D&D (2024) I have a Monster Manual. AMA!


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Thugs have multiattack.
+4 to hit, 1d6+2 damage. (x2)
AC 11, 32 HP

Vs Orcs
+5 to hit, 1d12+3 damage.
AC 13, 15 HP.

To be fair, aggressive is a trait that allows them to bring in the hurt very fast. So maybe the challenge is really about the same...

If you add orc species trait to the thug (which probably is not RAW), the thug will stomp the PCs.

Actually, relentless endurance + adrenaline rush can effectively double orc hp.
Yes so thugs have about the same offense as orcs but twice the hp. in 5e 14 using orc thugs as NPCs they get aggressive and darkvision and a +2 strength so the aggressive is not an advantage of base orcs over NPC ones.

I did not sweat the +2 strength for adjustments when I was reskinning thugs to be orcs in a mixed orc assault band, it was one adjustment I did not want to manually put in the changes in the Fantasy Ground stat blocks as I was getting ready to DM, I just moved the orc thugs faster for aggressive with all the rest of the orcs.
 

If people really need a standard Orc or Lizardman statblock for their games... you can always just use your 5E14 Monster Manual statblock.
If you have the old book, then sure, of course you can. But will they be keeping the book in print? I doubt it. And that, for me, is where the problem lies: the basic monster information is missing from the core books.
 


Yes so thugs have about the same offense as orcs but twice the hp. in 5e 14 using orc thugs as NPCs they get aggressive and darkvision and a +2 strength so the aggressive is not an advantage of base orcs over NPC ones.

I did not sweat the +2 strength for adjustments when I was reskinning thugs to be orcs in a mixed orc assault band, it was one adjustment I did not want to manually put in the changes in the Fantasy Ground stat blocks as I was getting ready to DM, I just moved the orc thugs faster for aggressive with all the rest of the orcs.
Correction: toughs lost multiattack and now just have pack tactics.

That makes them a lot more balanced and should be more reliable enemies for PCs. I guess like there are now Goblin minions for rank and file Goblins, probably bandids now serve better as rank an file orcs. In my opinion Orcs were always offensively overtuned compared to Goblins.

Still I really wished that somewhere adding species features would be mentioned to customize humanoid stat blocks (even if it is not that hard to figure out), especially when many features might change CR of low level creatures (Orcs features are very powerful at level 1)
 

A narrative reality they invented...why? So they can have former humanoids for all four elements?
Probably,

1) They didn't want humanoids in monster statblocks.
2) They wanted lizardfolks in monster statblocks.
3) Therefore, lizardfolks needed to change type.

They could have gone many ways, they chose earth elemental for reasons that might be conceptual (a connection with earth element as "land") or practical (they needed a representative species for earth elemental), then they found a narrative to go with it, and a built a specific entry to match that narrative.

I'm not sure if i agree with the premise of point 1) but once i accept that, the rest is not a bad solution IMO.
 

Probably,

1) They didn't want humanoids in monster statblocks.
2) They wanted lizardfolks in monster statblocks.
3) Therefore, lizardfolks needed to change type.

It should be noted the Monster Manual defines “Humanoid” as this:

“Humanoids are people defined by their roles and professions, such as mages, pirates, and warriors. They include members of varied species.”

So yes, they didn’t want humanoid to be species specific, but role specific. Hence the change to make Orc and Drow Lizardfolk NPC stat blocks.
 

It should be noted the Monster Manual defines “Humanoid” as this:

“Humanoids are people defined by their roles and professions, such as mages, pirates, and warriors. They include members of varied species.”

So yes, they didn’t want humanoid to be species specific, but role specific. Hence the change to make Orc and Drow Lizardfolk NPC stat blocks.
Thanks

At this point I had assumed something along those lines. Regardless of my personal opinion about removing humanoid species from having specific entries in the MM, the rest is a logical and consequent implementation that, at first glance, seems very well done. This goes along the artwork where while I don't like it all, I can't deny that it is top-notch, beautiful fantasy art that aligns very well with the direction D&D wants to take. The production value is undeniable.
 

Probably,

1) They didn't want humanoids in monster statblocks.
2) They wanted lizardfolks in monster statblocks.
3) Therefore, lizardfolks needed to change type.

They could have gone many ways, they chose earth elemental for reasons that might be conceptual (a connection with earth element as "land") or practical (they needed a representative species for earth elemental), then they found a narrative to go with it, and a built a specific entry to match that narrative.

I'm not sure if i agree with the premise of point 1) but once i accept that, the rest is not a bad solution IMO.
I have issues with both premise one and premise two (because IMO neither exist for reasons of improving the game), and it informs everything else.
 

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