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

So Satanic panic wasn't really about Satanic panic? I have no idea what you're trying to say.
I'm talking about D&D players moaning about the changes to devils/demons/daemons. No-one was moaning about that in 1989. At most some people might have been "Where are they? Curious...".
 

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Well, on the upside, you can use the species traits in the PHB and MotM.
That's a pretty ludicrous scenario, though, people needing the PHB and especially MotM to properly operate the MM. It's a goddamn mess it is what it is.

I appreciate the idea behind, but the execution in failing to put those blocks in the MM is trash-tier. And D&D Beyond better get a few-clicks solution for applying those blocks too.
 

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.
I have an interview coming out later this week where Crawford notes that there will always be room for more specialized statblocks, just not in the Monster Manual.
 

I have an interview coming out later this week where Crawford notes that there will always be room for more specialized statblocks, just not in the Monster Manual.
Sure, but they should absolutely have had species/culture block modifers in the MM, and not having them is just laughable. Forcing DMs to individually do it is absolutely a joke and shows that WotC aren't in the right headspace for what is the only "AAA" TTRPG.
 

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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.
Not all Drow worship Lolth. Therefore almost every Drow statblock − from Lolth Priestess to spider mage − often fails to be useful, even in a setting that has Lolth.

It is pointless for the Monster Manual to use monster statblocks to represent a single extremely specific culture for any Humanoid species.


That said. I have said in several posts, it is a good idea to have a convenient table with notable species traits, to help the DM tweak a Humanoid statblock on the fly.
 



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Not all Drow worship Lolth. Therefore almost every Drow statblock − from Lolth Priestess to spider mage − often fails to be useful, even in a setting that has Lolth.

It is pointless for the Monster Manual to use monster statblocks to represent a single extremely specific culture for any Humanoid species.
No.

Every Drow has 120ft Darkvision and the Drow magic, for example. And other species (including many not in the PHB) likewise have specific abilities. Failing to list those as template blocks you can apply is a ludicrous situation for a D&D book.

I have no idea why you're bringing Lloth into this.
 

No.

Every Drow has 120ft Darkvision and the Drow magic, for example. And other species (including many not in the PHB) likewise have specific abilities. Failing to list those as template blocks you can apply is a ludicrous situation for a D&D book.
Even Darkvision is minimally relevant to COMBAT stats.

In any case, Darkvision and other notable species traits would be something a DM may wish to employ to tweak a specific Humanoid profession statblock.


I have no idea why you're bringing Lloth into this.
Because Lolth generating MM statblocks for "Drow Priestess" is an example of what the MM shouldnt be doing. There are better ways to represent humanlike cultures.
 

I'm talking about D&D players moaning about the changes to devils/demons/daemons. No-one was moaning about that in 1989. At most some people might have been "Where are they? Curious...".
Errr ... what? Plenty of us were "moaning" about it in 1989. We knew why they were pulled but we still didn't like it and saw it as regrettable caving in to outside forces. Besides Giants and Dragons, Demons and Devils were big time enemies for medium to high level characters. Taking them out of the game was a problem for people actually playing and running campaigns.

Their return under new names was mostly welcomed, with an eyeroll, because we still knew what was going on and still felt like concessions were being made. But we were happy to have the updated stats we got at least.

I suppose removing Assassins wasn't impactful either unless you had someone running one in a campaign - then it was very impactful. Same with Monks. Many of us were very aware of what was being changed and what it meant for our games.
 

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