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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Weird thing #2 I noticed: the Tiger in the 2024 PHB and the Tiger in the 2024 Monster Manual are quite different! The PHB Tiger has different HP, and has a multi attack including a Pounce and a Prowl action, whereas the MM Tiger has more HP, a Rend attack instead of Pounce, and Nimble Escape as a bonus action.

I remember hearing in quite a few of the Monster Manual preview videos that the 3 new core rule books were developed holistically, based on each other to be in sync, but this seems like an exception to that. It's not the only one, as the PHB imp has the Devil's Sight trait, while that feature is under senses for the MM imp.
 


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 think this is a highly suspect approach. Either violence against sentient creatures is problematic, or it's not- the creature's type shouldn't affect that calculus.
 


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.

Increasing some powerful species traits to be +1 CR seems a very simple manageable way to do a template that will not break CR.

The problem with 3e templates was a lot of high CR adjustments would create imbalanced glass cannons as their core combat stats of attack bonuses and AC and hp and saves would usually not go up comparable to the total expected for their CR after adjustment leaving them combat weak with powerful individual powers. A one point CR adjustment usually worked fairly well though IME.
 

This bothers me too. Goblins are obviously humanoid by the dictionary definition of the term, never mind 50 years of D&D tradition. So they're fey instead? Fine, but why not both? How are those concepts mutually exclusive?
According to the 5.5e Monster Manual, Humanoids are now people defined by their roles and professions, such as mages, pirates and warriors. They include members of varied species. Fey, otoh, are defined as creatures tied to the Feywild or forces of nature, such as dryads, goblins and pixies. The two types don't appear mutually exclusive IMO. Goblins like every other species in D&D has a role and a profession with a setting. This would make them Humanoid. As for the tie to the Feywild, in what way are they tied to that plane?

Better to have them as Humanoid (Fey).

Level Up otoh defines the Humanoid and Fey types differently.

Humanoids include a number of different intelligent, language-using bipeds, usually of small or medium size. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.

Fey are creatures that are native to Fairyland, also called the Dreaming. These creatures live in a verdant realm of heightened natural beauty and combine grace and danger. The Sleepless is a fey.
 

I think this is a highly suspect approach. Either violence against sentient creatures is problematic, or it's not- the creature's type shouldn't affect that calculus.
And at what level do we talk sentience? Int of what? A Dolphin, Gnoll (Warrior) and Ogre all have the same Intelligence in 5e... But there are also creatures in MM25 that have beyond human intelligence, apparently it's alright to kill those...

I think that people need to let go of sentient/sapient in a fantasy world.

My guess is that WotC realized this as well, but there have already been way to many comparisons between Orcs, Drow, etc. and RL ethnic groups. So what they did was handle those with 'kid gloves' and move everything else out of the Humanoid category before someone starts including those monsters also in 'comparisons'... It tastes less like mechanic/thematic changes and more... political/social changes... Don't get me wrong, Goblins as Fey makes sense in a certain way, but not after 50 years of D&D Goblins as Humanoids.

I'm sure that someone somewhere will interpret that the Dolphin and Killer Whale being in the MM25 that WotC approves of hunting these animals... facepalm

I think you just need to use a certain level of 'common sense' in pnp RPGs. If Gnolls are known for eating the local peasants, it's best not to approach them unarmed. Just as you would not go into a known human cannibal den with a shirt that says "Eat me!"... That doesn't mean that every entity in D&D doesn't have it's own ecology, culture, and feelings. It just might be that none of these are compatible with your continued existence (and vice versa). I think that's just what makes fantasy pnp RPGs so interesting.
 

Better to have them as Humanoid (Fey).
Seriously. Having goblins not count as "humanoid" offends me not just as a player, but as an English teacher. Goblins are the epitome of the concept! If they aren't humanoid, that word has no meaning.

And this is not a trivial issue, because the Hold Person spell is now borked. It no longer affects most of the enemies that it obviously should.
 

The inconsistencies in the MM are astounding.

Pulling humanoids (except in the case where you change to not be humanoid) is the peak of that silliness. Especially if those stat blocks just end up in another (campaign-specific) book. It just comes across as extremely arbitrary (as does the "alphabetical" resorting).

I've picked up a copy of the new MM and (slowly) reading through it, but I just don't ever know if I'm really going to use it. Even if I do, there's going to be many cases where I go back to use the 2014 version instead.
I think the "everyday" monsters are often much improved.
 

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