Okay, this is a failure on D&D 5.5E's part. The Monster Manual organization is terrible; they alphabetized everything. The demons, devils, dragons, and humanoid enemies are all spread throughout the book. If you don't know what a balor is, a demon, you may not even realize what that is, and miss the entry completely when looking for demons. Monsters that should be NPCs are scattered throughout the book.
But, I get it, if you are looking for demons, use the Monsters by Group appendix in the back.
And why are some monsters still here, such as the Kobold Warrior and the Lizardfolk, just using the generic "Scout" stat block? And yet, there are still specific Lizardfolk monster entries, but none for the basic monster? Why is this so hard? And where do I put the Lizardfolk's swimming speed and hold breath abilities? Oh, they aren't there? There is no cultural or background data on the Lizardfolk now?
And they are somehow elementals now? And "Reptilian Defenders of the Land?" Is the D&D 5.5E Monster Manual making a value judgment on players who kill a lizardman?
Similarly, with the Bandit entry, the D&D 5.5E listing mentions that they could be, "driven to lives of crime by unjust laws, desperation, or the threats of merciless leaders." While true, this is another value judgment the writers are making here, and it shows that the book is filled with opinions and amateur writing that should not have made it past an editor.
We get two short paragraphs about Lizardfolk in D&D 5.5E, instead of a page of inspirational material as we got in D&D 2014. We get nothing on the race's basic abilities, like holding breath (gone from all entries), and the information is sparse and flavorless. We get one page on them in D&D 5.5E, two pages in D&D 2014 and A5E, and three in Tales of the Valiant.
We have gone from a savage species of lizard-like warriors and shamans that could have appeared in a Conan novel to kind, gentle, reptilian elemental eco-defenders out of Captain Planet. This doesn't need any more sensitivity readers; it needs a few more "make this make sense to me" readers. Tonally, this is all wrong. Why is a Monster Manual going out of its way to explain why the creatures in the book are somehow not monsters?
And they give the bandits guns that fire gunpowder in D&D 5.5E. This is a Pathfinder 2E influence in which the game's technology level has risen to Victorian Steampunk levels, and it is no longer in the fantasy genre. Are guns an everyday thing now? Is the town guard packing heat?
Seriously, new D&D team, fix this, or you do not have a chance with 6E. This isn't D&D.
And I could argue with so many monsters having been made "good guys" that there are fewer monsters in 2024 that are usable than in 2014. What happens if Lizardfolk are encountered in a legacy adventure? Are they somehow good guys now? If all I had were the 2024 books and my players met Lizardfolk, then why should we be killing them again? Is it "wrong?"
I was driving in my car and thought the 2024 team had hired a bunch of people who knew nothing about the game or its history, and they rewrote all the lore with some idealized, modern take, and it feels like the writers talk down on fans for having enjoyed "that game." Many of the reimagined monsters are not the real ones that helped create D&D; at best, they are fan-fiction reinterpretations. If any of these monsters were out there on DriveThru without the D&D brand on them, they would be a two or three-star, at best.
They wrote a Monster Manual to subvert D&D's lore and history. I get the feeling that too many in the hobby are just afraid to say the obvious, for fear of damaging the brand they love and depend on. Don't tip over the boat we are all in. Just keep quiet. We'll get through this if we keep playing 2014.
The 2014 Monster Manual is a better book, more organized, and far more useful during play. Who cares if the monsters are "streamlined for fast play" if they aren't worth playing with?
This book was written without grouping anything together, as if it were a VTT reference manual rather than a monster book that delves deeper into lore, history, and ecology. D&D 2014, Tales of the Valiant, and Level Up A5E still have the wonderful NPC appendices where bandits are covered, and I can apply any lineage to them. When I want detailed information on a lineage or specific monster race, it isn't there, or it is so abridged and cut down that it is all but useless.
And if you are playing D&D 5.5E, all of a sudden, you need another supplemental NPC Monster Manual just to fill out what is missing. There are some good ones, but this adds another book to the pile, even though the idea of "three books to play" has already been broken. I need another third-party book for the humanoids, bringing D&D 5.5E to five books needed to play.
The D&D 5.5E Monster Manual is a clear step down from the D&D 2014 Monster Manual.
I get the feeling D&D 5.5E DMs are secretly pulling in the "good stuff" from the D&D 2014 Monster Manual, and this is one of the factors keeping the game playable and popular.
And I can't see D&D 5.5E as a normal D&D game after this. It isn't. The new writers came in and changed too much of the classic lore, and the main reason to stay in "D&D" has been erased. If they are changing the lore of D&D this much, I will go play Draw Steel, Nimble, Daggerheart, or DC 20. There is nothing D&D about D&D anymore; it is just like any other modern fantasy slop game.
Most who play D&D 5.5E right now are those looking beyond the changes, using 2014 lore, and appreciating the rules updates and streamlining. They don't want to dump too hard on the game and destroy the hobby. I get it. We are in a terrible place with D&D right now; the game is terribly "sick," and we aren't trashing the game too hard in hopes it recovers.
But the tonal changes in D&D 5.5E remind me of the same World of Warcraft and WWE-style tonal changes they made in D&D 4E, and everyone rejected that change then, too.
If I want detailed, fun, inspiring, wonderfully crafted, and the best monsters in 5E? Do we want the old-school lore respected and properly preserved? The Tales of the Valiant Monster Vault beats the stuffing out of the D&D 5.5E Monster Manual, and it is not even close. This is actually a humiliating comparison. And ToV is still a relatively progressive and socially conscious game, and they managed to get it all right! Orcs are in the Monster Vault, and they look cool.
Tales of the Valiant looks like the premium 5E experience with the best care, love, and detail put into every one of the books. Kobold Press looks like it can strike the right tone and approach to 5E, keeping what old-school players love while not surrendering the core identity that makes the game special.
D&D 5.5E just makes me want to give up 5E entirely and switch games. There is nothing special about it now. It joined the rest of the fantasy slop games and stripped away all the classic AD&D lore.
Tales of the Valiant keeps the soul of D&D alive. It has passed on to a better team, still very progressive, but they show respect for the history of the game, and they can control themselves far better.
ToV is D&D. The lore is enshrined and preserved. The soul is there.
That is the only thing that matters.





















































