Monster Manual Previews Reveal New Empyrean, Half Dragon, Cyclops, and Animal Lords

Several D&D-themed YouTube channels have released new previews about new or revised monsters found in the 2025 Monster Manual. Over the course of this week, Dungeon Dad, d4: D&D Deep Dive, Pack Tactics, and the Dungeon Dudes all posted videos featuring previews of specific monsters from the 2025 Monster Manual, showcasing several new monsters or updated ones. Included in the previews were a handful of new cyclops statblocks, updated empyrean statblocks (including a lesser empyrean iota), a revised half-dragon that also showcases a new look for the draconic creature, and new Animal Lord statblocks, which bring back the iconic celestial creatures for 5th edition.

The videos are embedded below, but some highlights for those who don't want to watch the full videos:

Half-Dragons:

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Half-dragons were redesigned and now look like monsters instead of dragonborns. Instead of providing a template for converting creatures to half-dragons, there is now a more generalized statblock that gives them claw attacks and a breath weapon attack with a damage type that varies based on what dragon spawned it. The new half-dragon statblock gives it a CR of 5, which matches the Red Half-Dragon veteran, although the new Half-Dragon hits much harder. For instance, the new half-dragon deals an average of 29 points of damage when using its multiattack action (compared to 20 points of damage in the old Monster Manual) and its breath weapon deals an additional d6 of damage although the save DC is now 14 instead of 15.

Cyclops:

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The 2014 Monster Manual had a singular basic Cyclops statblock, while the 2025 Monster Manual has two new Cyclops statblocks. The first is a Cyclops Sentry, which appears to be an equivalent to the Cyclops seen in the 2014 statblock. The Cyclops Sentry has a CR of 6, but hits less hard (33 points of damage per round when attacking with its club versus 39 points of damage in the 2014 Monster Manual). However, the Cyclops Sentry's club attack now knocks a creature prone on a hit automatically. Additionally, the Cyclops Sentry has a Limited Foresight reaction that also allows it to give a creature attacking it disadvantage on that attack roll, while simultaneously giving the Cyclops advantage on attacks it makes on that creature until the end of the next turn. The reaction is rechargeable.

The new Cyclops Oracle has a CR of 10, and has a Radiant Strike melee attack that deals 3D6+10 Radiant damage on a hit, a Flash of Light ranged attack that deals 2D6+10 Radiant damage on a hit and imposes disadvantage on attacks. It also has the ability to cast several divination spells and can use a Portent reaction to functionally grant advantage on a d20 test made by the cyclops or an ally.

Empyreans:​

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Empyreans now have two statblocks in the Monster Manual, including a new Empyrean Iota that has a CR of 1 and basically are the stray thoughts of gods made manifest. The Empyrean proper still has a CR of 23, but now has more HP and has a Sacred Weapon attack that deals Force damage (instead of bludgeoning damage as in the 2014 Monster Manual) and the target can choose whether to be stunned or take additional Force damage. The Empyrean's legendary actions also received an upgrade with a new "Shockwave of Glory" option that has an area of effect and knocks surrounding creatures prone while also taking Force damage on a failed Constitution save.

Animal Lords:

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Animal Lords are new to 5E (although they've appeared in past versions of D&D) and are powerful Celestials that originated in the Beastlands. There are three Animal Lord variants in the Monster Manual - Forager, Hunter, or Sage. All three Animal Lord variants are CR 20 creatures, but have different effects when using its passive Lordly Presence ability and Animal Spirit attack. For example, an Animal Lord Forager's Lordly Presence causes those around it to be Charmed and Incapacitated when failing a Wisdom saving throw, while the Hunter's Lordly Presence causes those around it to be Frightened.

The full videos for the creatures can be seen below:




 

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Christian Hoffer

Christian Hoffer


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I don't ever recall players having the option to determine what type of damage their characters take in any edition of the game up until now. So, it makes me wonder what the designers reasoning behind this is. Guess we'll have to wait and see how prevalent options like this are in the new MM.

While I understand that it's new from a design point of view, I can see it explained in fiction. Either you fall down and are knocked prone/stunned or you decide to withstand the full force of the blow, risking lasting damage.
 
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While I understand that it's new from a design point of view, I can see it explained in fiction. Either you fall down and are knocked prone/stunned or you decide to withstand the full force of the blow, risking lasting damage.
From what I'm seeing here I'm not a fan, I would think that the mechanics of the game should dictate what happens, (i.e. perhaps a saving throw), not the whim of the player. But I'll reserve final judgement until I see the complete rules in the MM.
 




Hmm, I could see higher level sphinxes and angels being the bosses of archons in Mt. Celestia, higher level angels and animal lords being the bosses of guardianals in Elysium, and animal lords and empyreans being the bosses of eladrin in Arborea.
 


From what I'm seeing here I'm not a fan, I would think that the mechanics of the game should dictate what happens, (i.e. perhaps a saving throw), not the whim of the player. But I'll reserve final judgement until I see the complete rules in the MM.
In my experience, players hate being stunned a lot. Having to skip their turn is so tilting for them that they rather take additional damage, that makes sense.

I actually think this makes the Empyrean stronger, since the previous rider was a paltry DC 15 Con save to stun, when now it is always a stun or 21 unavoidable damage.
 

In my experience, players hate being stunned a lot. Having to skip their turn is so tilting for them that they rather take additional damage, that makes sense.
According to the stat block in the last video of the OP the character is stunned until the start of the Empyreans next turn. This means in that time they have the incapacitated condition, auto fail strength and dexterity saving throws, and attacks against them have advantage. Having a player stunned for ~one round isn't that big of a deal IMO. The effect only has a 10' range, so I'd rather see the players come up with other methods of fighting the Empyrean from a distance than just getting the option to negate the effect.
I actually think this makes the Empyrean stronger, since the previous rider was a paltry DC 15 Con save to stun, when now it is always a stun or 21 unavoidable damage.
Fair enough and you might be right. I doubt we'll get any explanation as to why this was added to the game, and I'll try it out in good faith to see how it plays out, but I have a feeling it's not something I'll keep in my game but may house rule it at least.
 

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