Dragon Quest Bestiary a Basic Game Supplement

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Dragon Quest Bestiary a Basic Game Supplement DRAGON QUEST BESTIARY A BASIC GAME SUPPLEMENT This is a non-profit fanwork for use with your Basic Game campaigns. Dragon Quest ©Square Enix Holdings Co., Ltd. TABLE OF CONTENTS Table of Contents 1 What is this? 2 Reading the Monster Entries 2 Monsters 3 Slimes 3 Drakeys 4 Scorpions 4 Evil Spirits 4 Wolfmen 5 Drohls 5 Lunatiks 6 Skeletons 6 Evil Knights 6 Evil Magic-Users 6 Chimerae 7 Dragons 8 The Dragon Lord 9 New Spells 10 Healing Spell 10 Magical Flame 10 Seal Magic 10 Surround Spell 10 Thunder 10 Magic Items 11 Faerie Flute 11 Lyre of Ire 11 Rainbow Drop 11 Regalia of the Hero 11 Sphere of Light 11 Staff of Rain 11 Stone of Sunlight 11 Monster Tables 12 1 DRAGON QUEST BESTIARY WHAT IS THIS? It is a bestiary of nearly every monster and magic item from the first game in the Dragon Quest franchise, the first ever console role-playing game. Seeing as SquareEnix hasn't given us an official tabletop roleplaying game based around the franchise, it falls to the fans to do the work for ourselves. The entries provided here are intended for use with the 1980s-era version of the Basic Game of father of fantasy role-playing. You know the one. The monsters are presented here with minimal deviation from their game mechanics, adhering to the clear intent of their roles in the simulated game world. Some abilities are cut or altered slightly, but for the most part, everything these monsters can do in the original game is accounted for. Many of these entries will conflict with similar entries found in other basic game bestiaries. They are intended to represent the monsters from Dragon Quest, not the monsters from your existing game. The art used in this document is taken from the Dragon Quest fandom wiki and are subject to copyrights held by SquareEnix. The creation of this unlicensed fanwork is not a challenge to SquareEnix's copyrights or trademarks. READING THE MONSTER ENTRIES If the monster has a special ability that functions like an attack, it may use that ability or attack in a round. If it may The entries here follow a familiar format, a slightly use both, that will be explained in the description of the modified version of the basic game entries. For those monster. unfamiliar or wish to have the differences explained, this is Damage: This is the damage the monster deals when for you. using its normal attacks, in the order the monster usually uses them in. If the nature of the attacks is not self evident, MONSTER STATS the monster's descriptive text will explain what kind of Armor Class: The only valid reason to use descending attacks they are. armor class values is nostalgia, there are no compelling No Appearing: This is the number of said monster arguments to the contrary. To that end these entries are appears in a group when the party meets the monsters via a using a base 10 ascending armor class system. When rolling random encounter or randomly stocked dungeon. The to-hit, your attacks need to be equal to or greater than this referee is encouraged to alter these numbers as needed, or number. If you're using a descending AC system, you should even to include other creatures. already be adroit at adapting armor classes on the fly. If not Morale: Morale is checked at certain points in battle (at subtract the AC from 20, or 19, depending on if you use a the end of a round where it took significant damage, or its base 10 or base 9 armor class system. leader is slain, etc). If a roll of two six-sided dice is equal to Hit Die: This number determines the monster's chance or less than this number it remains in battle. If the roll is to hit in combat, it's saving throw numbers, and the number greater than this number, it feels on its turn in the next round of dice rolled to determine it's hit points. To determine the of combat. monster's hit points roll this many eight-sided dice, adding Treasure Type: These codes should function with the the total number after the + if there is none. Each * tables found in every version of the basic game sets. (asterisk) after the number represents one of the monster's Individual treasures are carried by the monster, where as lair special abilities that affects its challenge in combat and treasures are kept in the monster's lair. If the monster is experience value when defeated. smart enough to realize an item may be magical, it will use Movement: This is the number of feet the monster can the items in combat. A 'Nil' in this entry means the monster move per round in combat. To determine its movement keeps no treasure. during ten-minute game turns multiply this number by 4. If Experience Value: This is the number of experience a number is presented after a / symbol, that is the monster's points the party earns for defeating the monster. It is alternate movement speed(s). determined by the monster's hit dice, with additional points Attacks: This is the number of attacks the monster can added for any significant special abilities the monster has. make in a round when using its weapons or natural attacks. 2 MONSTERS SLIME Slime Metal Slime Bubble Slime Healslime AC: 11 19 13 13 HD: 1-1 1+1** 2+2* 2+2* MV: 20' 40' 20' 30' (hover) ATK: 1 1 1 1 DMG: 1 – 4 1 – 4 1 – 4 + Poison 1 – 4 No. App: 3 – 12 1 – 3 2 – 12 1 – 6 Morale: 8 4 8 8 TT: Nil LM Nil O XP: 5 16 25 25 These creatures are ambulatory moderately intelligent so they are included here; the bubble slime and the oozes, they come in a wide variety of forms including the healslime. common blue slime and the stronger red 'she-slime'. Of the Bubble slimes are green and deflated looking slimes, most common slime drop body shape, others include the their bodies fizzy and bubbling. The attack of a bubble slime mottled and metal slime. There is a 10% chance that they forces the target to make a saving throw vs. poison. On a speak the common language of menfolk, and even when failed save the target takes 2 – 9 points of poison damage at they do they speak with a below average grasp of language the end of the round. Healslimes appear to be a cross and a verbal tick that makes meaningful communication between a blue slime and a flying jellyfish. They attack by difficult. flailing with their tentacles, and have a 35% chance of As they are immune to poisons of all kinds, including chanting the healing spell each round of combat against a diseases caused by ingesting all but the most virulent foods, randomly determined ally. they are carrion eaters. While a desperate slime will attack The red-colored she slimes are effectively the same as an animal when hungry, they only do so if there is either a the common blue slime except that they are 1+1 hit dice much larger group of slimes and their prey or if there is no monsters. The marginally larger mottled slimes are much other easier food source available. Mottled slimes are like their blue and red kin, but are instead 2+1 hit dice known to be quite territorial, however, and may attack foes monsters. who come too close to their homes. One should be wary of large groups of blue or metal Slimes attack by ramming their foes with their spongy slimes. There is a chance (5%) that these creatures, if ten or ooze body. Metal slimes, which appear to be made from more are encountered, will coalesce into a kingslime of their living quicksilver, are exceedingly fast and may chant a type if threatened. A kingslime has 8 hit dice, and attacks Magical Flame instead of attacking (3/day). twice each round for 5 – 20 points of damage on a hit. Metal There are two other kinds of slimes that appeared in kingslimes can chant a fireball with the same frequency that later Dragon Quest games that became iconic to the series, normal metal slimes chant magical flame. 3 DRACKEY addition to their poisonous stinger, metal scorpions can also chant a Magical Flame spell three times per day. Dracky AC: 13 EVIL SPIRIT HD: 2 Poltergeist Ghost Magighost MV: 10'/30' (fly) AC: 12 12 12 ATK: 1 HD: 3* 4** 6*** DMG: 1 – 4 MV: - /30' (fly) - /30' (fly) - /30' (fly) No. App: 2 – 16 ATK: 1 1 1 Morale: 7 DMG: 1 – 6 1 – 8 2 – 9 TT: L No. App: 1 – 3 1 – 3 1 – 3 XP: 15 Morale: 9 9 9 Drackeys are a species of bulbous comically shaped TT: Nil Nil Nil vampire bats, with their names being derived from the XP: 35 100 750 legendary vampire lord Dracula. Older, more powerful, drackeys are believed to be able to transform into vampires Spectral beings called simply evil spirits are the residual in their own right. While drackeys are not necessarily animating force of dead men kept alive by their evil and unliving creatures, their ability to become actual vampires malice. Many are simply left over after such evil men die, leaves them subject to being turned. but others were prevented from their eternal rest by dark As a drackey ages it gains hit dice, up to 7 total.
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