How the Monsters Have Changed in the 2025 Monster Manual: Ankheg

ankheg 2025.jpg


So, how has Wizards of the Coast adjusted the monsters in the new Monster Manual? We're comparing the old and new statblocks to see exactly how these classic monsters have changed. Today, we're taking a look at the ankheg.

The ankheg hasn't really changed visually from the 2014 Monster Manual, although the new art shows off some of the creature's acid damage. One notable change is that the ankheg's entry now has a table that lists various tunnel discoveries when exploring an ankheg's tunnel, with several examples similar to the stuff found in the 2014 book.

Mechanically, the ankheg's AC remains the same, although it no longer has a lower AC when prone. The 2025 statblock has a slight increase in HP (45 compared to 39) and its Constitution score has increased by 1 to 14, which in turn increases its Constitution saving throw bonus to +2.

The mechanics around the ankheg's Bite attack has been adjusted slightly. There's no longer a limitation that if the ankheg has previously grappled a creature with its bite attack, it can only attack that creature. Similarly, the ankheg's acid spray attack no longer has the limitation that it can't shoot the acid spray if the ankheg has a creature grappled. The acid spray attack also deals an additional d6 of acid damage.

Full statblocks for both versions of the ankheg can be seen below:

2025 Monster Manual
Screenshot 2025-02-07 at 6.33.46 PM.png


2014 Monster Manual

Screenshot 2025-02-07 at 6.34.28 PM.png
 

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Christian Hoffer

Christian Hoffer

It looks like they increased the acid spray damage to put it in line with the bite damage, so it is an equally viable choice. Interesting that the line area doesn't count for "more damage" from a CR calculation standpoint. You can almost always get 2 PCs in a line effect.
 

With this particular stat block, there's a clear step backward in the omission of "AC 14 (or 11 while prone)" from the new 2024 stat block.

Including weaknesses for players to exploit against monsters is just good play. Haven't seen that go wrong. IMO not enough examples of fun weaknesses in 5e, so when there are cool exploit tidbits there, I think it's to the advantage of everyone's play experience to maintain those and/or improve/expand on them.
 

It looks like they increased the acid spray damage to put it in line with the bite damage, so it is an equally viable choice. Interesting that the line area doesn't count for "more damage" from a CR calculation standpoint. You can almost always get 2 PCs in a line effect.

I know they're not current, but using the 2014 DMG guidelines, both stat blocks come out to the same CR (offensive CR 3, defensive CR 1/4ish). This is assuming 2 targets hit by acid spray, once in a 3 round combat. So it's definitely more damage, but seemingly not enough to change the CR.
 

With this particular stat block, there's a clear step backward in the omission of "AC 14 (or 11 while prone)" from the new 2024 stat block.

Including weaknesses for players to exploit against monsters is just good play. Haven't seen that go wrong. IMO not enough examples of fun weaknesses in 5e, so when there are cool exploit tidbits there, I think it's to the advantage of everyone's play experience to maintain those and/or improve/expand on them.
yes very much this, at least with the previous version players had some tactical option to get the creature prone, now the things just a bit boring
 

yes very much this, at least with the previous version players had some tactical option to get the creature prone, now the things just a bit boring
While I agree with the notion that more tactical options can be interesting, I don't really fault them for that here.

I think thematically the idea of it originally having a lower AC when it was prone might have been the idea of the "turtle on its back thing" with less armored flesh exposed while it was prone, but the concept of prone doesn't necessarily mean that it has been knocked in such a position where that would actually be the case.

The goal of a lot of the MM25 changes was to make the monsters live up to their CRs, and I think keeping the conditionally lower AC goes against that.

Is it easier to knock someone prone in 2024 rules? Haven't looked too in-depth at old shove vs. new shove, for example... it's a saving throw now rather than a contested check?
 

While I agree with the notion that more tactical options can be interesting, I don't really fault them for that here.

I think thematically the idea of it originally having a lower AC when it was prone might have been the idea of the "turtle on its back thing" with less armored flesh exposed while it was prone, but the concept of prone doesn't necessarily mean that it has been knocked in such a position where that would actually be the case.

The goal of a lot of the MM25 changes was to make the monsters live up to their CRs, and I think keeping the conditionally lower AC goes against that.

Is it easier to knock someone prone in 2024 rules? Haven't looked too in-depth at old shove vs. new shove, for example... it's a saving throw now rather than a contested check?
Yeah, I understand that, but I would rather they up its AC and still have a lower AC when prone. Weaknesses like these remain fun even when the players/PCs know the weakness because it makes them approach the combat differently. I like mechanical weakness that are more than damage resistance and weakness. I realize that a good DM can manage all this with environment, but simply changing the AC when prone kinda automates adding some tactical depth without having to give much through or prep to the combat.
 

Still boring. It creates tunnels, but doesn't have a special attack from below. Or something about pulling people into tunnels, though maybe that's a tactic and not special action. It could be so much more interesting.

Overall, this MM is still mostly boring.
 
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