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

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.

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.
It’s not about how strong a stun is. I think making fights last longer by stopping players from acting is good for encounter challenge.

But the player experience? Very different. Players hate losing angency, having to wait another 20 minutes to take their turn.
 

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But the player experience? Very different. Players hate losing angency, having to wait another 20 minutes to take their turn.
This hasn't been my experience; my players generally just roll with it. It's part of the game, and as far as I recall always has been. Players aren't losing agency if they are stunned, they are just succumbing to an unfortunate effect. If they fail their saving throw (if they get one) or if they don't get one its really out of their control either way. If they are within range of this attack and the Empyrean targets them, they have no agency in the situation, except maybe choosing to take a reaction to dodge. In this particular case the condition only lasts until the start of the Empyreans next turn, not 20 minutes, so its unlikely they'll be out of the rest of the combat and if they are, we'll those are the breaks.
 


In 1st edition you would likely be controlling sidekicks, hirelings, or other secondary characters, so having one character incapacitated wasn't the same as missing your turn.
We're talking about 5E here. Let me see if I understand this right, players really get that upset if their character succumbs to an effect that causes them to miss a turn or 3? And in modern game design the DM is encouraged to make sure this doesn't happen or at the very least give the player something else to do until there character recovers and can rejoin the combat?
 

This talk about skipped player turns reminded me of that one time I told playres with stunned, paralyzed or otherwise out of commission PCs to spend their turn using the Help action as "flashback advice" to another character.

The flashback could have been the PC sharing advice or knowledge to the other, or just be a scene in which they emboldened, supported or interacted with them in some meaningful way that would give them a momentary boost.

It was actually pretty fun, although some players couldn't think of anything at all or didn't like being put on the spot to make up a brief anecdote in front of the other players. Oh well.
 

It’s not about how strong a stun is. I think making fights last longer by stopping players from acting is good for encounter challenge.

But the player experience? Very different. Players hate losing angency, having to wait another 20 minutes to take their turn.

Especially since, if it last until the end of the creatures next turn, it can stun-lock the character. I'd say that confronted to the risk of skipping the whole fight helpless, most people would take the additional damage.
 

We played a session this weekend but still using the 2014 rules for PC and such….not sure I’m going to like the weapon imposed conditions but for the monsters I may work them in like RJK and see how it plays but not every turn. Work in progress as I like the idea of the weapon masteries from my old Rules Encyclopedia days but there was a “cost” to get them, not just I can use a dagger and do this mastery now. Maybe combine the 2 and if a player wants the mastery, they have to train/cost like in some way like the Rules Encyclopedia.

Edit - and reading chapt 5 in the rules encyclopedia while I sit in the airport for my flight, I think I’m heavily leaning into its use of weapon mastery and how it works for fighter, and then other classes.
 
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We're talking about 5E here. Let me see if I understand this right, players really get that upset if their character succumbs to an effect that causes them to miss a turn or 3? And in modern game design the DM is encouraged to make sure this doesn't happen or at the very least give the player something else to do until there character recovers and can rejoin the combat?
Every one's table is different but now adays, a missed turn means a player who now pulls out their phone and gets distracted from the game. But yes, the general design philosophy in vogue is to avoid players doing nothing for a turn.

So you have to admit that light, a design letting a player opt to be cool with their PC being a wallflower for a turn or taking it on the chin to stay active in the fight looks clever on paper.
 
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