The revamped monsters in Dungeons & Dragons‘ Monster Manual are much more dangerous thanks to a mostly overlooked change. Almost all the monsters in the new 2025 Monster Manual, which will be released later this month, have received some kind of overhaul or change. Some of these changes are relatively minor, such as a monster dealing a different type of damage with their main attack, while others have had their core abilities mechanically changed. The goal of these changes is to allow monsters to provide an appropriate threat at an appropriate level.
While most of the focus on these new monster statblocks is on new monster designs, new attacks, or even new types of monsters, many of the monsters in the Monster Manual have received a major buff that will make them much more dangerous. Many high CR creatures now add their proficiency bonus to their Initiative bonus, which means that they’ll more likely attack near the top of the round instead of the middle or end of the round. While not as dramatic as other changes, the higher Initiative bonuses will make combat a lot more challenging right at the start.
D&D’s 2025 Monster Manual Has Some Big Initiative Buffs
Many Monsters Have Proficiency Bonuses Added To Their Initiative
Under normal circumstances, both player characters and monsters use their Dexterity modifier as their Initiative bonus. However, as noted on Wargamer, many character classes and subclasses now grant players advantage when rolling for Initiative, which typically results in them going earlier in a round of combat. However, some monsters now add their proficiency bonus to their Initiative bonus, which makes them move much faster than usual. Some creatures even have Initiative expertise, which adds their proficiency bonus to their Initiative bonus twice.

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Dungeons & Dragons’ new Monster Manual provides revamped statblocks that increase the threat and excitement for many classic monsters.
For instance, the aboleth has a Dexterity modifier of -1, but its Initiative bonus in the 2025 Monster Manual is +7. While the aboleth would typically go near the end of a round in most combats using the 2014 Monster Manual statblock, it’s much more likely to go in the middle of the round or even near the top of the round instead. These changes shift the entire tone of combat, with a monster more likely to place one or more party members in danger right at the beginning of combat rather than absorb hits from faster party members.
Monsters Are Way More Dangerous When They Strike Fast
Monsters Going First Changes Combat, With Parties Needing To Be More Cautious
Going earlier in combat provides more opportunities for a monster to hit player characters while at full strength or prior to a party throwing up their defenses. For instance, an Adult Red Dragon might be able to use its breath weapon on a party before they have a chance to scatter, or they might be able to move to a more advantageous perch before a Barbarian or Fighter reaches them to attack.
A monster might be able to debilitate or inflict a condition on a player character before they have a chance to get to safety, adding extra importance to travel order or the ability to take reactions to dodge damage. When monsters are able to attack a party at the start of the round, it also puts more pressure on the party to react differently.
While 5e combat often begins with a round of preparations or buffs while tankier characters engage the enemy, players may prioritize maneuvering to safety or try to hinder a monster instead if an opponent goes earlier in combat. Knowing that most of the party won’t go before a high-powered monster may lead to a player taking more drastic actions to protect themselves or their allies.
Faster D&D Monsters Are More Fun To Run
Faster Monsters Means More Of A Chance For The Monster To Use Their Signature Abilities
From the DM’s perspective, monsters that go earlier in combat are just more fun to run. The goal for a DM is never to “beat” the players, but having a monster able to take their full range of actions more often makes encounters feel more threatening. This is especially true at levels where players can use spells like Force Cage or Banishment to totally negate combat from the start. While players might not appreciate combat rounds where their character is majorly incapacitated, remember that the DM often has to deal with this issue when running a monster.
Whether that’s trying to find a way to prevent combat all together or using subterfuge to thin out enemy ranks, faster monsters mean that parties can’t rely on putting their enemies on their back feet at the outset of combat.
With monsters more likely to attack early in combat, D&D players will need to be more inventive when approaching big fights. Rushing into combat doesn’t benefit players as much anymore.They’ll need to find other ways to gain advantage over an imposing enemy.
Whether that’s trying to find a way to prevent combat all together or using subterfuge to thin out enemy ranks, faster monsters mean that parties can’t rely on putting their enemies on their back feet at the outset of combat. Ultimately, these changes should make Dungeons & Dragons more fun, even when players are faced with a bigger threat.
Source: Wargamer

Dungeons and Dragons
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- Original Release Date
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1974
- Publisher
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TSR Inc., Wizards of the Coast
- Designer
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E. Gary Gygax, Dave Arneson
- Player Count
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2-7 Players