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.

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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

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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

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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

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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

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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.
 

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Christian Hoffer

Christian Hoffer

All of these seem like positive incremental improvements. Will it be enough to rekindle my interest in O5E though? Might be too late for that. Still, credit where due, this seems like a good step.
 

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.

On the contrary, it looks like the design intent is that the PHB and MotM species are effectively templates now, and cleanly map to the NPC blocks.
 

I was just looking at the wight or specter and noticed that their life drain ability auto hits now and the PC just makes a saving throw to not have STR drain. I thought this was a good update.

Not a fan of the NPC stats being open to all races and I need to update each when I need a orc scout or goblin guard. I get that I can just use the generic guard or scout block and be good enough and the players will not care, but I see it as a miss in the new book.
 


It is unlikely to happen, but a second, "advanced" MM including more high CR enemies, the inclusion of templates, and extensive monster creation and modification rules would be a welcome addition to the game.

They wanted backwards compatibility and they wanted to tweak monsters without changing their CR so people could use old modules with the new versions. There was only so much room for new monsters with a higher CR. I'm hopeful that will change with a new book and we'll get some high level monsters.
 

...
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.
This. 10000%. The first thing I did was homebrew a page of these for common species in my setting so that I could apply them. If a PC can gain abilities for their species, so should an NPC. And some of the 'translations' they suggest show a massive lack of understanding of their own creatures. Subbing in a spy for a duergar is kind of ridiculous. Duergar are beefy fighters with a splash of magic that helps them ambush and hit hard. A spy is ... not that.

I also have some beef with the designs that allow a lucky to hit roll to inflict a condition without a save. I like the ideas of wolves being relevant foes at higher level as they still might trip you if they get a lucky roll ... but they're too relevant against higher level foes ... and in ways that make no sense. When my raging barbarian with a 30 strength can wrestle a Titan to the ground ... why can a wolf knock him over so easily? I agree that two d20s plus a damage roll was a lot - but there are other solutions.
 

They wanted backwards compatibility and they wanted to tweak monsters without changing their CR so people could use old modules with the new versions. There was only so much room for new monsters with a higher CR.
I get that. I don't begrudge them wanting to make it very easy to run older adventures with the new rules. That makes sense.
I'm hopeful that will change with a new book and we'll get some high level monsters.
Me too.
 

Not a fan of the NPC stats being open to all races and I need to update each when I need a orc scout or goblin guard. I get that I can just use the generic guard or scout block and be good enough and the players will not care, but I see it as a miss in the new book.
One of our fellow forum-goers, Andy English (I can't remember their handle), created a document (A Splash of Species) on DM's Guild that includes templates for every (?) WotC species.
 

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.
I'd strongly question the bolded assertion. Is that actually true? What's the basis for saying this?

Because to me this just looks like a massive buff. That doesn't necessarily mean it's more reflective of the "intended power level". D&D's history is absolutely rife with monsters who were ludicrously under or over powered.

It also means that PC defences are less effective, and having good defenses generally, rather than leaning hard to AC is less likely to matter, if you go with a single success. So I agree that it changes things, but I'm very much unsure that this is a better design unless the designers have very carefully recalibrated the monsters, and unless PC attributes/saves/ACs etc. have likewise been recalibrated. And we know that the latter has not, in fact, happened.

I'd have to go through the entire book, but if there's a lot of this, my strong suspicion would be that AC has gone up in real-terms value, but saving throws have gone down. I don't think the opposite will have occurred at all, because generally we only get:

AC then save

or

Just save

not

Save then AC
 

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