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

What does the 5e24 DMG sample setting of Greyhawk say about orc culture(s)?

I generally expect monster manuals to give a default set of narrative flavor descriptions that can be used or not by a DM, not just a stat block.

I expect settings to say when things on that world differ from the default, such as Krynn kender, Dark Sun cannibal halflings, and Eberron orcs.
 

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It's sad that the alarmism around orcs became a thing let alone a successful campaign. Orcs were always monsters and if they were not playable this predicament wouldn't be a thing. The racism ideas around orcs were the new Satanic Panic and Video Game leads to violence alarmism. Biggest regret of D&D getting influenced by the mainstream.

Though I like the rules the species are now all human variants. The player race category has never been less inspiring.
 





I can already guess what this is going to be:

  • the removal of orcs is the latest symptom of WotC D&D being unimaginative and too "safe"
  • The MM and general direction of D&D is bad for the hobby in general
  • Indie games are better, have better usability and creativity
  • buy Deathbringer

I was working on some chores so I listened. You're welcome. I think his "too safe" moment was when he claimed that all they had to do was put a disclaimer in there that orcs don't represent people which I think is at best naive. I think he was correct in saying that the reason we have orcs as humans by another name is because of world of warcraft and it's depiction of orcs. He also talked a bit about the problematic representation of orcs and how Tolkien didn't really go into detail while Jackson made it obvious they weren't normal either by having them come out of the ground.

He didn't really address the elephant in the room of half-orcs which I think is another big part of the reason for the change. I will agree though that if you want orcs to continue to be the equivalent of storm troopers for your beer and pretzels game there's nothing stopping you. Of course he did push his own system and explained how it was better. There are probably a few other bits, but I kind of zoned out at a certain point.
 


I can already guess what this is going to be:

I watched it, and did not really enjoy it. He says:
  • In previous editions, orcs were pure evil monsters that exist to be killed. He does a little skit about it.
  • Playable orcs can't be monsters, just variant humans with a different coat of paint.
  • Playable orcs are part of a corporate ploy to cater to children who don't read Tolkien.
  • Playable orcs are a slippery slope (his literal words) that leads to everyone playing monsters, and if everyone is a monster then NOBODY is a monster, and then what will players kill?
  • There is a scale of personhood to monsterhood that is up to the each GM, and there is no right way to do orcs because orcs don't exist.
  • Killing goblin children (a la Goblin Slayer) "goes hard".
  • In his game orcs are pure evil monsters that exist to be killed, but they have pig faces.
  • Buy Deathbringer.
 

  • the removal of orcs is the latest symptom of WotC D&D being unimaginative and too "safe"
  • The MM and general direction of D&D is bad for the hobby in general
  • Indie games are better, have better usability and creativity
  • buy Deathbringer

Yes.
Probably.
Yes.
What?

:LOL:
 

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