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

f you don't already know about them, you might want to check out the orcs in Earthdawn. It sounds like they'd be similar to your concept. (And the Level up take on orcs seems to be inspired by them as well.).


How do you think a dwarf raised by dwarven farmers and a dwarf raised by elven farmers should be mechanically represented as different?
In Level Up you are welcome to use the farmer culture for either if you don't think one of the several dwarf or elf cultures are appropriate.
 

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Diverse spiritual traditions, if important for a particular family, mean choosing the Religion skill, or Nature, History, or Arcana, depending, or even the Acolyte background, all of which is background.
But in 5.5 background is profession with limited skill options, artisans and scribes for instance cannot choose the religion, nature, history or arcana skills.
 

But in 5.5 background is profession with limited skill options, artisans and scribes for instance cannot choose the religion, nature, history or arcana skills.

Because they are not Cultural rules objects.

Unless Religion, History, have no bearing on culture?

Think New Amsterdam GIF by NBC
 

But in 5.5 background is profession with limited skill options, artisans and scribes for instance cannot choose the religion, nature, history or arcana skills.
The DM can offer other backgrounds that are specific to the choice of setting, in addition to the generic ones in the Players Handbook.

And in this case with a player wanting to represent a religious background, pick two skills, a tool, and a feat is trivially easy to do. It can be done on the fly. For me, the only effort would be to negotiate with the player the biographical decisions about which religion, who practices it, where, and maybe there are some contacts from there.
 

For a characters own culture (including ones own religious tradition), much of the knowledge is obvious "autowin" History or Religion checks that dont need anyone to roll dice. If a player doesnt already know it, the DM can say. Even obscure stuff like historical trivia or remembering a verse from a sacred text would be at advantage if not obvious. There dont need to be special mechanics for this.
 

My current take is: "unseelie Fey" = Shadow.

So Goblins are something like Shadow-touched Fey.

It seems reasonable to expect, some Goblins are in the Shadowfell with connections to the Raven Queen, who is something like an "Archfey of the dead".

Fey Goblins = "embodiments of recklessness and ruin".

Shadow Goblins = "embodiments of the recklessly ruined".

Humanoid Goblins = "recklessness and ruinous people"

Humanoid is the thought
Fey is the action
Shadow is the result
 

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.
Now, it is a box hostess twinkies and they changed the formula again. And it stale.
 

A Background is a pre adventure occupation. Not a culture.
Except when my player says, "My former professions are not important, I want to focus on the fact that I came from this culture instead."

So I created them a "Cultural Background" (2014 rules)

Native Kyriean
You come from a country that has a wide spread usage of low-level magic, and are more knowledgeable about the basics of magic and how it affects society than many other folks. You see the benefits of knowledge, and sadly on occasion the perils of knowledge misused. You have a tendency to be curious about magic but do not subscribe to common superstitions.

Skill Proficiencies: Arcana, Investigation
Tool Proficiencies: Alchemist's supplies, Calligrapher's supplies, or Herbalism Kit
Equipment: A set of artisan's tools (chosen above) , a book on a topic of philosophy or arcana.

Feature: Well Versed
Thanks to your background, people who interact with you quickly become aware of your "casual knowledge" of magic and react accordingly. You may be hired for your advice, and most people will grant you the deference they accord a sage or philosopher, and may even bring new info to you. Your natural adeptness at discussing magic allows you to perform the Research downtime activity with no initial expenditure of gold.
 


Each culture is known for its assemblage of generic and unique backgrounds
True. But as others have pointed out already, they're two separate things.
Creatures only have one Type. (carried over from 2014)
Level Up has it where some species and some monsters have more than one type. For instance, a faerie dragon is both a dragon and a fey creature. Its type is dragon (fey). Any game rules which apply to dragons, or which apply to fey creatures, apply to it. A member of the Garoul Heritage (a PC heritage) has both the Beast and Humanoid types. So, we could have it where a goblin is a Humanoid (Fey) in order to make everyone happy. :p
How do you think a dwarf raised by dwarven farmers and a dwarf raised by elven farmers should be mechanically represented as different?
It would depend on which Dwarven culture or which Elven culture the Dwarf could have been raised in. Level Up has 3 Dwarven cultures (Mountain, Hill and Deep) and 4 Elven cultures (Eladrin, High, Shadow and Wood).








Each culture provides some mechanical benefits that can be paired with the traits and gifts of someone of Dwarven heritage. Farmer is a Background, and it just provides additional proficiencies, gear plus an NPC connection and a memento keepsake. It's the same regardless of heritage and culture.
 

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