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

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.
Well, what kind of difficulty did you actually expect? The vampire spawn is 1800 XPs at CR 5. Against 3 5th level PCs, that's between a Low and a Moderate difficulty encounter because their XP budget on Low is 1500, Moderate 2250 . And since it nearly took out the ranger AND took all of the paladin's smites, I'm not seeing a particularly egregious difference in what you got vs what you should have been able to expect.
 

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IIRC it was reported somewhere here on the forums that the upcoming Forgotten Realms campaign setting would have stat blocks for evil drow and orcs. Maybe we can all just chill and see what comes.
So what has been historically in a Monster Manual is now to be regulated to a setting?

Not saying i disagree, just looking for clarity.
 

By that logic, what value do the 5.5.5e rules add to the 5e rules aside from complicating them?
What do you mean complicating the rules? You could always use the NPC stats for other races like orcs and goblins. Saying that some are fey and some are humanoids doesn’t complicate that.

And the new books have added quite a bit that the 2014 books didn’t have.
 

What do you mean complicating the rules? You could always use the NPC stats for other races like orcs and goblins. Saying that some are fey and some are humanoids doesn’t complicate that.

And the new books have added quite a bit that the 2014 books didn’t have.
Sorry, the complications are not tied to the NPC stuff directly, just a tie in to the rearrangement and misdirection of not actually fixing things.
 


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.
In my experience with the 2024 rules, most level 5 characters are close to a match for a CR 5 mob. Certainly 3 characters will be more than a match. Having the fight be in pitch darkness was a clever move on your part to make the odds more even, and I think it is kind of awesome that some of the players RPed their characters as afraid to fight a vampire in the dark - that's honestly a pretty understandable position.

If it wasn't in the dark, a level 5 paladin alone should beat a vampire spawn. Assuming the paladin is in chainmail+shield, longsword, defensive fighting style for AC 21.
 

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