Five Takeaways From the 2025 Monster Manual

The 2025 Monster Manual is the missing puzzle piece for Dungeons & Dragons' recent Fifth Edition revisions, with reworked monsters that hit harder and make combat more exciting at every level. Released in February, the new Monster Manual drives home many of the design choices made in other parts of D&D's core rulebooks. Building off of a decade's worth of lessons about how DMs use statblocks and how players tend to handle combat, the Monster Manual features creatures with streamlined abilities meant to speed up combat without sacrificing the "fun" of fighting in the game. Plus, the book includes a ton of gorgeous new artwork that depicts D&D's iconic monsters at their most threatening. Here are five of my biggest takeaways from the new Monster Manual.

1) Revamped Legendary Actions, With More Power Than Before.

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One of the big goals of the new Monster Manual was to redesign monsters to have them punch harder but simultaneously make them easier to run. This design ethos can be seen in many revamped monster statblocks, especially at higher Challenge Ratings. Lair actions are now incorporated into the statblock, with monsters typically gaining access to an additional Legendary Resistance and Legendary Action while in their lair. Additionally, many of the Legendary Actions are much more powerful than their 5E equivalents, with creatures usually gaining more dangerous options.

For instance, all of the dragons have lost their functionally worthless "Detect" action and instead have access to new spellcasting options or more powerful attacks. The Adult Blue Dragon, as an example, can cast Shatter as a Legendary Action or it can cast Invisibility on itself and then move up to half its speed. While not as strong as the dragon's standard actions, the Adult Blue Dragon can now do a lot more over the course of a round then simply deal moderate amounts of damage and soak up hits from opponents.

2) Either Attack Rolls or Saving Throws, Not Both

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Another major streamlining within rulesets is that monster attacks with effects are either triggered with a failed saving throw OR a successful attack roll. This should significantly speed up combat by reducing the number of rolls made during a game. As an example, the Bearded Devil's 2014 statblock included a Beard attack that damaged on a successful hit and forced its target to make a Constitution saving throw or be Poisoned. In the 2025 Monster Manual, the Bearded Devil's Beard attack deals damage and automatically inflicts the Poisoned condition on a successful attack.

There's two major consequences to this. The first is that only one dice roll is needed to determine the success or failure of a certain attack or ability. The second is that a creature is more often able to threaten player characters at their intended level. By having a creature's full attack trigger based on a single success instead two successes (or I suppose a success combined with a separate creature's failure), it radically changes the dynamics of many D&D combats.

3) Yes, The Art Is Fantastic

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Keeping with another theme of the 2024/2025 Core Rulebooks, the artwork in the new Monster Manual is frankly fantastic. There are a lot of D&D players, myself included, who love to look through the Monster Manual and other bestiaries primarily for the art and lore. Those players should be more than happy with this new book, which contains artwork for every single monster in the book. What's more, much of the artwork shows the monsters in action. The Chasme, for example, looks much more threatening in the 2025 Monster Manual, with art showing the demon hunched over an adventurer with its probiscus covered in blood. Compare that imagery to the 2014 Monster Manual, which just has the chasme standing in profile.

One comment made to me by Jeremy Crawford was that Wizards had found that monsters without art tended to be used less often, so I'm expecting the trend of more art to continue in future books.

4) A Handful of Interesting New Mechanics

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While not found widely in the new Monster Manual, there are a handful of new (or at least very uncommon) mechanics. The Empyrean, for instance, has a Sacred Weapon attack that deals damage and Stuns its target. However, the target can choose to bypass the Stunned condition by taking additional damage. Meanwhile, the Arch Hag has multiple abilities that curse their opponent, taking away their ability to use Reactions or spells with verbal components. Additionally, the hag has a bonus action that deals automatic damage to anyone cursed by the witch.

Finding new mechanics in the Monster Manual is rare, but they represent some interesting innovation that hopefully will be incorporated with future statblocks. Not every creature needs stacking abilities, or "pick your poison" choices, but I love these and want to see them more often in the future.

5) Species-Free NPCs

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Over the past few weeks, Wizards has revealed several monsters with new creature classification types. Goblins, aarakocra, lizardfolk, kobolds, and kenku are all now classified as non-humanoids. It's interesting that non-humanoid species often have multiple statblocks with unique abilities, but that the humanoid statblocks are meant to include elves, dwarves, orcs, humans, and more. I'm assuming (given that Eberron: Forge of the Artificer is bringing back the Warforged) that D&D won't remove non-humanoid species as playable species, but it feels like there's a deliberate push to make all humanoids interchangeable, at least when it comes to these NPC stats.

It's a shame that Wizards seems to have done away with templates in the new Monster Manual because they'd be useful for transforming a generic guard or scout into a Drow guard or a Dragonborn scout. I don't think these would be hard to homebrew if necessary, but I do feel like this is one of the bigger misses in the Monster Manual. Hopefully, we'll see more specialization in the future, and the Monster Manual opted to focus on monsters instead of highly specific statblocks.
 

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Christian Hoffer

Christian Hoffer


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And I would add a sixth point: I really, really dislike that they have stripped full spell lists away from every single creature, even full spell casters such as mages and lichs. As a DM, this is one area where I appreciated the extra complexity because I think that's what makes those sorts of encounters more fun - the unpredictability, and the ability to combine a full spell caster with heavy hitting creatures to force players to make more tactically challenging decisions.
It is really about simplifying the stat block for use at the table: yes, it makes the spellcasterd technically less versatile, but it makes them less likely to play suboptimally. Each stst block has a clear battle plan, so they will more consistently perform to their CR.

I can see preferring the older method, but thisnis new DM friendly: run the stat blocks as written, don't need to do as much homework on what options a Lich has at their disposal (because really that is a bottomless hole). About as different from the 3.x philosophy I came into the hobvy with...
 


Sorry for the possibly ignorant statement, I didn’t read the new edition after all, but I don’t like point 2 and 5 at all.
For 2 it’s nice to save a roll to speed combat, but then if a creature can poison a character on a hit, what’s the point of having the Save mechanic ?
DIdnt types of poison.

Poison with saves are strong poisons from magic spells, dragon breath, and clouds

Poison on attack is the weaker poisons of thieves and spies used to artificially boost damage without incredible swinginess.

Look at the Spymaster

It has a crossbow attack that deals
12 (2d6 + 5) Piercing damage plus 9 (2d8) Poison damage.

If you change the poison to a save, you need to double or triple the damage.

So it goes from ~20 damage if you hit to ~40 damage if you hit and they fail. Unlimited. 3 times a turn. With 3 extra rolls.

Its not worth it. You would be adding a whole bunch of extra time and headache to the DM for tiny bit of verstimilitude.
 

It also means that PC defences are less effective, and having good defenses generally, rather than leaning hard to AC is less likely to matter, if you go with a single success. So I agree that it changes things, but I'm very much unsure that this is a better design unless the designers have very carefully recalibrated the monsters, and unless PC attributes/saves/ACs etc. have likewise been recalibrated. And we know that the latter has not, in fact, happened.
I haven't used every monster in the book, but today my 5th level party encountered a Vampire Spawn (CR 5). The fight took place in a room with permanent Darkness cast on it, so the vampire had Advantage on all attacks and the players Disadvantage. Once more, the party was handicapped because only three of the PCs, Paladin, Ranger, Barbarian, elected to participate in the fight with the others refusing to enter on account of not wanting to be in pitch black darkness with a vampire.

It was not that difficult of a fight, though it did require the Paladin to use all of his Smites. I got pretty close to downing the Ranger though. Just hitting the PCs was a challenge despite the Spawn having a +6 to strike and Advantage. Party I just got unlucky, but when the Spawn hit he generally didn't do a whole lot of damage. It just wasn't a challenging encounter in the least. CR isn't all that helpful still so far as I can see.

I'm just going to use my best judgment and start throwing higher CR creatures at the players. I was frustrated by this issue in 2014 and so far as I can see it hasn't been resolved.
 

You're not wrong, but it would be nice for the book to have some way of differentiating a goblin guard from a guard of any other species, for all the new people out there.
Sure it would be nice.

But honestly it would just be adding nimble escape to any NPC block.

And really if you're that new that you can't do that yourself then you're too new to use such a chart.

That's the issue.
For some species it's so easy you don't need the chart. and for other species,
It would be so complex that it would take up a ton of page space and be better off with only being done via the knowledge of an experienced DM.

Because
The species trait table for customizing monsters in the 2014 DMG was unbalanced as all heck. With abilities school adjustments gone there is no way to balance a goblins features with a lizardfolks features or a dragonborns features in a simple manner.

Nimble escape does not equal to dragon breath or hungry jaws or 2 Cantrips and 2 spells.

Some species would increase CR and some species would lower CR and not in a manageable way.
 

And for 5, I can kinda begrudgingly see it for the more exotic species, but how on earth is a goblin non-humanoid ?

I may be wrong, I hope there is something I’m missing.
Violence against humanoids might be a problem, but if we simply reclassify the goblin into a different creature type than killing them isn't problematic. WotC is attempting to have their cake and eat it too.
 

I haven't used every monster in the book, but today my 5th level party encountered a Vampire Spawn (CR 5). The fight took place in a room with permanent Darkness cast on it, so the vampire had Advantage on all attacks and the players Disadvantage. Once more, the party was handicapped because only three of the PCs, Paladin, Ranger, Barbarian, elected to participate in the fight with the others refusing to enter on account of not wanting to be in pitch black darkness with a vampire.

It was not that difficult of a fight, though it did require the Paladin to use all of his Smites. I got pretty close to downing the Ranger though. Just hitting the PCs was a challenge despite the Spawn having a +6 to strike and Advantage. Party I just got unlucky, but when the Spawn hit he generally didn't do a whole lot of damage. It just wasn't a challenging encounter in the least. CR isn't all that helpful still so far as I can see.

I'm just going to use my best judgment and start throwing higher CR creatures at the players. I was frustrated by this issue in 2014 and so far as I can see it hasn't been resolved.
Sounds like it played as the encounter guidelines predicted.

For 3 PCs of 5th level, a CR5 creature is just past Low difficulty and slightly into Moderate.

Per the DMG: "As a rough guideline, a single monster generally presents a low-difficulty challenge for a party of four characters whose level equals the monster’s CR."

3 or 4 Vampire Spawn would be a High difficulty encounter, if that's what you're aiming for.
 


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