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.

arch hag hed.jpg


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

otyugh.jpg


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

cultists.jpg


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

arch hag hed.jpg


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

pirates.jpg


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.
 

log in or register to remove this ad

Christian Hoffer

Christian Hoffer

How many of the players under 25 are players (usually children and family members) of DMs over 40?

The trouble is that D&D is now a mature hobby and I'd guess the majority of people brought into it are brought into it by an older family member. If you lose the over 40s to a different game, you'll lose a good portion of the under 20s as well.
That would not account for the total number increase. It's not likely too large of a contribution. Most new players are coming in by way of the fad, the way everyone has always entered new fandoms and hobbies.

And most of them will disappear. This is not the first time this has happened. We know what happens next: most players lose interest and/or age out. Only the hardcore are left.

Then D&D almost dies.
 

log in or register to remove this ad


The trouble is that D&D is now a mature hobby and I'd guess the majority of people brought into it are brought into it by an older family member. If you lose the over 40s to a different game, you'll lose a good portion of the under 20s as well.
I'm guessing most players in their 20s aren't in campaigns run by people in their 40s. All I have is anecdotal data of course, but I'm pushing 50 and I don't spend a whole lot of time with anyone in their 20s. The only time I game with people that much younger than me is when I volunteer to run something when my local game store is having an event.
 

Like many mechanical terms in D&D, ("Finesse", "Deity" etc.) "Humanoid" has a specific meaning that is different from the scientific definition of the term that you would find in a dictionary.

Most goblins are Humanoid. Goblin merchants, guards, bandits, farmers, that have spent time in the material world and become part of it. They can be good or evil, and sometimes the evil ones will need to be fought.
But there are goblins that still live in the feywild. The ones that inspire stories and traditions, to prevent sharp-toothed green terrors from sneaking into your house and devouring your children. The plotters, the cursers, the bosses, and their minions still exist in the feywild in the dark fey courts, their evil untempered by exposure the real world.
And sometimes, they break through.
So, all the ones in the Monster Manual? Did all the ones with stats in the books suddenly become fey monsters in February?
 

In other words, there is a Feywild subrace of the Goblins just as the Eladrin are a Feywild subrace of Elf. The Unseelie Goblin.
Except Eladrin and Elf are separate named, creatures, and goblins are sometimes fey and sometimes not with no in-world indication which is which.
 

Again, that isn't what it is about. There is no issue with "violence against sentients" or else you couldn't even use cultists as enemies.

The issue is biological essentialism. What the type change is meant to do is give supernatural origins and backgrounds to certain creatures so that they can fill their roles without that specter hanging over them.
Yeah, I don't think changing the creature type addresses this issue at all. It just moves the goalposts.

I really think 3e had this issue worked out pretty well with its "Often", "Usually", and "Always" alignment header.
 

I sold it on as soon as it arrived, to be honest. I had made up my mind about the new edition (not a new edition) some time around Christmas after the DMG arrived. Ultimately, the game was no longer that appealing to me. I was just waiting for the last of the pre-order books to arrive. The MM preview blurbs and videos did nothing to make me feel the new book was enough to excite me. It all felt a bit tired to me, with an increasing power creep and stuff that appealed to….well, somebody that wasn’t me! After the game changed the Background rules, characters felt less interesting. The DMG at least had some good source material for the Greyhawk setting, but then I realised it wasn’t that interesting a setting and the new MM just seems to be utterly uninspiring.

For the record, I’ve drifted back into prefering Rules Cyclopedia/BECMI/OSE and Dungeon Crawl Classics (specifically the Dying Earth setting) now as my D&Dish fix (although I play other games anyway).
I'm still keeping my three books. I like the 2024 books as they solve some the issues I had with the 2014 corebooks. That said, I totally agree with you on DCC Dying Earth...though that's still on the backburner as I'm running WFRP4e currently.
 



Except Eladrin and Elf are separate named, creatures, and goblins are sometimes fey and sometimes not with no in-world indication which is which.
Sure there is. They told us. Creatures that live in those respective planes or near places that there's bleed, or because they have made some alliance, have those non humanoid creature types. It is a perfectly acceptable fantastical explanation that leaves room for you, as GM, top lay. You might have a tribe of goblins that are humanoid because they don't interact with the feywild. You might also have a tribe of Goins that are fiends because they worship a barbed devil as their leader.

Now, if only creature type actually meant something besides nerfing hold person....
 

Remove ads

Remove ads

Top