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!
We have Dragon Quest slimes and drackys too!
Funghoul
A common low and mid-level enemy in Dragon Quest, the funghoul and its variants are short, chubby mushrooms with sharp teeth, lolling tongues, and caps of various colors. They are most known for their poisonous spores and their sweet breath that puts their opponents to sleep. Some variants of the funghoul throughout the series are actually undead rather than plants, leaning closer to the “ghoul” side of their name. The version was inspired by the low-level, plant version of the creature.
FUNGHOUL CR 1
Small Plant
Armor Class 13 (natural armor)
Hit Points 39
Speed 25 ft.
Perception 10 Stealth 12
Vulnerable fire | frightened
Resistant Plant Resilience
Immune poison | poisoned
Senses darkvision 60 ft.
Languages —
STR | DEX | CON | INT | WIS | CHA |
+3 | +1 | +2 | −3 | +0 | −4 |
Plant Resilience. The funghoul is resistant to exhaustion and to the paralyzed, petrified, and unconscious conditions.
ACTIONS
Headbutt. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage plus 7 (2d6) poison damage, and the target must succeed on a DC 13 CON save or be poisoned until the end of its next turn.
Poison Spit. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one creature. Hit: 11 (3d6 + 1) poison damage, and the target must succeed on a DC 13 CON save or be poisoned until the end of its next turn.
Sweet Breath (Recharge 5–6). The funghoul exhales sweet-smelling spores in a 15-foot cone. Each creature in the area must make a DC 13 CON save. On a failure, a creature takes 14 (4d6) poison damage and falls unconscious for 1 minute. On a success, a creature takes half the damage and doesn’t fall unconscious. This unconscious effect ends for a creature if the creature takes damage or another creature uses an action to wake it.
BONUS ACTIONS
Proficient Poisoner. The funghoul chooses one creature it can see within 30 feet of it. That creature has disadvantage on CON saves against any funghoul’s poison and spores, including the spores released by Sweet Breath.
Hackasaurus
The hacksaurus is an axe-wielding member of the dragon family of Dragon Quest monsters. In overall appearance and ability, it’s a blend of tyrannosaurus rex and European fantasy dragons. In the series, hacksauruses are often recruitable monsters (in the games with monster recruiting) and are some of the most powerful end-game foes the players encounter. Aside from the obviously deadly axes they carry, they are known for spewing fiery breath, much like the traditional dragons they resemble.
HACKASAURUS CR 11
Large Dragon
Armor Class 17 (natural armor)
Hit Points 230
Speed 30 ft., fly 15 ft.
Perception 18 Stealth 13
Vulnerable cold | charmed
Resistant frightened, paralyzed, stunned, unconscious
Immune fire
Senses darkvision 60 ft, keensense 10 ft.
Languages Draconic
STR | DEX | CON | INT | WIS | CHA |
+9 | +3 | +8 | +1 | +4 | +6 |
Critical Axe. The hacksaurus scores a critical hit on a d20 roll of 18, 19, or 20 with Greataxe attacks.
ACTIONS
Multiattack. The hacksaurus makes one Bite attack and two Greataxe attacks, or it makes four Spit Fire attacks.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 9 (2d8) fire damage.
Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage.
Spit Fire. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 16 (3d8 + 3) fire damage.
Flame Breath (Recharge 4–6). The hacksaurus exhales fire in a 30-foot cone. Each creature in the area must make a DC 16 DEX save, taking 40 (9d8) fire damage on a failed save, or half as much damage on a successful one.
BONUS ACTIONS
Falcon Slash. The hacksaurus makes one Greataxe attack against a creature it can see within 5 feet of it. It can make this attack only against a creature it has already attacked with its Greataxe this turn.
Treeface
Treefaces are mid-level enemies that appear in forests. They look like trees with bushy, green canopies, claw-like arm-branches, and trunks dominated by toothy maws and red eyes. Though they resemble treants, they are much more wicked, protecting forests but also delighting in ambushing and attacking travelers. Treefaces often travel together in small groups, heal their allies with their magical leaves, and perform a dance that befuddles spellcasters.
TREEFACE CR 5
Large Plant
Armor Class 15 (natural armor)
Hit Points 111
Speed 30 ft.
Perception 15 Stealth 10
Vulnerable fire
Resistant bludgeoning | blinded | Plant Resilience
Senses darkvision 30 ft., tremorsense 60 ft.
Languages Sylvan
STR | DEX | CON | INT | WIS | CHA |
+8 | +0 | +4 | −2 | +5 | −2 |
False Appearance. While the treeface remains motionless, it is indistinguishable from a normal tree.
Plant Resilience. The treeface is resistant to exhaustion and to the paralyzed, petrified, and unconscious conditions.
Weird Dance. When a creature that is concentrating on a spell and that can see the treeface starts its turn within 30 feet of the treeface, the treeface can force it to make a DC 16 WIS save. On a failure, the creature stops concentrating on the spell, ending the spell’s effects.
Unless surprised, a creature can avert its eyes to avoid the save at the start of its turn. If the creature does so, it can’t see the treeface until the start of its next turn, when it can avert its eyes again. If the creature looks at the treeface in the meantime, it must immediately make the save.
ACTIONS
Multiattack. The treeface makes three Slam attacks or four Wooshing Leaf attacks. If two Slam attacks hit one creature, the target must make a DC 16 STR save. On a failure, a creature is either knocked prone or is winded (the treeface’s choice). A winded creature can’t cast spells with verbal components on its next turn.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Wooshing Leaf. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
BONUS ACTIONS
Medicinal Herb (Recharge 4–6). The treeface throws a healing herb at one friendly creature it can see within 15 feet of it. The target regains 10 (3d6) HP.