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

Do you think of your job in RL as a background or as a culture?
Heh, I dont think of my job as 'background' because it is still ongoing.

In any case, if I were to stat it on a D&D character sheet, I would use background mechanics.


If D&D 2024 renamed background and background feats, as "culture" and "culture feats", that might be ideal.

So, during character creation, the player chooses a species and a "culture". Then the culture suggests three languages and offers a choice of various cultural traditions. Each tradition comes with "three proficiencies" plus a culture feat.

A cultural tradition might represent occupations, lifestyles, spiritual traditions, formal education, and so on.
 
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Background. How could it be a culture when a Job is not a culture at all?
Think of jobs as among the various institutions that comprise a culture.

A culture is made out of an assemblage of institutions that one generation teaches the next generation.
 

Think of jobs as among the various institutions that comprise a culture.

A culture is made out of an assemblage of institutions that one generation teaches the next generation.

Farmers exist around the world, across a multitude of cultures. Same as Sailors, Scribes, and Charlatans.

You devalue the term 'culture', if you want to continue to force your round peg through a square hole.

Create a Culture rules object, because Background is not it.
 


Heh, I dont think of my job as 'background' because it still ongoing.

In any case, if I were to stat it on a D&D character sheet, I would use background mechanics.
I think current job is more represented by class in D&D. Prior jobs or how you grew up are your backgrounds. If you are in the army you are now a fighter, but your background of farmer or noble represents how you grew up and what you did before you became a fighter. If you were in the army but then took the GI bill to go to wizard school in D&D you would be a wizard with the soldier background.
 

Heh, I am glad you said "from Rome" because "England" was looking awfully blurry.


There is no need to, because anything that "Cosmopolitan Culture" grants, a 2024 Background can also grant for an urban lifestyle. Consider "Wayfarer" as a rural or even wilderness lifestyle. Also, where urban tends to specialize, it might more precisely mean higher frequencies of Merchant, Sage, or whatever.

Looking at the SRD.

Obviously all of this = Background!

Cosmopolitan
"Discretely Armed" (improved Persuasion check when insisting to keep weapons at hand)
"Fashion Sense" (≈ History knowledge check when observing clothing)
"Skill Versatility" (gain Culture skill ≈ History skill)
"Urban Denizen" (= Investigation but is like Streetwise ≈ Persuasion or History),
"Well-Connected" (= a foreign contact, every background presumes contacts, like a mentor)
"Languages" (= background choice of languages)

I am unsure Discretely Armed is even worth statting. For background skills choose Persuasion and History and that is pretty much all there is to it.

LevelUp "Culture" = 2024 "Background"
That's pretty funny man, but yeah, no, you've totally failed to prove your case. In fact you've shown they're not equivalent, quite efficiently!
 

I think current job is more represented by class in D&D. Prior jobs or how you grew up are your backgrounds. If you are in the army you are now a fighter, but your background of farmer or noble represents how you grew up and what you did before you became a fighter. If you were in the army but then took the GI bill to go to wizard school in D&D you would be a wizard with the soldier background.
When a character decides to become an adventurer by picking up a certain class, you're temporarily or permanently leaving a prior job behind. And your current and prior jobs don't have to be tied together at the hip.

Remember when 3e had a Profession skill? ;)

You are skilled at a specific job. Like Craft, Knowledge, and Perform, Profession is actually a number of separate skills. You could have several Profession skills, each with its own ranks. While a Craft skill represents ability in creating an item, a Profession skill represents an aptitude in a vocation requiring a broader range of less specific knowledge. The most common Profession skills are architect, baker, barrister, brewer, butcher, clerk, cook, courtesan, driver, engineer, farmer, fisherman, gambler, gardener, herbalist, innkeeper, librarian, merchant, midwife, miller, miner, porter, sailor, scribe, shepherd, stable master, soldier, tanner, trapper, and woodcutter.
 

Do you think of your job in RL as a background or as a culture?
Hmmm...I think it kind of depends on your job. I do kind of think of teachers a subculture, and I suspect that's true of quite a few professions. My dad and father-in-law, not to mention my spouse, for a time, were fisherfolk, and that is very much a definable subculture, IMO!
 

That's pretty funny man, but yeah, no, you've totally failed to prove your case. In fact you've shown they're not equivalent, quite efficiently!
There is no such thing as "culture" in and of itself. It is the sum of its parts. If one changes its parts, one changes the culture.

There is such thing as continuity, but there is no such thing as "essence".

In order to represent a "culture", there needs to be a method to represent its parts.

A culture is made out of "institutions" that the younger generation learn from the older generation.
 

There is no such thing as "culture" in and of itself. It is the sum of its parts. If one changes its parts, one changes the culture.

There is such thing as continuity, but there is no such thing as "essence".

In order to represent a "culture", there needs to be a method to represent its parts.

A culture is made out of "institutions" that the younger generation learn from the older generation.
You're probably right about there being no such thing as culture as a standalone element in RL. There are an untold number of cultures and subcultures that had existed and continue to exist in RL society around the world today. However, in an RPG such as D&D and Level Up, we have to follow the KISS (Keep It Short and Simple) rule.

Level Up does this by simply taking every 5e species trait that can be learned and putting them into a specific culture. This includes the traits found in within a particular subspecies. Ex. Mountain Dwarf culture. And not only does it do this, but it also allows you to mix and match heritage and culture for a more RL feel as culture is not monolithic when it comes to heritages.
 
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