The new Monster Manual has gotten rid of a lot of classic humanoid monsters. There are no more drow, orcs and duergar. The book is instead instructing us to use NPCs. Here is the text (in excerpts, p. 374 MM)
Every monster in 2014 Monster Manual either appears in this book or has a CR-appropriate replacement. If you're using material published prior to this book and are unable to locate a stat block herein, consult the Stat Block Conversions table to find the equivalent stat block you should use.
2014 Stat Block 2025 Equivalent Deep Gnome Scout Drow Priest Acolyte Drow Elite Warrior Gladiator Drow Mage Bandit Deceiver Drow Priestess of Lolth Fiend Cultist Duergar Spy Lizardfolk Scout Orc Tough Orc Eye of Gruumsh Cultist Fanatic Orc War Chief Tough Boss
This question came out of a friendly comment discussion, where @Obie2.0 suggested that if I want to run orcs using the 2024 rules, I should use the NPC stat blocks as provided in the Monster Manual, and add the Orc species traits darkvision, Adrenaline Rush and Relentless Endurance from the PHB.
Now, I agree that this is a logical way to make an Orc NPC more orcish, or, using the Elf of Drow lineage species features, to make a drow NPC more drow-like. And this is also the way published modules often do this, for example here from The Wild Beyond the Witchlight, where there is a dwarven mage named Zephixo (p. 41):
He uses the mage statblock , with the following changes:
- Zephixo (chaotic good) speaks Common, Dwarvish, Gnomish, and Sylvan.
- He has darkvision out to a range of 60 feet, resistance to poison damage, and advantage on saving throws against poison.
But my question is not how reasonable as a practical solution this is, and also not how user-friendly. Compared to being able to just pick your drow warrior or orc grunt ready-made from the Monster Manual, like you still can do it with goblin warriors because, thank the gods, those are fey, not humanoids, it is obviously a lot less user friendly. It is putting work on the DM every time they want to use one of these hitherto common foes.
The text quoted above is literally the entire introduction text to that replacement list. There are no instructions to customize this, instead we are told that these are the equivalent stat blocks we should use (without any mention of modifications).
So in the past, Duergar could turn invisible, or enlarge themselves as a racial trait. Now they can't? In the past, drow would fight with hand crossbows, use drow poison, and had superior darkvision, now they don't have any darkvision, and fight with Maces and by casting Radiant Flame?
Is adjusting NPC stat blocks with PC racial traits what the rules say, or are all these replacements as bland and unfitting to decades of published lore as they seem, so that if I had an orc Scout and a drow Scout, they would be functionally the same now?