Are Orcs in the Monster Manual? No and Yes.

D&D has abandoned orc-specific statblocks in favor of more general NPC statblocks.
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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

I'm talking about D&D players moaning about the changes to devils/demons/daemons. No-one was moaning about that in 1989. At most some people might have been "Where are they? Curious...".

I don't see how it's related to the post you responded to or we just interpret "It's 1989 all over again" completely differently. Back in 2E they changed names of fiends because of external pressure from people who had no clue what they were talking about. Now in 2025 the developers have acknowledged that there is racist baggage and hurtful terminology associated with orcs and always has been. It's not the same.
 

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That's a pretty ludicrous scenario, though, people needing the PHB and especially MotM to properly operate the MM. It's a goddamn mess it is what it is.

I appreciate the idea behind, but the execution in failing to put those blocks in the MM is trash-tier. And D&D Beyond better get a few-clicks solution for applying those blocks too.

So it's a "goddamn mess" to assume that DMs using the monster manual have to have a basic understanding of the content of the player's handbook? I get you disagree but the hyperbole is strong here.
 

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Not all Drow worship Lolth. Therefore almost every Drow statblock − from Lolth Priestess to spider mage − often fails to be useful, even in a setting that has Lolth.

It is pointless for the Monster Manual to use monster statblocks to represent a single extremely specific culture for any Humanoid species.


That said. I have said in several posts, it is a good idea to have a convenient table with notable species traits, to help the DM tweak a Humanoid statblock on the fly.
Having more unique statblocks in the Monster Manual is better, not worse. Orcs might be the most-used monster in the history of published D&D adventures. They should have more statblocks - mechanically distinct statblocks - than most opponents because they show up a lot. Not "zero". Orc Warrior, Orc Berserker, Orc Raider, Orc Priest, Orc High Priest, Orc Wizard, Orc Summoner, Orc Chieftain ... these could all be made mechanically interesting, presented at different CRs, and used to change up encounters and situations in any campaign. The same kind of themes could be used for all of the humanoid races and has been done in D&D before - look at 4th Edition monsters. Kobold Alchemists and the Bugbear that could use a party member as a body shield were particular standouts at low levels there.

In particular, humanoid, intelligent species should have this kind of approach in the game as a feature. Sure a bulette or an ankheg is probably going to be pretty similar to any other but that orc camp over there could have all kinds of interesting things in it and the leader, the bruisers guarding him, and the adviser wearing the symbol of Grrumsh whispering into his ear should probably be distinct from the warriors patrolling the perimeter.

In the end more statblocks also mean more options to reskin if you so choose. Sure, descriptions go a long way but more actual in-game differences go a long way too.
 

Having more unique statblocks in the Monster Manual is better, not worse. Orcs might be the most-used monster in the history of published D&D adventures. They should have more statblocks - mechanically distinct statblocks - than most opponents because they show up a lot.
The argument is, Orcs are popular enemies, so they deserve more pages in the Monster Manual.

My response is, the Monster Manual lacks the page space to represent any humanlike species. There would need to be at least three diverse cultures, and diversity within each culture.

The decision to use "profession" statblocks for any Humanoid is the most information for the least page space. It is economical use of page space.
 


There is absolutely zero need for this.
Maybe in your campaigns, you dont need them.

But my campaigns are more often than not, urban. The settings are all about Humanoids.

I need these statblocks for the many different kinds of humans.
 

Sure, but they should absolutely have had species/culture block modifers in the MM, and not having them is just laughable. Forcing DMs to individually do it is absolutely a joke and shows that WotC aren't in the right headspace for what is the only "AAA" TTRPG.
This hyperbole isn't helping the general atmosphere, that's for sure.

What you describe may be a problem for DMs who do absolutely ZERO prep before a session. No MM has been 100% self-contained in the history of D&D. Referencing the 3 core books is a "thing" for prepping an adventure or dungeon.

Sure I would prefer it that the book contained a "cheat sheet" of commong PHB species traits to pair up quickly with NPCs. But... I can make my own. Or likely someone on the DM Guild will. For free on a blog somewhere.

Why people are making this out to be some massive controversy is laughable to me.
 

Maybe in your campaigns, you dont need them.

But my campaigns are more often than not, urban. The settings are all about Humanoids.

I need these statblocks for the many different kinds of humans.

I'm not saying statblocks are not needed.

3 distinct cultures of Drow? Utterly unnecessary.
 

I'm not saying statblocks are not needed.

3 distinct cultures of Drow? Utterly unnecessary.
For one thing, a defacto racist approach to represent Drow (confusing biology with culture, resulting in stereotypes without diversity and without free will), would be a turn off.


More positively, I find Drow to be very interesting for various reasons, including their often earthy and high magic cultures. But find Lolth to be less interesting (fun villain "Fiend" tho).

Even in Forgotten Realms, even in Greyhawk, different Drow cities are doing different things, have different cultures, different forms of government, different belief systems, different alignments whose principles govern different organizations.

I need the MM handling of Drow to be open to the actual Drow diversity.
 

What you describe may be a problem for DMs who do absolutely ZERO prep before a session. No MM has been 100% self-contained in the history of D&D. Referencing the 3 core books is a "thing" for prepping an adventure or dungeon.
...
Why people are making this out to be some massive controversy is laughable to me.
Granted, I'm not buying these books, but as a zero-prep DM, it doesn't make much sense to me. Racial features are in the same category as class features or spell slot progressions; it's just something you should know during play. Why would you need a table to add them?
 

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