Thing is, every prior Adventure will still work. Each stat block has an equivalent stat block of the same CR (and CR is less awingy now, so they should actually work even better).
 

Thoughts From this thread. In 2028 Monster Manual will be named Friends and Foes in order to be more inclusive. (no one reads the introduction which defines monsters.)

Alignment will go away and Detect Good and evil will be renamed "Detect Undead and Outsider of the Material plane on your specific universe".

But the original stats are in 14 and beyond. That is not the point. 5.24E is suppose to be stand alone and work with the 5.14 adventures. Changing stats and names makes for clunky play.
On a serious note, they should rename "Detect Evil and Good" to "Detect Planar", and "Magic Circle" to "Planar Circle".
 


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