Five Takeaways From the 2025 Monster Manual

The 2025 Monster Manual is the missing puzzle piece for Dungeons & Dragons' recent Fifth Edition revisions, with reworked monsters that hit harder and make combat more exciting at every level. Released in February, the new Monster Manual drives home many of the design choices made in other parts of D&D's core rulebooks. Building off of a decade's worth of lessons about how DMs use statblocks and how players tend to handle combat, the Monster Manual features creatures with streamlined abilities meant to speed up combat without sacrificing the "fun" of fighting in the game. Plus, the book includes a ton of gorgeous new artwork that depicts D&D's iconic monsters at their most threatening. Here are five of my biggest takeaways from the new Monster Manual.

1) Revamped Legendary Actions, With More Power Than Before.

arch hag hed.jpg


One of the big goals of the new Monster Manual was to redesign monsters to have them punch harder but simultaneously make them easier to run. This design ethos can be seen in many revamped monster statblocks, especially at higher Challenge Ratings. Lair actions are now incorporated into the statblock, with monsters typically gaining access to an additional Legendary Resistance and Legendary Action while in their lair. Additionally, many of the Legendary Actions are much more powerful than their 5E equivalents, with creatures usually gaining more dangerous options.

For instance, all of the dragons have lost their functionally worthless "Detect" action and instead have access to new spellcasting options or more powerful attacks. The Adult Blue Dragon, as an example, can cast Shatter as a Legendary Action or it can cast Invisibility on itself and then move up to half its speed. While not as strong as the dragon's standard actions, the Adult Blue Dragon can now do a lot more over the course of a round then simply deal moderate amounts of damage and soak up hits from opponents.

2) Either Attack Rolls or Saving Throws, Not Both

otyugh.jpg


Another major streamlining within rulesets is that monster attacks with effects are either triggered with a failed saving throw OR a successful attack roll. This should significantly speed up combat by reducing the number of rolls made during a game. As an example, the Bearded Devil's 2014 statblock included a Beard attack that damaged on a successful hit and forced its target to make a Constitution saving throw or be Poisoned. In the 2025 Monster Manual, the Bearded Devil's Beard attack deals damage and automatically inflicts the Poisoned condition on a successful attack.

There's two major consequences to this. The first is that only one dice roll is needed to determine the success or failure of a certain attack or ability. The second is that a creature is more often able to threaten player characters at their intended level. By having a creature's full attack trigger based on a single success instead two successes (or I suppose a success combined with a separate creature's failure), it radically changes the dynamics of many D&D combats.

3) Yes, The Art Is Fantastic

cultists.jpg


Keeping with another theme of the 2024/2025 Core Rulebooks, the artwork in the new Monster Manual is frankly fantastic. There are a lot of D&D players, myself included, who love to look through the Monster Manual and other bestiaries primarily for the art and lore. Those players should be more than happy with this new book, which contains artwork for every single monster in the book. What's more, much of the artwork shows the monsters in action. The Chasme, for example, looks much more threatening in the 2025 Monster Manual, with art showing the demon hunched over an adventurer with its probiscus covered in blood. Compare that imagery to the 2014 Monster Manual, which just has the chasme standing in profile.

One comment made to me by Jeremy Crawford was that Wizards had found that monsters without art tended to be used less often, so I'm expecting the trend of more art to continue in future books.

4) A Handful of Interesting New Mechanics

arch hag hed.jpg


While not found widely in the new Monster Manual, there are a handful of new (or at least very uncommon) mechanics. The Empyrean, for instance, has a Sacred Weapon attack that deals damage and Stuns its target. However, the target can choose to bypass the Stunned condition by taking additional damage. Meanwhile, the Arch Hag has multiple abilities that curse their opponent, taking away their ability to use Reactions or spells with verbal components. Additionally, the hag has a bonus action that deals automatic damage to anyone cursed by the witch.

Finding new mechanics in the Monster Manual is rare, but they represent some interesting innovation that hopefully will be incorporated with future statblocks. Not every creature needs stacking abilities, or "pick your poison" choices, but I love these and want to see them more often in the future.

5) Species-Free NPCs

pirates.jpg


Over the past few weeks, Wizards has revealed several monsters with new creature classification types. Goblins, aarakocra, lizardfolk, kobolds, and kenku are all now classified as non-humanoids. It's interesting that non-humanoid species often have multiple statblocks with unique abilities, but that the humanoid statblocks are meant to include elves, dwarves, orcs, humans, and more. I'm assuming (given that Eberron: Forge of the Artificer is bringing back the Warforged) that D&D won't remove non-humanoid species as playable species, but it feels like there's a deliberate push to make all humanoids interchangeable, at least when it comes to these NPC stats.

It's a shame that Wizards seems to have done away with templates in the new Monster Manual because they'd be useful for transforming a generic guard or scout into a Drow guard or a Dragonborn scout. I don't think these would be hard to homebrew if necessary, but I do feel like this is one of the bigger misses in the Monster Manual. Hopefully, we'll see more specialization in the future, and the Monster Manual opted to focus on monsters instead of highly specific statblocks.
 

log in or register to remove this ad

Christian Hoffer

Christian Hoffer

5e 14 specifically had a default option to make a custom background where you choose appropriate skills for your background to match your concept.

5e 24 does not have the same core option. The skills and feat are not things you can by default pick and choose to match your concept, they are tied to specific defined backgrounds that you can choose which might or might not match your concept.
Both versions of 5e explicitly offer backgrounds beyond the Players Handbook.

The only real difference is, 2014 did it without consulting the DM, and 2024 requires the DM to permit it.

24 backgrounds lack of customization for concepts are one of my biggest disappointments in the 24 PH revision.
I agree. The 2024 background is an excellent amount of design space, but the way the 2024 Players Handbook presents it seems too unclear and comes across as too inflexible.

At the very least, chapter 4 that lists the backgrounds to choose from must mention that the player can work with the DM to choose a different background. (Mentioning it once in passing in chapter 2 as part of character creation, is insufficient.)

Also, I want the two skills and one tool to be more flexible, to include martial weapon, cantrip, vehicle, and mount, for specific backgrounds that require such. Altho the background feat can award these benefits, ... "feats should be nice, not required".

The 24 5e PH has the sidebar option to use an old background from a 14 book and you choose your stats and feat to fill in the gap, but that is the closest the 24 PH comes to having customized backgrounds.
I think the DM does well to keep this 2014 flexibility in mind, but I like how 2024 requires the DM being in the loop. When the player describes a detailed learning experience, the DM needs to have sense of who and where, and hopefully these can be adventure hooks and future ambitions. Experience that relates to a military unit, a mage apprenticeship, a criminal organization, a noble house, etcetera absolutely require the DM to be on board.

You can house rule 24 to allow customized backgrounds but customized backgrounds is not something the 24 PH establishes as how baseline 24 5e works.
The 2024 core rules explicitly say the DM can offer other backgrounds. So, whatever formatting these other backgrounds use, is technically rules-as-written. The main point is, the DM okays it. The situation reminds me of a 2014 phrase, "that you and your DM agree on".
 

log in or register to remove this ad


The problem is, in LevelUp, the design space for the "culture" and the design space for the "background", offer comparable mechanics and are often thematically redundant. It is a distinction without a difference. It is a case where additional complexity offers no benefit for gameplay.

I'm not even a LevelUp Cultist and I know this is plainly false. You are just trying to fit things into your own personal preference.
 

While not in the PHB (unfortunately), the DMG has rules for this.
I forgot about that.

I only have the 14 DMG, what does the 24 DMG say?
"Creating a unique background or customizing an existing one ... can reflect the theme of your campaign or the elements of your world. You can also create a background to help a player craft the story they have in mind for their character. ..."

It then goes on to repeat the Players Handbook: three abilities, feat, two skills, one tool, plus starting equipment.
 

I'm not even a LevelUp Cultist and I know this is plainly false. You are just trying to fit things into your own personal preference.
Here is what I mean about LevelUp culture and background being "thematically redundant".

Acolyte ≈ Godbound
Farmer ≈ Settler ≈ Villager
Sage ≈ Collegiate
Soldier ≈ Imperial
etcetera

Mechanical benefits differ in details, while all are part of the same design space, involving interrelating concepts.

Folk Hero (background) isnt a job per se, while Circusfolk (culture) is a job per se.
 

Here is what I mean about LevelUp culture and background being "thematically redundant".

Acolyte ≈ Godbound
Farmer ≈ Settler ≈ Villager
Sage ≈ Collegiate
Soldier ≈ Imperial
etcetera

Mechanical benefits differ in details, while all are part of the same design space, involving interrelating concepts.

Folk Here (background) isnt a job per se, while Circusfolk (culture) is a job per se.

If LU does it as well as could be is a debate for others, but the concept is clearly sound.

Elf - +2 Dex
Background - Artist - "Enter Rules Here"
Class - Rogue "Enter Rules Here"
Culture - Dwarven Hold - You are raised by Dwarves, speaking Dwarven, and Advantage when interacting with Stonework.

Now, you can argue "But Scribe Dwarven Hold is a Background!" and in your world you could even be right, but then you cannot be raised by Dwarves AND an Artist, or Farmer, or Sailor.

"Yes I can, I can make a custom Background for all of this!" and you would be right, in your world, again!

It does not mean that the rules container of Culture is 'a distinction without a difference' it means that whatever level of custom work, home rules, and abstraction works for you is fine, but it also means you simply dont care to put in the work to make a separate Culture rules container.

Heck, you could just wrap it all up in the selection of the Ancestry, like in the old days and its perfectly valid.

The fact remains, the Background in 5.5 is ones prior job or training, and that in 5.5 there is no Culture object as provided by Wizards.

Fact. Finito. Complete.
 

I only have the 14 DMG, what does the 24 DMG say?
1. Choose Abilities
Choose three abilities that seem appropriate for the background:
Strength or Dexterity. These abilities are ideal for a background involving physical exertion.
Constitution. This ability is ideal for a background that involves endurance or long hours of activity.
Intelligence or Wisdom. One or both abilities are ideal for a background that focuses on cerebral or spiritual matters.
Charisma. This ability is ideal for a background that involves performance or social interaction.

2. Choose a Feat
Choose one feat from the Origin category. See the Player's Handbook for examples of Origin feats.

3. Choose Skill Proficiencies
Choose two skills appropriate for the background. There needn't be a relationship between the skill proficiencies a background grants and the ability scores it increases.

4. Choose a Tool Proficiency
Choose one tool used in the practice of the background or often associated with it.

5. Choose Equipment
Assemble a package of equipment worth 50 GP (including unspent gold). Don't include Martial weapons or armor, as characters get them from their class choices.
 

Here is what I mean about LevelUp culture and background being "thematically redundant".

Acolyte ≈ Godbound
Farmer ≈ Settler ≈ Villager
Sage ≈ Collegiate
Soldier ≈ Imperial
etcetera

Mechanical benefits differ in details, while all are part of the same design space, involving interrelating concepts.

Folk Here (background) isnt a job per se, while Circusfolk (culture) is a job per se.
You can be a member of a Godbound culture without being an Acolyte and subsequently a member of a church or a temple's hierarchy of priests.
Sages can be found within a Collegiate culture, teaching generalized or specialized knowledge to those who want to learn from them. And there are many kinds of colleges.
Not every soldier hails from an Imperial culture.
 

Now, you can argue "But Scribe Dwarven Hold is a Background!" and in your world you could even be right, but then you cannot be raised by Dwarves AND an Artist, or Farmer, or Sailor.
A character can have "Dwarven Artist" as a background. A DM and player might decide to modify Artisan, for language, skills, toolset, plus a feat appropriate to the concept.

Similar concepts come up with other cultures, High Elf Griffon Rider, Drow Sleep Poisoner, Drow Adamantine Armorer, Drow Spider Breeder, Drow Fungal Farmer, Drow Lolth Priestess, Grugach Trapper, and as mentioned earlier in passing, Avariel Glassteel Alchemist, Aereni Courtier, and so on.

All of these culturally specific backgrounds.
 

You can be a member of a Godbound culture without being an Acolyte and subsequently a member of a church or a temple's hierarchy of priests.
Sages can be found within a Collegiate culture, teaching generalized or specialized knowledge to those who want to learn from them. And there are many kinds of colleges.
Not every soldier hails from an Imperial culture.
Acolyte/Godbound: All of these are background religious experiences, whether the religious exposure was within the family, within a neighborhood spiritual community, or wherever. A DM can tweak a background, and specify the story.

Sages = Collegiate, one presumes the other. Yes there are many colleges and many subject matters, and a background can refer to any of it.

Soldier can be used as part of the defense of a remote village, town, or city, and the background can refer to any of it. Also, a background can be highly specific such as actively serving in the guard of a specific town, with a specific commander as a contact. Or an imperial guard for specific noble.

All of it is background.

Also, most of the stuff relating to a cultural background is "story", that goes into the biography, without any mechanics.
 

Remove ads

Remove ads

Top