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

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....
All that sounds like an excuse to have creature type (and perhaps species in general) simply matter less. I generally prefer simply tell you what their goals are.
 

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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.

I think these changes are exceptions (and the same happened to the Panther as the Tiger) and I think it's because someone realized the Pounce action was a little complicated with the damage varying by whether it had Advantage or not, and Prowl was FAR too complicated (combining a move, a Disengage, and a Hide into one action) especially since the Multiattack combined Pounce AND Prowl (so now you have an attack, a move with Disengage, and a Hide all in one action) - plus, to be most effective, you want the creature to Prowl (i.e. Hide) before it Pounces so as to gain advantage on the attack to trigger the higher damage yet the multiattack and action list have them in the other order. Since the aim overall was to simplify things, making a Beast that complicated went against the trend. Now it just does the higher damage and has Nimble Escape.
 

Wow.

",,,it radically changes the dynamics of many D&D combats."

I'll say. It's probably the biggest change in D&D mechanics in the history of the game. What it does is radically minimize the value of having good saving throws. We're now fully at, "The best block; no be there." The game has always had a tendency to push players toward "party turret" strategies where you solved all problems by having radically more powerful ranged attacks than your foes and killed them quickly before they could attack you. This allowed the party to deal with all tactical situations the same way, ignoring terrain and moving only to kite when possible. Avoiding that situation has been a big part of my design goals since 1e and is a big part of the reason I enjoy my 3e homebrew rules, as it forces combat into movement, positioning and choices of weapons and tactics depending on the type of foe. When I ran combats in default 3.5e at an open table with 3.5e legal characters, parties naturally evolved into turrets that stayed in place and just unleashed ranged attacks, relying on exploits of the rules to not have downsides to using missile weapons.

I'm looking at that change and that change alone means D&D has left me further behind than at any point in its history. Heck, one of the things I had to fix in 3.5e is they made similar "simplifying" changes with spells like "Ray of Enfeeblement" leading to broken attacks were all the PC had to do was hit the target in order to nerf it (often sufficiently to take some foes functionally out of the fight).

Leaving aside everything else, which I also don't like, this is utterly game breaking for me and suggests a misguided notion to appeal heavily to the rules light side at the expense of the people who actually prefer rules heavy games. I suggest they are unlikely to win over the rules light people who will prefer less crunchy games with more coherent designs anyway, while turning away everyone who was into the crunch had more process simulation.

I'm not sure how this change increases a turret-style approach, unless you just mean that stronger monster attacks mean a stronger desire not to be hit, so you fight from further away? Wouldn't that be the case with anything that makes monster attacks stronger?

The new hit-no-save powers for monsters in the 2024 MM only apply to monsters. When PCs have similar abilities to impose a condition alongside an attack (prone, poisoned, push back, etc.) it usually still gives the victim a saving throw. So your turret PCs are not getting more powerful ranged attacks, while the monsters have more powerful attacks both in melee and at range (since many of these hit-no-save attacks are ranged attacks). I would think this doesn't do anything to further encourage the turret style.

Just to clarify, a lot of monsters now have an automatic prone on a hit (generally a melee hit), while PCs imposing prone with Topple or Shove have to overcome a save. Likewise, PC grappling still gives the target a save while most monster grapple attacks now automatically impose grappled & restrained if they hit.
 

Probably because no one has ever latched onto Goblins as representing a particular real world ethnic group.
Um, have you not watched the Harry Potter films? Yikes, look at the creatures running Gringotts and tell me they don't remind you of any ethnic stereotypes. Different from D&D (or Tolkien) goblins, sure, but I bet a lot of people now playing D&D first encountered goblins in HP.
 


Um, have you not watched the Harry Potter films? Yikes, look at the creatures running Gringotts and tell me they don't remind you of any ethnic stereotypes. Different from D&D (or Tolkien) goblins, sure, but I bet a lot of people now playing D&D first encountered goblins in HP.
Not to mention 5e 14 MM presenting them as big-nosed, short, and white but despicable and greedy not humans for those encountering goblins in D&D for the first time.

5e 14 MM Page 165:

"Goblins are small, black-hearted, selfish humanoids"

"Motivated by greed and malice, goblins can't help but celebrate the few times they have the upper hand. They dance, caper with sheer joy when victory is theirs. Once their revels have ended, goblins delight in the torment of other creatures and embrace all manner of wickedness."

"Goblins have an affinity for rats"

" Like rats, goblins shun sunlight and sleep underground during the day."

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If you are looking for characterizations that parallel derogatory ethnic stereotypes of an existing ethnicity they can be found in core 5e D&D.

Not owning the 24 MM I can't comment on how this has changed, if at all, for 24 D&D going forward.
 

Not to mention 5e 14 MM presenting them as big-nosed, short, and white but despicable and greedy not humans for those encountering goblins in D&D for the first time.

5e 14 MM Page 165:

"Goblins are small, black-hearted, selfish humanoids"

"Motivated by greed and malice, goblins can't help but celebrate the few times they have the upper hand. They dance, caper with sheer joy when victory is theirs. Once their revels have ended, goblins delight in the torment of other creatures and embrace all manner of wickedness."

"Goblins have an affinity for rats"

" Like rats, goblins shun sunlight and sleep underground during the day."

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If you are looking for characterizations that parallel derogatory ethnic stereotypes of an existing ethnicity they can be found in core 5e D&D.

Not owning the 24 MM I can't comment on how this has changed, if at all, for 24 D&D going forward.
From the Free rules on D&D Beyond:

Goblins​

Wild Tricksters and Troublemakers

Habitat: Forest, Grassland, Hill, Planar (Acheron, Feywild), Underdark; Treasure: Implements, Individual

Goblins are Feywild embodiments of recklessness and ruin. They delight in wreckage—the louder, the more energetic, and the more convoluted, the better. Goblin raids are often as much opportunities to enjoy setting fires and tormenting livestock as they are parts of more disruptive plots.

Goblins obey those who accomplish the wildest plans. Such leaders might be goblin raid masterminds, bombastic magic-users, or those capable of making the loudest noises. Hobgoblins and forceful humanoids might also command ornery groups of goblins, directing their destructiveness toward banditry, sabotage, or war.

The deity Maglubiyet claims to be the god of goblins, hobgoblins, and bugbears, and on the Infinite Battlefield of Acheron, the deity commands innumerable goblinoid legions. In ages long past, Maglubiyet witnessed the destructive propensity of goblinoids and relocated a population of them from the Feywild to his realm on the Outer Planes. Since then, hordes of these more martial-minded goblins have flourished, with some finding their ways to Material Plane worlds. These vicious invaders seek to sow ruin in preparation for their god’s conquest.
 

From the Free rules on D&D Beyond:

Goblins​

Wild Tricksters and Troublemakers

Habitat: Forest, Grassland, Hill, Planar (Acheron, Feywild), Underdark; Treasure: Implements, Individual

Goblins are Feywild embodiments of recklessness and ruin. They delight in wreckage—the louder, the more energetic, and the more convoluted, the better. Goblin raids are often as much opportunities to enjoy setting fires and tormenting livestock as they are parts of more disruptive plots.

Goblins obey those who accomplish the wildest plans. Such leaders might be goblin raid masterminds, bombastic magic-users, or those capable of making the loudest noises. Hobgoblins and forceful humanoids might also command ornery groups of goblins, directing their destructiveness toward banditry, sabotage, or war.

The deity Maglubiyet claims to be the god of goblins, hobgoblins, and bugbears, and on the Infinite Battlefield of Acheron, the deity commands innumerable goblinoid legions. In ages long past, Maglubiyet witnessed the destructive propensity of goblinoids and relocated a population of them from the Feywild to his realm on the Outer Planes. Since then, hordes of these more martial-minded goblins have flourished, with some finding their ways to Material Plane worlds. These vicious invaders seek to sow ruin in preparation for their god’s conquest.
Is there an image to show if the MM visual presentation has changed or is the same?
 



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