None of the monsters I gave descriptions for were undead or fiends.
I didn't say they were.
But I'm also not saying they are always evil. What I am saying is that the entries in the MM are for the evil versions. The lore we have is for the evil ones. It should be reinforced that it's up to the DM and the setting if all are, if just a significant percentage are, or if they're no more or less likely to be evil than any other species. It says that now, but it's easy to miss.
It should be less easy to miss. And in future editions, the lore given should be for the average ones, not the evil ones. The lore should show how
some are evil, yes, but shouldn't go so far as to say most are evil and only a small percentage aren't.
And yes, that applies to Good races.
The game will always have monsters. I don't think it's worthwhile to add extra fluff (and page count) to have examples of non-evil monsters because of page count.
Right now, orcs have five paragraphs on how evil they are. They're evil, and sometimes they band together into larger, even more evil groups. You can tell they're evil because they have evil names (I bet if there was a group of dwarfs who called themselves The Screaming Eye, everyone would think they're cool and not evil). There's also extra paragraphs on how their evil god Gruumsh makes them do evil things because of those mean old other gods taking away all that land.
So... how's about
three paragraphs on evil orc groups and
two paragraphs on not evil orc groups? And instead of saying "orcs worship Gruumsh, who makes them do X, Y, Z" it gets changed to "on many worlds, orcs worship Gruumsh, who makes them do X, Y, Z, but on other worlds, they worship other gods, or Gruumsh doesn't have as strong a grasp on the orcs, and the orcs on these worlds act differently."
Page count remains the same.
IMHO lore can and should vary. Goblins and trolls from the Feywild in my campaign setting are no more or less likely to be evil than any other creature, they tend to be neutral. There is a tribe of goblins in my campaign world where the majority are good (I've never decided about trolls). Orcs? Orcs are effectively grown similar to storm troopers and come out fully formed; there are no baby orcs or females. There's no computer chip implanted in their brains, but there may as well be.
But that's
your campaign, which is a very radical change from the norm. Because the norm says that orcs are born like humans are and goblins are mostly evil. (Also, in my mind, your orcs are constructs, not humanoids; they're just fleshy constructs.)
The rules should at least try to encourage people to
think about why they're using these monsters.
This is not about any specific creature. It's about the role of monsters in the game. I think the game needs monsters.
Oh, and I don't support killing monsters just because their monsters. The game has evolved since the 70s. So stop bringing up that strawman.
You don't. But how many other people do? Lots, or this sort of discussion wouldn't come up every time alignment is mentioned.
And I do agree that there should be monsters. I even agree there should be intelligent, natural monsters, not just unintelligent beast-monsters or unnatural entities. But I think that intelligent monsters should have a
reason for being evil that's more than just "because D&D tradition" or "because their god/arch-fiend made them that way" or "because they're uglier and/or not the same color than the good guys."
And once you give intelligent monsters a
reason, it no longer makes sense for
every one of those monsters to share that reason.