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

The move to fey for goblins seems to be to de-human-brain them. To give them alien-logic like WH40K Orks.

That way you aren't fighting people.

You are killing fey "embodiments of recklessness and ruin" .

Had this be a return to the past, orc would become "giant-types" like 1e and be "embodiments of strength and aggression". Gruumush would be the God of Strength. Evil in some settings. Neutral in others. Good in a few.

---

Now that's a thought. What if there were a setting were the good and evil "Universal" deities flipped alignments and swapped their favored species. Drow, Goblin, and Orc gods are good. Dwarf and Halfling goods are evil. Etc.
 

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Smaller nose, more orange/yellow skin, slightly cat like(?) fangs and features. Much less visually evocative of a derogatory stereotype of the ethnicity.

To me, the Goblin seems too human to not be Humanoid.


I am still struggling to think of cosmological premise that makes kill-on-sight somehow ethical.

In 5.0, I understood the Fey creatures as manifestations of the influences of nature. But that is no longer true in 5.5.

In 5.5, the Feywild is an alternate reality 'somewhere else', without a meaningful connection to nature.

Or maybe there is a connection, and the Feywild is somehow 'inside nature', sotospeak, as an 'echo' of nature. But I am still struggling to wrap my head around how this works, exactly.

The connection to nature might be useful. Just like one cannot kill a rock, one cannot kill a Fey manifestation from a rock. The Fey reverts back to the rock and might reform later, in a different way. The point is, they arent human − they are mirrors of humans.


In any case, whatever the cosmological structure for Feywild is, something like it is true for Shadowfell.
 

The move to fey for goblins seems to be to de-human-brain them. To give them alien-logic like WH40K Orks.
Somehow, I don't think the type change is going to work that well thanks to 50 years of game inertia and player stubbornness. You will have some of the newest generation of D&D players seeing them as Fey and role-playing them as Fey characters. But a certain number of them are going to be learning D&D from DMs who have seen them as Humanoids for years and will be treating them as so.

Then you have 5e-adjacent games like Level Up and Tales of the Valiant where goblins are still seen as Humanoids. It would have been easier if 5.5e simply introduce us to a new subspecies of goblin that hails from the Feywild.
 

Somehow, I don't think the type change is going to work that well thanks to 50 years of game inertia and player stubbornness. You will have some of the newest generation of D&D players seeing them as Fey and role-playing them as Fey characters. But a certain number of them are going to be learning D&D from DMs who have seen them as Humanoids for years and will be treating them as so.

Then you have 5e-adjacent games like Level Up and Tales of the Valiant where goblins are still seen as Humanoids. It would have been easier if 5.5e simply introduce us to a new subspecies of goblin that hails from the Feywild.
Yes. It's too late for it now.

Even if they expanded it, D&D has too many years of baggage to unpack goblins and kobolds into non-humaniod mentality.

Edit: But it lets WOTC escape by saying that's a You problem. "MM goblins aren't people."
 







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