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

Although everyone has a right to their opinion I do feel this article has a very passive aggressive tone and is very dismissive of some people's thoughts and feelings. Especially wordings such as "would be culture warriors" sound very rude to me. That said I do agree that anyone can play D&D anyway they want and the WotC rulebooks shouldn't dictate how you play your game. I just think we, as a community, can do better than this when it comes to fostering an inclusive communal space. This kind of "us" and "them" narrative wasn't something I would expect from an article on this site.
Weird passive aggressive online articles about your hobby? Welcome to the Internet of today!
 

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I can honestly say I have never had a player cast any of those spells.
I have. He got annoyed Hold Person was not working on Targets I told him it wouldn’t work on and his character would know. It was not used as gotcha you lose your turn except in one case. He tried using it on a Psi Goblins and it didn’t work cause the Goblin was an aberration now instead of a humanoid. He accepted that one, but got annoyed later when I told him that it wouldn’t work on an Ogre and later some ghouls. He took humanoid to mean body shape instead of creature type. I let him swap out the spell cause he kept getting annoyed with the language and I outright told him there wouldn’t be many viable targets for the spell in the campaign.
 



Indeed. A single goblin is not a big enough threat to warrant using a spellslot on a single target spell.

Sure, fireballing 20 goblins is fun. And that works just as well if they are fey.
People also tend not to make custom goblins worth single targetting with a spell slot.

Not in this edition anyway.
 

People also tend not to make custom goblins worth single targetting with a spell slot.

Not in this edition anyway.
Yeah. Whereas if the goblin is fey, the DM is going to be more inclined to give them unique magical abilities that might actually make them a threat.

About the only time I used goblins in an encounter in 5e was when I was running a pre-written encounter in Rime of the Frostmaiden. They are dull and very quickly out-levelled.
 
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I wonder if newcomers to the hobby will find these MM changes problematic, or if it's only the veterans who are the most vocally critical?

Ironically, the veterans have the best skills and experience to "hack" D&D to their liking, knowing how it works.

Unless that is the complaint: that these changes are unfriendly to "newcomers". That's debatable, but would be an interesting conversation.
 

I wonder if newcomers to the hobby will find these MM changes problematic, or if it's only the veterans who are the most vocally critical?

Ironically, the veterans have the best skills and experience to "hack" D&D to their liking, knowing how it works.

Unless that is the complaint: that these changes are unfriendly to "newcomers". That's debatable, but would be an interesting conversation.

Newcomers won't know there are any changes at all since these books will be the baseline for them. On the other hand I don't think most people buying D&D in the 70s found those books problematic either. It's in hindsight that old material was seen to be problematic in relation to modern sensibilities, just as some find these new changes problematic in relation to what was their baseline when they got into the hobby.
 

Newcomers won't know there are any changes at all since these books will be the baseline for them. On the other hand I don't think most people buying D&D in the 70s found those books problematic either. It's in hindsight that old material was seen to be problematic in relation to modern sensibilities, just as some find these new changes problematic in relation to what was their baseline when they got into the hobby.
Well that's just the thing. I'm seeing a lot of written outrage here about changing Goblins to Fey or removing ability score bonuses from Species, changing Race to Species etc...

Mostly the argument seem to boil down to "I prefer how this was all handled before in earlier editions".

Is that even relevant for new people? Not a rhetorical question, I'm seeing a lot of arguments saying that WotC's Monster Manual decisions are objectively harmful to the game and to new comers (not talking about how the book is organized, that's a debate about editorial and layout decisions, for example, yes I agree that it would have been nice if they had a page in the new MM to summarize species traits that you may want to tack onto NPC stats).
 

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