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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What's wrong with the article apart from the intro?

Now, granted, I am on 29 straight days of work, have a splitting headache, and have some fun new stresses added since Saturday...so this is probably a mistake.

The culture war surrounding orcs in Dungeons & Dragons continues with the release of the 2025 Monster Manual.

Framing the issue in this way is an immediate signal of intent.

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.

Additional reinforcement to call out to the very culture warriors on both ends.

Several months ago, would-be culture warriors complained about the depiction of orcs in the new Player's Handbook.

And more.

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.

Absolutely trivilizing the complaints, while also ignorning the fact that if one didnt like having Orcs be an aggressive marauding species, they too could change it.

Instead we get a softer, sani...

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.

Oh wait.

Yeah Right Smile GIF by Apple TV


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.

They never needed to be, never were, at least not since 2014.

Ultimately, this article frames the issue in a very specific way, while trying to paint anyone who disagrees with the change with a very specific brush.

But hey, adding to the culture war drives engagement, and thats what really matters.
 

I said it would be! Woe to all the people who said it wouldn't be! 2nd edition baby.
I was with you the whole time for what it's worth. The change in WotC's discourse once the books started to come out didn't surprise me at all, and to my mind the marketing and publishing model already pushed the "new edition" buttons (and Ray Wenniger's recent comments on this site just confirmed it).
 

If there's one thing I'm getting out of all this is that it's like 1989 all over again.

There's a vast difference between some people getting concerned about kids worshipping devils because devils are represented in the book and acknowledging that some features of past books directly mirror real world prejudicial terms and imagery. There's no perfect way of having human shaped intelligent monsters and I don't necessarily agree 100% with all of the changes. But the difference between now and 1989 is night and day.
 

Ultimately, this article frames the issue in a very specific way, while trying to paint anyone who disagrees with the change with a very specific brush.
I'm not seeing this bit in anything you've quoted.

And note that I'm one of the people who disagrees with the change, or at least thinks it's absolutely insulting to do this and then leave out the actual species/culture-based stat block modifiers and just idly and airily say "Oh we'll add them later!". So...

But I have a migraine so what do I know lol and also I really like that horrible Marky Mark animation goddamn wow.
 

There's a vast difference between some people getting concerned about kids worshipping devils because devils are represented in the book and acknowledging that some features of past books directly mirror real world prejudicial terms and imagery. There's no perfect way of having human shaped intelligent monsters and I don't necessarily agree 100% with all of the changes. But the difference between now and 1989 is night and day.
That's not what makes it 1989 dude, it's the whole "OMG THIS IS A DISASTER FOR ALL D&D PLAYERS" stuff.

People didn't even really register the demons/devils/daemons thing in 1989, either. That's revisionist history/backfill.

It wasn't until a year or two or three later when they actually came back as Tanar'ri and so on, and THEN some people started moaning.
 

As far as I can tell it's entirely the bolded bit right now, and @Yaarel seems to be either misunderstanding your question or slightly avoiding answering it clearly.

They seem to be claiming that the species traits will come later, but that's a ridiculous thing for WotC to say. This is supposed to be the MM, not like, 90% of the MM.
This is supposed to be the Monster Manual for many different kinds of settings.

If a DM wants to give a Fiend Cultist a famously Drow magic item, then add it. Meanwhile setting books will also have stats for unique individuals with these kinds of things.
 

That's not what makes it 1989 dude, it's the whole "OMG THIS IS A DISASTER FOR ALL D&D PLAYERS" stuff.

People didn't even really register the demons/devils/daemons thing in 1989, either. That's revisionist history/backfill.

It wasn't until a year or two or three later when they actually came back as Tanar'ri and so on, and THEN some people started moaning.

So Satanic panic wasn't really about Satanic panic? I have no idea what you're trying to say.
 

This is supposed to be the Monster Manual for many different kinds of settings.

If a DM wants to give a Fiend Cultist a famously Drow magic item, then add it. Meanwhile setting books will also have stats for unique individuals with these kinds of things.
No.

It's just incomplete. They've de facto admitted as much by saying they want to add the templates (if I understand correctly), just not in the MM itself.
 

Are there species trait templates offered in the new MM?

For example, “drow uses the scout stats”…and then you have list of drow traits (faerie Fire, 120’ dark vision, etc)?
No, there isn't apparently.
Or is it just the scout stats and nothing to differentiate drow scout from svirfneblin scout?
Well, on the upside, you can use the species traits in the PHB and MotM.
 

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