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

I need the MM handling of Drow to be open to the actual Drow diversity.
It would have been, considering culture is not a 5.5 rules item in any way, and would be setting driven if anything, there is zero need to have multiple cultures in the MM.

Anyone capable of engaging in a most basic reading understands their ability to update, modify, or expand upon the basic statblock of a given NPC, humanoid or otherwise.
 

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It would have been, considering culture is not a 5.5 rules item in any way, and would be setting driven if anything, there is zero need to have multiple cultures in the MM.
Cultural backgrounds are 5.5 rules for player characters, and to some degree the "profession" monster statblock parallel these.

In both cases, it is the setting that decides the flavors of these backgrounds/professions. How do these jobs function within the culture? High prestige, low prestige. Who does these jobs, certain families, graduates from schools, exploited poor? What kind of personal commitment and obligations − and values − do these jobs encourage? Where do these jobs happen? Who works together?

All of this is setting.

Whether a DM purchases an official setting, uses an indy setting, or homebrews ones own setting, it is the setting content that defines "flavor".


Anyone capable of engaging in a most basic reading understands their ability to update, modify, or expand upon the basic statblock of a given NPC, humanoid or otherwise.
So then what is the problem? I agree it is easy to modify a statblock.

If I want to add Darkvision to a Scout profession statblock, because this one happens to be an Elf from a Drow culture, this is trivially easy. If I want this particular elven Scout to have adamantine chain armor, or a Faerie Fire spell, this is also trivially easy.
 


Backgrounds are not culture.
There is no such thing as "sailors" without a sailor culture.


Regarding tweaking "Sailor" statblock with a Drow culture Faerie Fire spell: LOL, I would need to look up any spell that any statblock lists anyways.
 


This hyperbole isn't helping the general atmosphere, that's for sure.
Agreed
Why people are making this out to be some massive controversy is laughable to me.
Because if either WotC or (part of) the D&D community is telling me "if you use orcs as enemies. you are a racist", I'm not laughing.

This itself is an hyperbole, but racism is one of the most ignoble of moral misconduct these days, and people don't like to be called racist and react strongly. To the point of overlooking things they do that might actually be racist.
 


Yes there is, its a job description, an occupation prior to becoming an adventurer.

Its right there in the text.
Sailors are cultures. There is much transmission of knowledge and customs. Whether the sailors are more like Norwegian explorers or Spanish armada or Hong Kong fishers, would be a setting decision.

Background also includes languages, which pertain to various cultures, and inform self-identity. Plus background includes decisions about Where the character comes from, who one knows, where one studied, and other decisions about culture.

Certain playable species options also mention prominent cultural options.


Monster Manual professions are DM tools that function similarly.
 

Sailors are cultures. There is much transmission of knowledge and customs. Whether the sailors are more like Norwegian explorers or Spanish armada or Hong Kong fishers, would be a setting decision.

Background also includes languages, which pertain to various cultures, and inform self-identity. Plus background includes decisions about Where the character comes from, who one knows, where one studied, and other decisions about culture.

NotCulture.JPG


Its where you came from, and what your job was.

It has zero to do with being a Norwegian or Spanish or Hong Kong sailor, because ACTUAL culture has zero bearing, zero weight, zero support, in the as printed 5.5 core books rules, for that you need some 3PP offering, or you make it up yourself.

Now maybe, maybe, Wizards will support actual culture with Setting books, however the core rules?

Not a thing, just look it up.
 

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Its where you came from, and what your job was.

It has zero to do with being a Norwegian or Spanish or Hong Kong sailor, because ACTUAL culture has zero bearing, zero weight, zero support, in the as printed 5.5 core books rules, for that you need some 3PP offering, or you make it up yourself.

Now maybe, maybe, Wizards will support actual culture with Setting books, however the core rules?

Not a thing, just look it up.
Place ≈ culture
Occupation ≈ culture
"formative" years ≈ culture

Different settings offer different places, different occupational traditions, and different experiences growing up.

Background is deciding what the culture will be in the context of whichever setting.

Language = culture
 

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