Are Orcs in the Monster Manual? No and Yes.

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The culture war surrounding orcs in Dungeons & Dragons continues with the release of the 2025 Monster Manual. Review copies of the Monster Manual are out in the wild, with many sites, EN World included, are giving their thoughts about the final core rulebook for the revised Fifth Edition ruleset. But while most commentators are discussing whether or not the monsters in the new Monster Manual hit harder than their 2014 equivalent, a growing number of commentators (mostly on Elon Musk's Twitter, but other places as well) are decrying the abolishment of orcs in the new rulebook.

Several months ago, would-be culture warriors complained about the depiction of orcs in the new Player's Handbook. Instead of depicting orcs as bloodthirsty marauders or creatures of evils, orcs (or more specifically, playable orcs) were depicted as a traveling species given endurance, determination, and the ability by their god Gruumsh to see in the darkness to help them "wander great plains, vast caverns, and churning seas." Keep in mind that one of the core facets of Dungeons & Dragons is that every game is defined by its players rather than an official canon, but some people were upset or annoyed about the shift in how a fictional species of humanoids were portrayed in two paragraphs of text and a piece of art in a 250+ page rulebook.

With the pending release of the Monster Manual, the orc is back in the spotlight once again. This time, it's because orcs no longer have statblocks in the Monster Manual. While the 2014 Monster Manual had a section detailing orc culture and three statblocks for various kinds of orcs, all specific mention of orcs have indeed been removed from the Monster Manual. The orcs are not the only creature to receive this treatment - drow are no longer in the Monster Manual, nor are duergar.

However, much of this is due to a deliberate design choice, meant not to sanitize Dungeons & Dragons from evil sentient species, but rather to add some versatility to a DM's toolbox. Orcs (and drow) are now covered under the expanded set of generic NPC statblocks in the Monster Manual. Instead of players being limited to only three Orc-specific statblocks (the Orc, the Orc War Chief and the Orc Eye of Gruumsh), DMs can use any of the 45 Humanoid statblocks in the book. Campaigns can now feature orc assassins, orc cultists, orc gladiators, or orc warriors instead of leaning on a handful of stats that lean into specific D&D lore.

Personally, I generally like that the D&D design ethos is leaning away from highly specific statblocks to more generalized ones. Why wouldn't an orc be an assassin or a pirate? Why should orcs (or any other species chosen to be adversaries in a D&D campaign) be limited to a handful of low CR statblocks? The design shift allows DMs more versatility, not less.

However, I do think that the D&D design team would do well to eventually provide some modularity to these generic statblocks, allowing DMs to "overlay" certain species-specific abilities over these NPC statblocks. Abilities like darkvision for orcs or the ability to cast darkness for drow or a fiendish rebuke for tieflings would be an easy way to separate the generic human assassin from the orc without impacting a statblock's CR.

As for the wider controversy surrounding orcs in D&D, the game and its lore is evolving over time, just as it has over the past 50 years. There's still a place for evil orcs, but they no longer need to be universally (or multiversally) evil within the context of the game. The idea that D&D's rulebooks must depict anything but the rules themselves a specific way is antithetical to the mutability of Dungeons & Dragons, which is supposed to be one of the game's biggest strengths.
 

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Christian Hoffer

Christian Hoffer

What differentiates the new orcs from goliaths? They're both tall grey people with lots of endurance. Are goliaths Mountain Orcs?

Also, based on the new art I can tell that either orcs don't sunburn or the artist doesn't live in the southern half of the US.
Well, goliaths are strongly connected to giants now, with different abilities based on that type of giant. They also don't have any endurance ability now, also most aren't grey.
 

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So NPC dwarves have no resistance to poison and NPC tieflings and dragonborn have no resistance at all? No dragonborn NPC breath weapons?

That seems an odd choice.

I would have hoped for a quick easy to apply modifier chart, not stat changing but a quick mini template that gets across the biggest associated flavor mechanic that does not require recalculations of stats.

'14 orcs generally had aggression which would be easy to apply to a generic NPC statblock even without the stat adjustments of the 14 DMG chart.
 

Is the risk of picking a fight with an Orc librarian the same as risk of a gnome librarian?

I'd like to have a table giving just one 'racial trait' eg Orc Aggression v Gnome Distractive Illusion, that can be added like a feat to distinguish each lineage, you'd think it would be a simple thing to do...
 


It's a promotion to fully playable race.

Dwarves, Tieflings, Dragonborn etc. did not have an entry either in MM 2014 either.

Fully playable race must not be inherently evil in 5e.
 


Is the risk of picking a fight with an Orc librarian the same as risk of a gnome librarian?
I think it’s now a question of fork around and find out. It’s on the DM, they’re given the base librarian, maybe the one you meet has +2 strength and proficiency in heavy weapons so the great sword they have stashed under the table will make you regret thinking you could waltz in and mess with the card catalog’s order. It is what it is, you don’t know if it’s the gnome librarian or their orc assistant is the one waiting for you to give them a reason.

That said, tables of options and ideas for dressing up humanoid npcs, to roll on or pick from, would be cool and I’m sure gonna be a thing on dmsguild, Reddit, and other places. Or in the next Xanathar’s type book.

Should be in MM now, but par for course for WotC.

It will not be species, or race if you insist, determined for anything from WotC. There can still be variety though, even if no longer essential. If you, DM, want all you orc NPCs strong and dumb, and your gnomes smart and weak, make them so. I do understand you will have to more deliberate about it than before. It is what it is. But you are not limited.
 

1) This article is one of the worst ever on this site, sorry. Drop the political commentary if you're not able to do it in a professional manner; try, instead, to be clearer on the real core of the matter.

2) I don't have any problem with generic NPC statblocks, but not giving an easy chart to modify them based on species is non-sense. Utter non-sense, easily avoidable on such a huge book.
 


I'm not sure what alignment has to do with having a statblock.
Playing devil's advocate, but I assume that now being a monster in the monster manual means you're either inherently evil, or aggressive/mindless/territorial so you'll attack things more often than not. *Or, I guess there are good things like dragons and ki-rin etc. that.. I don't know, they're in there because they need to be for legacy/IP reasons. Or because maybe they'll fight alongside the PCs. Or.. yeah you can craft a reason they'll have to fight an inherently good creature.

So I'm gonna assume that being "promoted to a fully playable race" means that you've now been entirely humanized- you're a product of your culture, background, etc. and thus not to be assigned "evil" as a racial alignment. So I also assume this means that we don't have any specific dark elf roles anymore like we saw in ?Volos? etc, same goes for orcs unless it's, I guess, a "drow priestess of lolth" or "orc fang of luthic," because those two are humanized creatures that have chosen to be evil. So you're not gonna just get "drow fighter, neutral evil..." it has to be "drow fighter of lolth, neutral evil..." which would be fine with me, but why don't we have any of that since they're a common trope foe? Whoops, I slipped out of the devil's advocate part there somewhere.
 

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