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Dragon Quest monsters to slime up your game

Dragon Quest monsters to slime up your game

Anyone who’s played a video game RPG in the past decade has likely heard of the Dragon Quest series (or Dragon Warrior as it was formerly known). It’s been going strong since the late 1980s and many of its monsters—brought to life by renowned artist Akira Toriyama—have become iconic in the digital RPG-verse. Today, we bring some of those iconic monsters to life as Tales of the Valiant RPG monsters!

Dracky

Named after the infamous Dracula, drackies are bat-like creatures with a tail, antennae, big fangs, and bigger smiles. They fill the dungeons and caverns of most Dragon Quest games and are early challenges for low-level adventurers. They are noted for their affinity for dark magic and their exceptional speed and evasion.

Dracky Familiars

Some drackies are willing to serve spellcasters, especially those with an affinity for dark magic or underground spaces. Such drackies have the following trait.

Familiar. The dracky can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the dracky senses as long as they are within 1 mile of each other. While the dracky is within 10 feet of its companion, the companion is resistant to the unconscious condition, and the companion has advantage on CON saves to maintain concentration on spells. At any time and for any reason, the dracky can end its service as a familiar, ending the telepathic bond.

DRACKY CR 1

Small Beast

Armor Class 14
Hit Points 38
Speed 0 ft., fly 60 ft.
Perception 14 Stealth 16
Resistant necrotic
Senses darkvision 60 ft., keensense 30 ft.
Languages

STRDEXCONINTWISCHA
−3+4+0−3+2−1

Heightened Hearing. The dracky’s Perception is 19 when perceiving by hearing.

ACTIONS

Multiattack. The dracky makes two Bite or Zam attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage.

Zam. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 7 (2d4 + 2) necrotic damage.

BONUS ACTIONS

Dracky Screech. The dracky screeches at different frequencies, causing one of the following effects in a 15-foot cone.

  • Fizzle. Each creature in the area must succeed on a DC 14 INT save or be unable to cast spells until the end of its next turn.
  • Kasap. Each creature in the area must succeed on a DC 14 STR save or its AC is reduced by 2 until the end of its next turn.
  • Kasnooze. Each creature in the area must succeed on a DC 14 CON save or fall unconscious for 1 minute. The effect ends for a creature if the creature takes damage or another creature uses an action to wake it.

REACTIONS

Fluttering Dodge. When a creature the dracky can see attacks it while it is flying, the dracky can dodge out of the way. The attacker has disadvantage on the attack.

Slime

Probably the most iconic monster in the Dragon Quest series, the slime is a raindrop-shaped ooze with a big smile. They are often the first creatures adventurers encounter when leaving home, and they can be quite dangerous in groups. The slime has become so popular, it turned into its own unique family of monsters within the Dragon Quest games with a variety of spin-off creatures, most of which have “slime” in their names.

Slime Familiars

Some slimes are willing to serve spellcasters, especially those with an affinity for oozes and slimes or those who use their magic to take care of allies. Such slimes have the following trait.

Familiar. The slime can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the slime senses as long as they are within 1 mile of each other. While the slime is within 10 feet of its companion, the companion is resistant to the charmed condition, and its speed is increased by 10 feet. At any time and for any reason, the slime can end its service as a familiar, ending the telepathic bond.

SLIME CR 1/2

Tiny Ooze

Armor Class 13
Hit Points 21
Speed 30 ft.
Perception 9 Stealth 13
Resistant lightning, radiant | Ooze Resilience
Immune Ooze Resilience
Senses darkvision 60 ft., keensense 10 ft.
Languages

STRDEXCONINTWISCHA
−3 +3+0−3−1 +2

Amorphous. The slime can move through a space as narrow as 1 inch wide without squeezing.

Ooze Nature. The slime doesn’t require sleep.

Ooze Resilience. The slime is resistant to the grappled and restrained conditions, and it is immune to exhaustion and to the blinded, charmed, deafened, frightened, and prone conditions.

ACTIONS

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Frizz. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 7 (2d4 + 2) fire damage.

BONUS ACTIONS

Slimer. The slime launches magical goo at one creature it can see within 30 feet of it, causing one of the following effects.

  • Accelerate. The target’s speed increases by 10 feet until the end of its next turn, and it has advantage on the next weapon attack roll it makes before the start of the slime’s next turn.
  • Dazzleflash. The target must succeed on a DC 12 CON save or be blinded until the end of its next turn.
  • Heal. The target regains 5 (2d4) HP. Once a creature has regained HP from this effect, it can’t regain HP from this slime’s Heal again until it finishes a long rest.

Slime Knight

What’s a list of Tales of the Valiant RPG creatures without a valiant knight? Slime knights are small humanoids that ride green slimes into battle. Their forms are completely obscured by their armor, they wield longswords, and they carry shields bearing the likeness of a slime. Slime knights are resilient and hardy creatures with an innate connection to slimes, intuitively understanding and being understood by the smiling oozes.

SLIME KNIGHT CR 5

Small Humanoid

Armor Class 18 (chain mail, shield)
Hit Points 92
Speed 30 ft.
Perception 12 Stealth 5 (10 without armor)
Resistant lightning, radiant | Mounted Resilience
Senses darkvision 60 ft.
Languages Common plus any one language

STR DEX CON INT WIS CHA
+7 +0 +3 +1 +2 +0

Mounted Resilience. While riding a slime, the slime knight is resistant to exhaustion and to the blinded, charmed, deafened, frightened, and prone conditions.

Slime-Coated Weapons. The slime knight’s attacks are coated in magical slime. When the knight hits with any weapon, the weapon deals an extra 2d4 acid damage.

Slime Passivism. No slime or ooze can willingly attack the slime knight. They can be forced to do so through magical means.

Speak with Slimes. The slime knight can communicate with any slime or ooze as if they shared a language.

ACTIONS

Multiattack. The slime knight makes two Longsword attacks and uses Knight Slash.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 5 (2d4) acid damage.

Knight Slash. The slime knight makes one Longsword attack against a creature it can see within 5 feet of it. If the attack hits, the weapon causes one of the following additional effects:

  • Helm Splitter. The target’s AC is reduced by 6 until the start of the knight’s next turn.
  • Miracle Slash. The knight regains HP equal to the slashing damage dealt.
  • Wind Sickles. The attack’s damage ignores any resistance or immunity the target has to slashing damage.

BONUS ACTIONS

Heal Self (Recharge 6). The slime knight regains 10 (3d6) HP. This effect can’t restore a slime knight to above half its HP maximum.

Slime Mount. The slime knight can summon or dismisses a green slime mount, mounting or dismounting it as part of this bonus action without spending movement. The mount uses the statistics of a slime, except the slime is Small, and it is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks. If the mount is slain, it disappears, leaving behind no physical form, and the knight must wait 1 hour before summoning the mount again.

REACTIONS

Shield Block. When a creature the slime knight can see attacks a friendly creature within 5 feet of it, including itself or a creature it is riding, the knight can shove its shield between the attacker and the creature, imposing disadvantage on the attack roll. The knight must be wielding a shield to use this reaction.

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