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Dragon Quest IX guide / Bestiary

Monster data explanation
Statistics and Attributes Key
 EXP - The experience points your party will gain when killing this monster.
Gold - The gold your party will gain when killing this monster.
 ATK - The attack power of the monster.
 DEF - The defense power of the monster.
 AGI - The agility of the monster that also affects its speed.

 Fire - Fire attribute (Frizz, Frizzle, etc)
  Ice - Ice attribute (Crack, Crackle, etc)
 Wind - Wind attribute (Woosh, Swoosh, etc)
Blast - Explosion and thunder attribute (Bang, Boom, etc)
Earth - Earth attribute (Funereal fource, etc)
 Dark - Dark attribute (Zam, Zammle, etc)
Light - Light attribute (Starburst throw, Life fource, etc)

Dazle - Hallucinate/Illusion effect
Sleep - Sleep effect
Death - Instant death effect
DrnMP - Drain MP effect
Confu - Confusion effect
Fizle - Block spellcasting effect
 Stop - Stop action effect
Poisn - Poison effect
Prlyz - Paralyze effect
DecAK - Decrease attack effect
DecDF - Decrease defense effect
DecSP - Decrease speed effect
DecMR - Decrease magic resistance effect
Msmrz - Susceptibility to become mesmerized by character's style

Each monster has a value given for each of the above attributes. A higher number in a given attribute represents a weakness towards that attribute. A lower number represents strength and resistance towards that attribute. Neutral is defined by the value of 100. Values above 100 indicate weakness while values below 100 indicate strength. A value of zero (0) indicates immunity to that attribute.

For example, if a monster has Fire at 75 and Ice at 150, it would only take 75% damage from fire based attacks, but 150% damage from ice based attacks.

The numbers for the Status Attributes indicate how likely that particular status is to affect the monster when cast upon it. So you are not very likely to put a monster to sleep that has the Sleep status attribute at 25.

Finally, the percentages next to the item drops represent the percentage chance you have of acquiring that item at the end of a battle.

Man o' war
#061 | Aquatic

Slippery squid with tentacles that leave foes transfixed, they travel together to try and send seafarers to Davy Jones' locker.

They get annoyed if anyone interferes when they're staring serenely out to sea with their tentacles trailing in the breeze.

Haunts
Tywll Cave
Ocean
Items Dropped
Moonwort bulb (6.25%)
Softwort (3.13%)
Exp200 Gold carried72 HP70 MP10 Atk72 Def68 Agi80
Fire125 Ice100 Wind100 Blast75 Earth100 Dark125 Light100
Dazle100 Sleep100 Death100 Drain MP100 Confusion100 Fizle0 Stop100
Poison75 Paralyze0 Dec Atk100 Dec Def100 Dec Speed100 Dec MR100 Mesmerize60
Mortoad
#062 | Aquatic

Hopping powder kegs with a whole heap of heavy artillery. Keep a particular eye out for the sickening Snot Shot.

Their mountain-shaped mouths are meant to be marvelous omens, and are treasured by travellers as goodwill gifts.

Haunts
Tywll Cave
Slurry Coast
Items Dropped
Toad oil (12.5%)
Manky mud (3.13%)
Exp290 Gold carried90 HP140 MP10 Atk80 Def70 Agi48
Fire75 Ice125 Wind100 Blast100 Earth100 Dark125 Light125
Dazle75 Sleep75 Death100 Drain MP100 Confusion100 Fizle0 Stop75
Poison50 Paralyze50 Dec Atk75 Dec Def75 Dec Speed100 Dec MR100 Mesmerize60
Dread admiral
#063 | Bug

Swat these big, brutish butterflies before they swarm all over the battlefield and paralyse everyone with Burning Breath.

Seen from behind, they're beautiful butterflies, but flip them around and you'll find they're far from fair of face.

Haunts
Slurry Coast
Dourbridge
Items Dropped
Butterfly wing (12.5%)
Coagulant (1.56%)
Exp192 Gold carried80 HP76 MP9 Atk75 Def76 Agi80
Fire100 Ice100 Wind75 Blast100 Earth100 Dark200 Light100
Dazle50 Sleep50 Death100 Drain MP100 Confusion75 Fizle0 Stop25
Poison50 Paralyze0 Dec Atk50 Dec Def50 Dec Speed50 Dec MR100 Mesmerize50
Zumeanie
#064 | Plant

Trop-pickle vegetables, ripened in the sun, and unable to cope with ice conditions. Can confuse with their spinning spears.

Went away to warmer climes and couldn't bring themselves to leave. They settled there and the sun stained them scarlet.

Haunts
Slurry Coast
Dourbridge
Items Dropped
Strong medicine (6.25%)
Long spear (0.78%)
Exp212 Gold carried104 HP85 MP9 Atk82 Def80 Agi62
Fire100 Ice150 Wind100 Blast100 Earth100 Dark100 Light100
Dazle75 Sleep50 Death100 Drain MP100 Confusion75 Fizle0 Stop75
Poison75 Paralyze50 Dec Atk75 Dec Def75 Dec Speed75 Dec MR75 Mesmerize50
Bud brother
#065 | Plant

They like to bring buddies into battle to beef up the bloodshed, or if they're feeling inferior, they'll beckon forth a badja.

They rustle round the forest, kicking up clumps of fallen foliage and attacking adventurers who interrupt them.

Haunts
Slurry Coast
Items Dropped
Superior medicine (3.13%)
Softwort (1.56%)
Exp100 Gold carried62 HP65 MP6 Atk68 Def55 Agi90
Fire125 Ice125 Wind100 Blast100 Earth100 Dark100 Light125
Dazle50 Sleep75 Death75 Drain MP100 Confusion50 Fizle0 Stop75
Poison75 Paralyze75 Dec Atk100 Dec Def100 Dec Speed75 Dec MR100 Mesmerize50
Spinchilla
#066 | Aquatic

They ride atop a raging torrent, spinning their bodies to cast Crackle, and swirling like a stormy sea to evade attack.

They're sea spirits who sit inside their twisting aquatic tornadoes trying to turn travellers into so many tons of tundra.

Haunts
Slurry Coast
Dourbridge
Items Dropped
Seashell (6.25%)
Crimson coral (3.13%)
Exp300 Gold carried112 HP126 MP30 Atk88 Def78 Agi96
Fire125 Ice75 Wind100 Blast100 Earth100 Dark125 Light125
Dazle50 Sleep50 Death50 Drain MP100 Confusion50 Fizle75 Stop50
Poison0 Paralyze25 Dec Atk75 Dec Def75 Dec Speed100 Dec MR75 Mesmerize25
Bewarewolf
#067 | Beast

It's best to bash these baddies quickly, as their tension is turned up a notch every time they take damage.

They've come out of retirement to show the poser pups of today that the coolest course is to shut up and get the job done.

Haunts
Slurry Coast
Dourbridge
Items Dropped
Magic beast hide (6.25%)
Iron claws (1.56%)
Exp225 Gold carried98 HP87 MP255 Atk83 Def89 Agi77
Fire100 Ice100 Wind100 Blast125 Earth100 Dark100 Light100
Dazle100 Sleep50 Death75 Drain MP100 Confusion50 Fizle0 Stop75
Poison100 Paralyze75 Dec Atk75 Dec Def75 Dec Speed75 Dec MR100 Mesmerize50
Clawcerer
#068 | Beast

First-rate feline mages who can addle with Dazzle, and whose long tails aren't just for show.

When meowgicians eat up all their fish like good kitties, Omeowga 3 oils make them brainier, and they become clawcerers.

Haunts
Dourbridge
Lonely Plains
Items Dropped
Kitty litter (3.13%)
Staff of sentencing (0.78%)
Exp212 Gold carried104 HP75 MP17 Atk75 Def75 Agi81
Fire100 Ice125 Wind100 Blast100 Earth125 Dark100 Light125
Dazle50 Sleep50 Death50 Drain MP100 Confusion50 Fizle50 Stop75
Poison75 Paralyze50 Dec Atk100 Dec Def75 Dec Speed75 Dec MR50 Mesmerize50
Rampage
#069 | Beast

Barbaric blue sheep that sap foes' speed with Deceleratle, then smash into them as soon as they see them sagging.

Chimaeras and clockwork cuckoos congregate in their cosy coats to weather out wintry nights.

Haunts
Dourbridge
Lonely Plains
Items Dropped
Lambswool (12.5%)
Magic beast hide (1.56%)
Exp224 Gold carried114 HP100 MP12 Atk80 Def80 Agi60
Fire125 Ice75 Wind100 Blast100 Earth125 Dark100 Light100
Dazle50 Sleep100 Death75 Drain MP100 Confusion50 Fizle75 Stop75
Poison100 Paralyze50 Dec Atk75 Dec Def75 Dec Speed50 Dec MR75 Mesmerize50
Beakon
#070 | Bird

Barbaric birds that attack twice with deadly drumsticks and cry cacophonously to creep out foes and call forth friends.

They evolved from big birds who swooped down from the skies to settle on the land, and had no further need of their wings.

Haunts
Lonely Plains
Items Dropped
Chimaera wing (6.25%)
Clogs (3.13%)
Exp153 Gold carried78 HP65 MP9 Atk68 Def65 Agi68
Fire125 Ice100 Wind100 Blast100 Earth100 Dark100 Light100
Dazle100 Sleep100 Death100 Drain MP100 Confusion50 Fizle0 Stop75
Poison100 Paralyze100 Dec Atk75 Dec Def75 Dec Speed75 Dec MR100 Mesmerize50
Mad moai
#071 | Material

Stern statues that flatten foes with their breathtakign bulk and blind them with blasts of light.

The first mega moai was made when a mad old mystic sculpted a statue of himself that soaked up some sorcery and sprang to life.

Haunts
Lonely Plains
Heights of Loneliness
Items Dropped
Royal soil (6.25%)
Flintstone (0.78%)
Exp350 Gold carried120 HP125 MP0 Atk100 Def125 Agi9
Fire100 Ice100 Wind200 Blast100 Earth75 Dark100 Light100
Dazle50 Sleep75 Death0 Drain MP0 Confusion50 Fizle0 Stop50
Poison0 Paralyze0 Dec Atk75 Dec Def75 Dec Speed75 Dec MR100 Mesmerize25
Trigertaur
#072 | Beast

Intimidating enemies who damage defense with Sap, then take foes to task with their tridents. Whistle to really rile them.

Created when top-flight tiger knights merged with their mounts to make themselves faster on the field of battle.

Haunts
Lonely Plains
Bloomingdale
Items Dropped
Magic beast hide (12.5%)
Holy lance (0.78%)
Exp350 Gold carried136 HP100 MP12 Atk98 Def100 Agi85
Fire100 Ice125 Wind100 Blast100 Earth100 Dark100 Light100
Dazle75 Sleep75 Death50 Drain MP100 Confusion50 Fizle75 Stop75
Poison100 Paralyze50 Dec Atk75 Dec Def75 Dec Speed75 Dec MR75 Mesmerize50
Grinade
#073 | Material

These suspiciously sprightly stones merrily maul opponents, beaming all the while, and bring their boulder buddies into battle.

Although rough and ready in their younger years, the hard edges wear off with time, and most make well-rounded adults.

Haunts
Heights of Loneliness
Items Dropped
Rockbomb shard (6.25%)
Flintstone (1.56%)
Exp288 Gold carried86 HP75 MP0 Atk77 Def103 Agi67
Fire100 Ice100 Wind125 Blast100 Earth100 Dark100 Light100
Dazle50 Sleep50 Death50 Drain MP0 Confusion50 Fizle0 Stop25
Poison0 Paralyze50 Dec Atk75 Dec Def75 Dec Speed100 Dec MR100 Mesmerize25
Toxic zombie
#074 | Zombie

Flatted these foetid foes with fire and light spells before they blight body and mind with their filthy fingernails and foul breath.

They slither up slowly from beneath poisonous ponds to take hold of travellers and drag them down into the dank depths.

Haunts
Dourbridge
Lonely Plains
Items Dropped
Manky mud (6.25%)
Boomer briefs (1.56%)
Exp270 Gold carried100 HP150 MP10 Atk82 Def35 Agi32
Fire150 Ice50 Wind100 Blast100 Earth100 Dark100 Light200
Dazle50 Sleep50 Death50 Drain MP100 Confusion50 Fizle0 Stop50
Poison0 Paralyze75 Dec Atk75 Dec Def75 Dec Speed75 Dec MR75 Mesmerize25
Metal slime knight
#075 | Slime

Well-rounded warriors who are battle naturals, and can attack twice in one turn with their falcon-like fleetness.

Although captive metal slimes may seem like easy experience, they get caught because they're the least experienced ones.

Haunts
Heights of Loneliness
Items Dropped
Light shield (1.56%)
Iron helmet (0.78%)
Exp305 Gold carried82 HP46 MP8 Atk82 Def140 Agi80
Fire50 Ice50 Wind50 Blast50 Earth100 Dark200 Light100
Dazle100 Sleep50 Death50 Drain MP100 Confusion50 Fizle75 Stop50
Poison0 Paralyze50 Dec Atk75 Dec Def75 Dec Speed75 Dec MR75 Mesmerize25
Hocus chimaera
#076 | Bird

Blazing-breathed mountain birds of the chimaera family who are tough against fire, and may lay some good eggstras when licked.

Their sepia tone puts people in a misty-eyed mind of yesteryear, but they themselves are young, dump, and full of fun.

Haunts
Heights of Loneliness
Bloomingdale
Items Dropped
Chimaera wing (6.25%)
Prayer ring (0.78%)
Exp288 Gold carried126 HP80 MP12 Atk80 Def80 Agi86
Fire75 Ice125 Wind100 Blast100 Earth100 Dark100 Light100
Dazle50 Sleep50 Death75 Drain MP100 Confusion50 Fizle75 Stop50
Poison75 Paralyze50 Dec Atk75 Dec Def50 Dec Speed75 Dec MR50 Mesmerize50
Treeface
#077 | Plant

These troublesome trees lower MP with Weird Dance and can cure with the medicinal herbs that blossom in their branches.

They often hide in the forest so they can pounce on and punish people who think it's clever to carve their initials into trees.

Haunts
Lonely Coast
Heights of Loneliness
Items Dropped
Strong medicine (3.13%)
Strong antidote (1.56%)
Exp315 Gold carried102 HP95 MP12 Atk83 Def78 Agi63
Fire125 Ice100 Wind100 Blast100 Earth100 Dark100 Light100
Dazle75 Sleep50 Death100 Drain MP200 Confusion50 Fizle0 Stop50
Poison75 Paralyze75 Dec Atk100 Dec Def75 Dec Speed100 Dec MR100 Mesmerize50
Stone golem
#078 | Material

They protect their pals with their bulky bodies, and brush off bog-standard blows with ease. Hit them hard or not at all.

The rock blocks of a ruined temple absorbed an evil aura and assembled to form the first stone golem.

Haunts
Heights of Loneliness
Bloomingdale
Items Dropped
Flintstone (6.25%)
Resurrock (0.78%)
Exp400 Gold carried126 HP156 MP0 Atk104 Def130 Agi55
Fire100 Ice100 Wind200 Blast100 Earth75 Dark100 Light100
Dazle50 Sleep50 Death50 Drain MP0 Confusion50 Fizle0 Stop50
Poison0 Paralyze0 Dec Atk75 Dec Def75 Dec Speed75 Dec MR100 Mesmerize25
Gum shield
#079 | Humanoid

Be extra careful what you send this monster's way - you might find it coming right Back Atcha.

Luckily for them, the sheer scale of their faces forces the eyes to focus on size rather than sex appeal.

Haunts
Bloomingdale
Items Dropped
Light shield (1.56%)
Iron broadsword (0.78%)
Exp226 Gold carried108 HP80 MP255 Atk80 Def101 Agi81
Fire100 Ice100 Wind100 Blast100 Earth100 Dark100 Light125
Dazle75 Sleep75 Death75 Drain MP100 Confusion75 Fizle0 Stop75
Poison100 Paralyze50 Dec Atk100 Dec Def75 Dec Speed100 Dec MR100 Mesmerize50
Pink sanguini
#080 | Demon

Sanguinis who have cast off their cowskin kiddie coats for pink adolescent pelts. They love to have travellers for tea!

Although adolescents, they're far from fully fledged. Ahh, if only they could stay like this forever...

Haunts
Bloomingdale
Items Dropped
Moonwort bulb (6.25%)
Nectar (3.13%)
Exp236 Gold carried112 HP85 MP9 Atk85 Def92 Agi104
Fire125 Ice100 Wind100 Blast100 Earth100 Dark125 Light125
Dazle100 Sleep75 Death100 Drain MP100 Confusion100 Fizle0 Stop75
Poison100 Paralyze100 Dec Atk75 Dec Def75 Dec Speed100 Dec MR100 Mesmerize50
Scarewolf
#081 | Beast

They're not just razor-taloned terrors, their tension also increases every time they're attacked. Handle with care.

They bring out their eye colour by accessorising matching grey boots and mini-dresses with striking blue belts.

Haunts
Lonely Coast
Bloomingdale
Items Dropped
Magic beast hide (12.5%)
Sacred claws (1.56%)
Exp325 Gold carried126 HP102 MP32 Atk94 Def105 Agi87
Fire100 Ice75 Wind100 Blast125 Earth100 Dark100 Light100
Dazle50 Sleep50 Death75 Drain MP100 Confusion50 Fizle0 Stop75
Poison75 Paralyze75 Dec Atk75 Dec Def75 Dec Speed50 Dec MR100 Mesmerize50
Big badboon
#082 | Beast

Swirling whirlwings of unstoppable power. If they call for a friend, prepare for the end!

Dwelling in the dank depths of the forest makes a mossy mess of their fur, but fresh, fragrant flowers also flourish there.

Haunts
Bloomingdale
Items Dropped
Magic beast hide (12.5%)
Strength ring (0.78%)
Exp420 Gold carried96 HP147 MP8 Atk106 Def74 Agi62
Fire100 Ice125 Wind100 Blast100 Earth100 Dark100 Light100
Dazle100 Sleep100 Death75 Drain MP100 Confusion100 Fizle0 Stop75
Poison100 Paralyze75 Dec Atk75 Dec Def75 Dec Speed100 Dec MR100 Mesmerize50
Medislime
#083 | Slime

Monsters are always made up to see these support slimes' yellow faces when they turn up to tend them with Midheal.

In a bid to be the best-beloved of beasts, they make a meal of healing, mending with Midheal when Heal will do.

Haunts
The Bad Cave
Items Dropped
Strong medicine (6.25%)
Slimedrop (3.13%)
Exp300 Gold carried110 HP82 MP20 Atk82 Def80 Agi70
Fire100 Ice100 Wind100 Blast100 Earth100 Dark200 Light75
Dazle75 Sleep75 Death75 Drain MP100 Confusion75 Fizle75 Stop75
Poison75 Paralyze50 Dec Atk100 Dec Def100 Dec Speed100 Dec MR100 Mesmerize35
Shaman
#084 | Humanoid

Fearsome fiends who launch a weird light to weaken foes aaginst spells, then maul them with all manner of magic.

Bishops who bargained away their souls to become beasts, they seek out travellers to use as sacrifices to their masters.

Haunts
The Bad Cave
Items Dropped
Magical robes (1.56%)
Ultramarine mittens (1.56%)
Exp290 Gold carried134 HP90 MP33 Atk76 Def64 Agi90
Fire100 Ice100 Wind100 Blast100 Earth150 Dark100 Light125
Dazle50 Sleep50 Death50 Drain MP100 Confusion50 Fizle50 Stop50
Poison75 Paralyze75 Dec Atk75 Dec Def100 Dec Speed75 Dec MR50 Mesmerize35
Weaken beakon
#085 | Bird

They love to cast Kasap then come back for a second attack with their big old beaks. Freeze them out if you can.

The daycare workers of the monster kingdom, they hang upside-down from trees and let baby beasties swing on them.

Haunts
The Bad Cave
Items Dropped
Flurry feather (6.25%)
Crow's claws (0.78%)
Exp266 Gold carried88 HP78 MP10 Atk72 Def90 Agi88
Fire100 Ice150 Wind75 Blast100 Earth125 Dark100 Light100
Dazle50 Sleep100 Death75 Drain MP100 Confusion50 Fizle100 Stop75
Poison100 Paralyze75 Dec Atk75 Dec Def50 Dec Speed75 Dec MR75 Mesmerize35
Raving lunatick
#086 | Bug

They banish their enemies to the underworld by zapping them with Zammle. Weak against light due to their shady origins.

Raised on a diet of darkness in a world without light, they were once regular lunatics, but mutated after overdosing on evil.

Haunts
Bloomingdale
The Bad Cave
Items Dropped
Thorn whip (3.13%)
Strong antidote (1.56%)
Exp310 Gold carried98 HP85 MP21 Atk86 Def100 Agi90
Fire100 Ice100 Wind100 Blast75 Earth100 Dark75 Light150
Dazle75 Sleep50 Death100 Drain MP100 Confusion50 Fizle75 Stop75
Poison50 Paralyze75 Dec Atk75 Dec Def75 Dec Speed75 Dec MR50 Mesmerize25
Hunter mech
#087 | Machine

Robotic seekers of little metal blobs who don't take kindly to adventurers trying to poach their prey.

If one of these metal-hunting mechanical marauders is nearby, surely its mark can't be far off...

Haunts
The Bad Cave
Pluvi Isle
Items Dropped
Iron ore (3.13%)
Hunter's bow (1.56%)
Exp450 Gold carried144 HP95 MP5 Atk95 Def110 Agi100
Fire75 Ice75 Wind100 Blast200 Earth100 Dark100 Light100
Dazle0 Sleep0 Death0 Drain MP0 Confusion75 Fizle0 Stop25
Poison0 Paralyze0 Dec Atk75 Dec Def75 Dec Speed75 Dec MR50 Mesmerize0
Riptide
#088 | Aquatic

They hit back with Whack at survivors of Thunder Slash or Roundaclout. Be canny and keep them from casting Midheal.

Rumour has it that they're salamarauders who trained so intensely that they turned into tough guys.

Haunts
The Bad Cave
Ocean
Items Dropped
Dragon scale (3.13%)
Razor claws (1.56%)
Exp540 Gold carried156 HP102 MP18 Atk102 Def105 Agi105
Fire100 Ice100 Wind100 Blast100 Earth125 Dark100 Light125
Dazle100 Sleep50 Death0 Drain MP100 Confusion100 Fizle75 Stop75
Poison75 Paralyze50 Dec Atk75 Dec Def75 Dec Speed75 Dec MR100 Mesmerize35
Metal medley
#089 | Slime

A towering team of titanium tykes who can combine their clout to cast Kerfrizz.

Some say that the stout slime playing the supporting role in the stack is made of steel instead of the standard metal slime stuff.

Haunts
Lonely Coast
The Bad Cave
Items Dropped
Slimedrop (12.5%)
Mythril ore (0.78%)
Exp12288 Gold carried60 HP6 MP255 Atk70 Def256 Agi135
Fire100 Ice100 Wind100 Blast100 Earth100 Dark100 Light100
Dazle0 Sleep0 Death0 Drain MP100 Confusion0 Fizle0 Stop0
Poison0 Paralyze0 Dec Atk0 Dec Def0 Dec Speed0 Dec MR0 Mesmerize5
King slime
#090 | Slime

These superior slimes ooze authority, bringing their bulk to bear on opponents and mending mates with Midheal.

They're built when bands of blobby buddies stick together to find strength in numbers.

Haunts
Bloomingdale
Pluvi Isle
Items Dropped
Slimedrop (12.5%)
Slime crown (0.39%)
Exp600 Gold carried164 HP245 MP32 Atk136 Def95 Agi75
Fire100 Ice100 Wind100 Blast100 Earth100 Dark200 Light50
Dazle50 Sleep50 Death50 Drain MP100 Confusion50 Fizle75 Stop25
Poison100 Paralyze25 Dec Atk75 Dec Def75 Dec Speed75 Dec MR75 Mesmerize50

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