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


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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...".
May have been different depending on where you were but I remember this getting a lot of complaints. It didn't bother me as I was only a few years into D&D when 2E came out, but the players who were a grade or two ahead used to complain about this and stuff like taking out the assassin
 

Tell us how you really feel. That all seems pretty disrespectful of anyone who holds a different view from yourself.
Oh come on Micah, you know well enough how I take these "Oh these monsters should just always be evil like they were in the old editions and we should never change from then!" posts. What next, we want to bring back the old Encounter Table - Mars ones, for all of those people clamouring for John Carter content in their D&D game?

If D&D doesn't move with the times and player expectations, which these days are "Orcs aren't necessarily evil", its going to be as forgotten as Tunnels and Trolls or Amber.
 


This isn't the problem, thats been the way it is for over a decade. Alignment could be changed at a whim. I dont know if thats how it was in 4e (then again who's going to stop you from having Good Orcs?), but it was that way in 3e as well.
And my big ol' wall of text starting this thing was arguing against someone complaining about this change, who ignore that 'aren't always evil' entirely, and think they should always be evil and how dare a popular choice be playable

Regardless though, given how much they're spicing up every other statblock, we know exactly why they dropped the orc one: Its boring. It doesn't stand out. There's nothing unique to it. Yeah, they later gave them more unique stuff to do in later books, but the stock orc statblock is "Yup, that's around". The drow at least has something to it with the nobles, but the rank and file? They're just indistinguishable from any other elf.

Hell, even back in 1E orcs were a downgrade from bandits which, really?
 

Not to mention that there’s a huge difference in why Orcs and Storm Troopers are evil. The reason why it was okay for Luke Skywalker to blow up a moon-sized space station full of Storm Troopers wasn’t because they were born evil. It’s because they’re soldiers that serve a fascist empire. They’re called “Storm Troopers” for a reason.

I have “Storm Troopers” in my games. They’re just generally not born innately, genetically evil.
Orcs in Tolkien serve a fascist empire too. They've just been doing it for a long, long time and their culture has warped to accommodate that.
 


Because its not remotely relevant to either 5e or 5.5.
Those that ignore history are doomed to repeat it. WotC should pay attention to how monsters were depicted in the past to avoid future missteps.

I can think of plenty of issues from history that were seemingly “solved” before any of us were born, but never truly seemed to go away and are haunting us now today.
 


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