2025 Monster Manual Will Contain Over 85 New Monsters

More monsters than expected will be in the new rulebook.

monster manual hed.png


Next year's new Monster Manual will include over 85 new monsters, a sizable increase over what was previously believed. In a D&D Beyond post made to celebrate the year end, Wizards of the Coast confirmed that the 2025 Monster Manual would contain 85 "brand new monsters." Considering that the new Monster Manual includes approximately 500 monsters, it's not a surprise that there are a significant amount of new monster statblocks, but this is further confirmation that nearly 20% of the statblocks will be brand new. A description of the Monster Manual also confirms that there will be over 300 new images in the book.

Many of these new statblocks will be to add either high CR or low CR variants of existing popular monsters, so that they can be used in a wider variety of scenarios. For instance, vampires will have several low CR variants (representing freshly turned vampires) along with a high CR vampire nightbringer. Also present in the game are arch-hags and a blob of annihilation, which are classified as titan-level creatures representing different kinds of monster types.

The new Monster Manual will be released on February 18th, 2025.
 

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Christian Hoffer

Christian Hoffer

T4lkingSKU-11

Villager
Neat! Homebrewing is great, but it gets a bit old having to refashion the same old stat block for 5 different types of monsters that bear only a passing similarity to what is in the MM.
 

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Reynard

aka Ian Eller
Supporter
OK, I list would be helpful to some. A DM can obviously do this on there own too. I have enough experience to do this on the fly mostly and even make use of the DMG improv tools to make up abilities completely
Just because you and I have been doing this for 100 years doesn't mean the core books shouldn't include broad options for all skill levels.
They have been doing that for a while so I would expect more of that in the 2025 MM.
I haven't bought a WotC book since the OGL kerfuffle so I haven't been keeping up.
 

dave2008

Legend
Just because you and I have been doing this for 100 years doesn't mean the core books shouldn't include broad options for all skill levels.
I wasn't trying to suggest that, just saying it can be done with material we already have. It just makes we wonder if such a list would get more traction or would it be like the DMG which has a lot of useful things in it that nobody remembers or seems to use.
I haven't bought a WotC book since the OGL kerfuffle so I haven't been keeping up.
That would explain why your information seems out-of-touch. However, even with the improved design from WotC, I don't think it goes as far as you want.
 

Stormonu

NeoGrognard
I wasn't trying to suggest that, just saying it can be done with material we already have. It just makes we wonder if such a list would get more traction or would it be like the DMG which has a lot of useful things in it that nobody remembers or seems to use.
Yeah, those stat block racial modifiers is something I always forget is there, and that you could do something like create an "Elvin Archer" by taking the NPC Scout stat block and applying the Elf mods from the 2014 DMG to it.

Sometimes, though, I do like special stat blocks for custom humanoids, like the Orc Claw of Luthic from Volo's guide.
 

Reynard

aka Ian Eller
Supporter
That would explain why your information seems out-of-touch. However, even with the improved design from WotC, I don't think it goes as far as you want.
What is a good example of a current design paradigm monster that might be visible via Beyond or other preview material? Preferably not a "boss monster" since they inherently have deeper design and I am more interested in what "standard" monsters look like.
 

dave2008

Legend
What is a good example of a current design paradigm monster that might be visible via Beyond or other preview material? Preferably not a "boss monster" since they inherently have deeper design and I am more interested in what "standard" monsters look like.
That is the thing, I don't expect to see a lot of changes with typical monsters. For the 2025 MM we have seen three previews: Skeletons, Kuo-toa, and the Ancient Green Dragon. The skeletons didn't change much if at all nor did the Kuo-toa. The 2014 Kuo-toa already had some interesting things going on, the 2024 version just moved its slippery trait to a reaction:

1735658959305.png


However, we do have some additional previews from the adventures: Uni and the Hunt for the Horn & Scions of Elemental Evil. I feel like the Pirate and Pirate Captain are probably good examples of what we will for special vs typical monsters. The pirate captain gets interesting things as you say, while the pirate is simple (boring you would say):

1735659348348.png

Here are two more examples of typical monsters, the bullywug warrior leap bonus action can be fun, and the mage has got typical mage like reaction spells. No sure I like that they are moving to relying on spell knowledge.

1735659575592.png


And finally, for a look at how the math is changing for higher level monsters, here is the stone golem (of course you need to be familiar with the 2014 version to see most of the changes):
1735659662731.png
 

Reynard

aka Ian Eller
Supporter
That is the thing, I don't expect to see a lot of changes with typical monsters. For the 2025 MM we have seen three previews: Skeletons, Kuo-toa, and the Ancient Green Dragon. The skeletons didn't change much if at all nor did the Kuo-toa. The 2014 Kuo-toa already had some interesting things going on, the 2024 version just moved its slippery trait to a reaction:

View attachment 390718

However, we do have some additional previews from the adventures: Uni and the Hunt for the Horn & Scions of Elemental Evil. I feel like the Pirate and Pirate Captain are probably good examples of what we will for special vs typical monsters. The pirate captain gets interesting things as you say, while the pirate is simple (boring you would say):

View attachment 390723
Here are two more examples of typical monsters, the bullywug warrior leap bonus action can be fun, and the mage has got typical mage like reaction spells. No sure I like that they are moving to relying on spell knowledge.

View attachment 390724

And finally, for a look at how the math is changing for higher level monsters, here is the stone golem (of course you need to be familiar with the 2014 version to see most of the changes):
View attachment 390725
Thanks very much for the detailed reply.
 

dave2008

Legend
Thanks very much for the detailed reply.
FYI, when I mentioned improved design in WotC monsters I was not talking about typical mook types. I think giving those types to much to do is against WotC's design philosophy. I happen to generally agree with that philosophy, but I think giving special monsters (and even special mook types - like the pirate captain) is a good thing. WotC has improved in that area.
 

DarkCrisis

#1 couple in anime
Question related to old and new monsters:

Once all 3 new core are out I plan to give it a spin with either the 5E Dragonlance or Spelljammer adventures and possibly continue into the Vecna adventure.

The heros in 5.5 are more powerful now and typically 5.0 PCs ran roughshod over the combats in the adventures so that would be exacerbated.

Is there a quick fix to updating old adventures to the new monsters? Replacing old Orc for new Orc is easy but some adventure only monster not found in a MManual...? Or just plan on using homebrew stuff like monsters always do max damage or something?
 

dave2008

Legend
Question related to old and new monsters:

Once all 3 new core are out I plan to give it a spin with either the 5E Dragonlance or Spelljammer adventures and possibly continue into the Vecna adventure.

The heros in 5.5 are more powerful now and typically 5.0 PCs ran roughshod over the combats in the adventures so that would be exacerbated.

Is there a quick fix to updating old adventures to the new monsters? Replacing old Orc for new Orc is easy but some adventure only monster not found in a MManual...? Or just plan on using homebrew stuff like monsters always do max damage or something?
It is always best to do homebrew stuff as only you can determine how effective your players are. Updating monsters from the 2025 MM will not change that fact.

IME, 2024 PCs are only marginally more effective than 2014 ones. We actually don't notice any difference when we are playing, but I assume they must be somewhat more effective. We just haven't seen it. Or course, my PCs don't run roughshod over the 2014 monsters so who knows! FYI, we don't run published adventures so I can tailor my encounters if desired.

Now, if you want to try out the new rules, I would recommend reconfiguring encounters in the adventure as follows (if you don't want to homebrew):

  1. Replace old monsters with the new versions. This would be most important for monsters of CR 10+
  2. Revise encounters to use the new encounter guidelines in the DMG. Either increase the number of monsters or switch out monsters with higher CR monsters to meet the new XP guidelines.
Those two things probably increase the difficulty about 50% or so at higher levels, less so at lower levels.
 

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