The new Monster Manual boasts over 500 monsters, combining revamped classics with a host of brand-new foes to bring excitement to your games. In this trove of ferocious foes, each creature has been fine-tuned to balance them for the updates in the new Player’s Handbook and Dungeon Master’s Guide and features a streamlined stat block designed to make them easier to run.
In this article, we’ll break down the changes in these new monster entries, highlighting how they save you time and effort at the table while making combat smoother and more intuitive!
- New Layout Highlights Crucial Information
- More Information About Monster’s Habitat and Treasure
- Monsters Are Easier to Run
- Exciting Updates for Legendary Creatures
Claim Your Free Copy of Hold Back the Dead
Hold Back the Dead is a single-session adventure part of D&D's yearlong 50th-anniversary celebration. In this adventure designed for four to six level 4 characters, players are tasked to defend Ironspine Keep against the looming horde of the sinister lich, Szass Tam.
Dive straight into the action with stat blocks from the new Monster Manual, a full map of the fortress defense zones, details on siege weapons, and pre-generated character sheets!
New Layout Highlights Crucial Information
The new Monster Manual contains a trove of new and revamped tools to fuel your imagination and streamline your encounters:
Initiative
Initiative is now explicitly listed at the beginning of a creature’s stat block. This includes the monster's Initiative modifier and its Initiative score, so DMs can either roll for Initiative using the monster’s Initiative modifier or use their static Initiative score when deciding the order creatures will go in Initiative.
Ability Scores and Saving Throws
You’ll find the section for ability scores and ability modifiers is no longer a list of scores with modifiers in brackets. It’s now a table that lists the ability score, ability modifier, and corresponding saving throw bonus, including Proficiency Bonus where applicable, in a simple and easy-to-read format. This makes some of the most crucial information about a monster more clearly visible when glancing at the stat block.
Immunities
The next change you’ll notice is that Immunity to damage types and conditions are grouped under a single “Immunity” list. If a monster has Immunity to both damage types and conditions, Immunities to damage types are listed first and Immunities to conditions are listed second. A semicolon separates the two lists to avoid confusion.
Gear
Gear is a new feature in some creatures’ stat blocks that highlights notable, non-treasure items they carry. This can include anything from weapons and armor to items like a Spellbook or Wand.
If a creature has equipment that can be given away or retrieved, those items are listed in the Gear entry. However, not all of a creature’s equipment is necessarily included. For instance, clothing appropriate for the creature is assumed but isn’t listed. Similarly, unusual or monster-specific equipment that isn’t detailed in the 2024 Player’s Handbook is left to the DM’s discretion.
More Information About Monster’s Habitat and Treasure
At the very start of certain monsters’ entries in the new Monster Manual, you’ll see two new pieces of information: Habitat and Treasure.
This helps you see at a glance, a monster’s native environment and what rewards may await characters that defeat–or assist, depending on their disposition–the monster.
The habitat information corresponds to the Monsters by Habitat lists found in the appendices of the new Monster Manual, while the listed treasure types correspond to the Treasure Themes found in chapter 7 of the 2024 Dungeon Master’s Guide. With this information, you’ve got everything you need to decide where in your world your party might encounter the monster, brainstorm additional suitable monsters for your encounter, and develop what types of treasure to include.
Monsters Are Easier to Run

Running combat is hard enough without combing monster stat blocks for pertinent information. The design philosophy behind the new stat blocks in the new Monster Manual was to make the information you need to run encounters easy to find while in the heat of battle.
Consolidated Actions
The Monster Manual simplifies monsters’ abilities by grouping related actions. This change reduces clutter and keeps the action flowing smoothly while still making monsters varied and exciting in combat.
For example, the 2025 version of the Ancient Gold Dragon now has a single Rend attack that consolidates their attacks in a concise package with less repeated information. This means there’s less text to parse as you’re using a stat block, making running the monster more streamlined.
Clearer Language
The new Monster Manual follows the new Player’s Handbook and Dungeon Master’s Guide in improving the game’s language to make playing easier. For monsters, this covers a lot of small changes that add up to make things more accessible. Here is how the consolidated wording makes this monster easier to run at a glance:
Fire Breath (Recharge 5-6). Dexterity Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 71 (13d10) Fire damage. Success: Half damage
This new wording is more concise and places the key information upfront. You’re immediately told that a saving throw is required and how it targets creatures. The effects of the ability are split into Failure and Success sections, clearly laying out how the action works.
Bonus Action and Reaction Spells
Spellcasting monsters now cast spells in ways that are easier to utilize in combat. A monster's spells might appear as options in the Spellcasting action, or they might be specially highlighted as Reactions or Bonus Actions, helping you spot when to use these spells. Some monsters might even cast spells at specific levels or faster than normal.
Each spell-related action, Bonus Action, or Reaction highlights how to use spells in the ways most appropriate for its caster.
Exciting Updates for Legendary Creatures

Higher CR creatures often have more complex stat blocks due to their propensity for more powerful and varied abilities. The new Monster Manual has streamlined these stat blocks, so even if you’re running a cataclysmic final battle, you’ll still be able to focus on the fun.
Lair Bonuses
For more powerful monsters, such as the Ancient Gold Dragon showcased in this article, there is a chance your players will encounter them in their lair, where such monsters are at their strongest. To reflect this, monsters gain bonuses to certain features while within their lair. For the ancient gold dragon, this manifests as additional Legendary Resistances and Legendary Actions.
Updated Legendary Actions
Speaking of Legendary Actions, those have also seen some exciting changes.
Many monsters’ Legendary Actions are now more varied, featuring more options allowing them to reposition or cast spells in the midst of combat. Overall, this makes Legendary Actions more versatile and gives these powerful monsters more flexibility during encounters.
Monsters with Legendary Actions have a certain number of uses of their Legendary Actions, plus an additional use when the monster is in its lair. Each Legendary Action counts as a single use of a monster's Legendary Actions—none cost multiple actions to use. Expended uses of Legendary Actions are still regained at the start of each of a monster's turns, encouraging you to use these actions frequently—and potentially to devastating effect.
This reduces bookkeeping on the DM's part and also allows these monsters to show off more of their abilities over the course of an encounter.
Lair XP
If the prospect of epic loot wasn’t enough, the 2024 Monster Manual offers an incentive to player characters willing to face ferocious foes in the seat of their power. Taking on monsters in their lair now offers an increased XP reward that represents the additional difficulty that comes from facing a monster with access to more Legendary Resistances and more Legendary Actions.
For example, defeating an Ancient Gold Dragon provides 62,000 XP, but defeating the dragon in its lair offers 75,000 XP. Do you think your players are ready to rise to the challenge?
Get Your Hands on These New Stat Blocks
This rounds out our overview of the changes you’ll be seeing in the stat blocks found in the new Monster Manual. With a slew of quality-of-life improvements, running fun and challenging encounters for your players will be even easier. Grab your copy of the new Monster Manual and start preparing for epic encounters!

Davyd is a Dungeon Master living in the south of England with his wife Steph, daughter Willow, and two cats Khatleesi and Mollie. In addition to D&D, he loves writing, 3d printing, and experimenting home automation, often combining all four with varying degrees of success.
A lot of general improvements here to help DMs run 90% of monsters most of the time. Love the general improvements to the artwork. The care shown in art to put monsters into their appropriate contexts makes the them feel more alive.
From watching the interviews and pouring over the other two books released last year, it does feel that there is a lot of effort put into the layout and what information is presented. As identified below, the book and its monsters are not idiot proof. Managing power players still requires you to know how to manage power players. It would be nice to have spellcasting modifier, but given the general level of thinking evident elsewhere in these books, I‘d think anything added/excluded was done with a high degree of intentionality.
Lots of whining below. As a DM, you still need a general sense of what is added to what in order to keep the math ‘mathing’. :)
Just a small note with the example of the Gold Dragon given here and as others have mentioned:
Listed amongst it's attack Multi-Attack options is an upcast Guiding Bolt, this should have it's own entry there along with Rend and Weakening Breath for quick reference.
In the case of the way this section is formatted, I would also suggest that attacks that can be part of the Multi-Attack are all in the same spot and indented to show they are part of that ability. Weakening Breath is at the end of the actions and should be where Fire Breath is.
ie.
ACTIONS
Multi-Attack. The Dragon makes three Rend attacks.......
Rend. Melee Attack Roll.....
Guiding Bolt. Ranged Spell Attack Roll......
Weakening Breath. Strength Saving Throw.....
Fire Breath (Recharges 5-6). Dexterity Saving Throw......
Spell Casting. The Dragon casts......
On a small personal note, I did like having the different Wing, Claw, Bite and Tail attack options that had some different effects. ie. Knockdown, pushing and so on. I might be substituting Rend in this example with a few extra options to further make the challenge of fighting the dragon a little more colourful.
Also, Guiding Light as the legendary ranged action is a little weak for an Ancient Gold Dragon in my opinion.
I might have had Banishment as the ranged option and Destructive Wave as the Crowd Control option.
It's not obvious there, but I would be thinking it would subtract from the physical (slashing) damage as it implies the character is weakened with the disadvantage on the strength based D20 tests, which will be pretty nasty for a Strength based fighter.
Writing damage reduction in this way means it would also affect a dexterity based fighter.
That however is going to do nothing vs spell casters but as far as tactics go, the dragon might hit the melee combatants with the weakening breath and then focus on ripping the spell casters to shreds.
streamlining statblocks isn't always a good thing, i want my monsters to have a lot of options, it does not make high level combat hard for anyone except new dm's and they should be starting at low level combat. Now i do think some things like various physical attacks all have their own actions was superfluous and those can go into a single 'rend' action, but removing the shapechange ability to replace it for a spell and then adding a bunch of caveats to make it work how it used to....feels like change just for the sake of change, thus making it useless and confusing.
Ew, what the frigg is this? Did not realy need another reason to not buy this garbougian stuff, but thanks for giving me another i guess.
Getting all the juice from Flee Mortals and offering a less structured display of information for more money? Man, I love what they do with the new 2025 monsters! - not
@everyone Just get Flee Mortals and cross research Oh Hi Mark's monster variants on Reddit. Do not waste your money on already existing material. Enjoy your games, keep it simple <3
Nice
"For more money" how did you even get to this idea? Flee Mortals costs 10 dollars more, both as a pdf and as a book, than the new MM book.
There are things to complain about but outright saying that something is more expensive when its... not, is weird.
Still wish that Legendary Resistances would be not just a spell and effect blocker, and instead also allow it to halve the damage taken from an attack. It would make combat against them more of a team effort to shave down these resists and no spell, attack or ability would feel wasted. A casters spell getting resisted would in turn mean it has fewer resists to halve a crit hit. While in turn, if the creature chose to resist damage, it would have fewer Resists to avoid getting hit by a big spell or effect. In the current state, Legendary Resists are just a big Nope Button against any caster who doesn't build a damage focused build and with most of the Legendary creatures by default having high saving throws, that just doubles down on this effect. Been using this change I stated for years now with more success than the normal ones.
This combo is borderline "exploiting the rules" as mentioned in the new DMG. Chances are the DM will not let this work on a CR24 monster (i wouldn't for sure as and my players would know beforehand).
I don't expect even the designers to know all possible methods of "cheesing" an encounter. Easy to criticize, hard to do for yourself.
This is a great point for the difference between playing a videogame e.g. BG3 and actual play. The videogame is bound to it's mechanics in every way (in BG3 this would definetly work). The game won't even see an issue. Whereas at a table we are to judge if RAW make (common) sense or have to be adapted.
But then, if everyone is fine with the epic boss/dragon fight ending in such a way so be it (i guess the dragon could banish the putrid every round and focus the caster really hard to breake their conc or just take flight since the putrid is a melee attack).
It should be an easy fix for the digital material but you are right big miss for the books.
If im being honest I like the look at everything on the stat block besides not including the the spell attack modifier for guiding bolt, but my guess is that the spell attack modifier is a line below the hit save DC because it looks like it doesn't show the spell list so it might have the spell attack modifier there as well but is weird because on banishment it has the save DC right there.
I think that descriptions of combat-oriented spells should be listed directly in the monster's statblock, next to its other actions. Sure, it makes the statblock larger, but it's easier to reference during the game.
technically it is an editing issue, not a QA issue. QA is in charge of actual physical items. Editing is in charge of content n
The onus should not be on the DM to disregard rules and features working as designed because the creators of the new rules didn't think through their "streamlined" mechanics.
They wanted to speed up encounters by making on-hit effects automatic rather than having a saving throw. That they didn't consider the effects this would have in boss fights is on them. As 2024 5e is, there are numerous ways for specific builds to completely cheese even the strongest enemies, something that an excuse clause of "don't let players abuse our poor choices" doesn't fix.
Quote from YalKanum >>
Yes sir, thank you for making that clear.
Let me tell you that when I wrote that, I meant it as 'weighing your options'. Quality VS Quantity. Which seems is gonna be the case again with WoTC new Monster Manual. Also, Anyflip exists for all the people with limited financial resources. But if you decide to spend 10 more bucks for a 5e monster book, FM will get you the most polished approach to creature design that's available right now, that with a little inspiration, is a hella versatile DM tool.
In Flee Mortals, the diversity of options, combat roles, explained synergies, and even sections to create your own monster variations, are pure gold for any DM. I'm worried that the new MM will just be a huge copy-paste project again.
What do you think?
"The onus should not be on the DM to disregard rules and features working as designed because the creators of the new rules didn't think through their "streamlined" mechanics."
Do you expect the designers in a near boundless, imaginary, fantasy, social, hobby-game to think of everything? This is part of being a DM ever since i started playing in the 90s. It's your game at the table so i guess you have some kind of self-responsibility.
Such combos are so much "in your face" it takes only seconds to think them through and judge. Again, non of my tables would even try this b/c they know how i would rule this. This is a non-issue.
Spell to hit? Guiding bolt. So now for every magic user monster we have to work this out? I thought this was suppose to be easier.
It might just be an oversight that will be corrected.
It will most certainly be corrected digitally, yes. It would surprise me, however, if the new MM wasn't already printed and ready to distribute, and I doubt they'll green-light a reprint for a spell attack modifier.