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This page deals with recurring monsters from the Dragon Quest series.


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    Archdemon 
https://static.tvtropes.org/pmwiki/pub/images/archdemon.png
Dessert Demon

Demons that wield pitchforks, they are some of the toughest enemies in the game.

For tropes relating to Belial, see here.

Debut: Dragon Quest II


  • Adaptational Late Appearance: Archdemons reappear in Dragon Quest V from the DS remake onwards, despite not reappearing in the SNES original or the PS 2 remake.
  • Breath Weapon: They breathe Fire, as well as Flame Breath note  in their debut game, though future main series appearances have dropped it. Regardless, breath attacks can be taught to Archdemons in spinoff games, while turning into a Archdemon via its Monster Medal in Dragon Quest Heroes II grants use of Blistering Breath.
  • Bodyguarding a Badass: Two of them famously accompanied Nelgel during the attack on Tenton in Dragon Quest X. The Netherlord even summons them along with a Belial to fight the Hero.
  • Co-Dragons: The Unholy Trinity of Atlas, Pazuzu, and Belial, Hargon's generals from Dragon Quest II. In some later games they appear grouped together as a Call-Back.
  • Elite Mooks:
    • Archdemons are some of the strongest Demon monsters in the series, being evolved from Minidemons, according to various bestiary entires, and are often encountered either before the end of the game, or halfway through it.
    • Dessert Demons are a rarefied monster in Dragon Quest X, compared to their appearances in the Monster series and other appearances, casting Kaboom and Kaboomle just like their Archdemon relatives, in addition to Kabuff and Zing.
  • King Mook: Belial is the toughest variety of this type and is often A Kind of One who serves as Co-Dragons for Hargon, as well as an on and off normal enemy.
  • Stuff Blowing Up: They cast Kaboom in battle, which is always associated with them in most of their appearances. Dragon Quest X also has them cast Kaboomle.
  • Weapon Specialization:

    Balhib 
https://static.tvtropes.org/pmwiki/pub/images/balhib.png
Bilhaw
Harmachis

Great demon centaur statues filled with life.

Debut: Dragon Quest V


  • An Ice Person: Kacrack, which is cast by Bilhaws in Vnote , X, and XI, while Silverines can cast Kacrackle.
  • Blow You Away: They cast Kaswoosh, as well as Kaswooshlenote , when fought.
  • Boss Battle: A Balhib is faced as one in Dragon Quest X, despite them being normal enemies in other games.
  • Crystalline Creature: Dragon Quest X's Version 6 story introduces the Jiahaws, one of the Jia Kut Clan's monster minions.
  • Dimensional Traveler: Bilhaws are described in their bestiary entires as Woebergines who got teleported between dimensions and awakened their true powers while they were trapped there.
  • Elite Mooks: Balhibs, as well as Bilhaws, are powerful monsters in Nimzo's army, being encountered in endgame locations such as Talon Tower and Nadiria for the former, and Estark's Labyrinth for the latter, having powerful wind and ice magic. Dragon Quest X would go further with the Harmachis, a rarefied variant that would appear alongside Bilhaws, as well as the Emerald Demons and the Silverines, the latter of which makes its retroactive debut after previously debuting in Dragon Quest Monsters 2: Iru and Luca's Marvelous Mysterious Key.
  • Mook Lieutenant: Harmachises are worth a thousand human soldiers, able to oversee an army of monstersnote  and seek out worthy foes who can withstand their warlike attentions in battle.
  • Money Spider: Balhibs are pretty good for Heroes needing some extra Gold, though unlike Gold Golems, they can fight pretty damn hard. Justified, since they're demonic statues brought to life by foul forces and not entities made of bricks.
  • Names to Run Away from Really Fast: Harmachis blatantly has the word harm in its name, but in Japan, they're named after Astaroth, one of the 3 Great Dukes of Hell who's often associated with the color red.

    Bodkin Archer 
https://static.tvtropes.org/pmwiki/pub/images/bodkin_archer.jpg
Bodkin Fletcher
Bodkin Bowyer
Bodkin Bloodbow

Humanoid archers that target unlucky travelers in the woods.

Debut: Dragon Quest IV


  • Annoying Arrows: Their bread and butter in battle. Stronger variants like Fletchers and Bowyers can poison their enemies with Poison Attack and/or Rain of Poison Arrows for the former, as well as putting them to sleep with Sleep Attack or hitting them multiple times with Rain of Pain for the latter.
  • Elite Mooks: Bodkin Bloodbows, a rarefied variant introduced from Dragon Quest X onwards, are THE top archers, even outclassing the Bowyers for the title.
  • Enemy Summoner: Bodkin Bowyers can call in for more of their kind to overwhelm opponents, while Bodkin Fletchers can do the same from Dragon Quest IX onwards, as well as Bodkin Archers in Dragon Quest X and Dragon Quest XI.
  • Heal Thyself: Bodkin Archers have Medicinal Herbs on hand in case they or any of their allies are low on health during Dragon Quest IX.
  • Our Fairies Are Different: They're archers that serve Demon Lords in their schemes and harass many a Hero.
  • Poisonous Person: Bodkin Fletchers can be a nuisance to fight due to their arrows, which are doused in the Bubble Slime's dribble for potent effect.
  • Rank Up: Bodkin Bowyers are described as Archers who have reached the fruits of their labor and earned the right to wear the species' yellow hoods.
  • Sibling Rivalry: Bodkin Archers often have fierce rivalries with their Fletcher and Bowyer relatives over who's the better archer, sometimes targeting unlucky travelers to prove them wrong.
  • Status Buff: Buff, which is cast by Bodkin Archers since their debut to increase they or one of their allies' defense. Bodkin Fletchers can also use Psyche Up in Dragon Quest IX.
  • Villainous Friendship: Bodkin Fletchers are often seen near Bubble Slimes, so they can enhance their arrows with their toxins.
  • Villains Out Shopping: According to the Brownie's Dragon Quest IX bestiary entry, the Bodkin Bowyers take them on camping trips and trick them into tapping down their tent pegs.

    Bone Baron 
https://static.tvtropes.org/pmwiki/pub/images/bone_baron.png
Grim Rider
Night Rider

Corrupt undead aristocrats riding maniacal donkeys.

Debut: Dragon Quest IV


  • Adaptational Late Appearance: Night Riders reappear in VIII's Altar of Wroth dungeon, despite not reappearing in the original game themselves.
  • An Ice Person: Bone Barons and Skeleton Squires cast Crackle in VII, in addition to the Chilly Breath of the former.
  • Aristocrats Are Evil: Even undead, they love making the lives of people a living hell.
  • Boss Battle: A Skeleton Squire is fought in the Temple Palace's basement during the Al-Balad part of the game, itself being Queen Fertiti's favorite monster.
  • Breath Weapon: The Night Riders and Bone Barons' steeds can breathe a mean Inferno in IV and Chilly Breath in Dragon Quest VII. Players can also teach them breath attacks in the Monsters series.
  • Casting a Shadow: Bone Barons can cast Zammle from Dragon Quest X onwards, as well as Kazam when they have gone Vicious.
  • Curse: Grim Riders, Bone Barons, Night Riders, and the newly introduced Shadow Nobles can use Cursed Attack in Dragon Quest X to damage enemies as well as cursing them.
  • Drink-Based Characterization: Grim Riders drink milk to give their brittle bones more calcium, according to their Dragon Quest X and Dragon Quest Heroes II bestiary entires.
  • Enemy Summoner: Grim Riders and Bone Barons can summon Skeleton Soldiers, Lost Souls, and, in the case of the latter, Healslimes, alongside Skeleton Squires who can do the same, though only in VII. Future appearances from VIII onwards would drop this, however.
  • Elite Mooks:
    • Night Riders are the strongest normal variant in IV and X, being encountered in Nadiria and other places at night, and fight with Multithrust, Inferno, Midheal, Hard Guard, and Cursed Attack.
    • Shadow Nobles, a rarefied variant introduced in X fight with the same Multithrust and Cursed Attack, in addition to putting their enemies to sleep with Kasnooze.
  • Everything's Deader with Zombies: Not even death can stop these guys from flaunting their high status.
  • The Grim Reaper: These monsters take the souls of their victims in the dead of the night, according to their Dragon Quest X bestiary entry, and once cast Thwack in their debut game.
  • Heal Thyself: Midheal, which is usually associated with the Grim Riders. Night Riders can also use it in VIII, though only during their appearance in the 3DS remake.
  • Jousting Lance: Their usual weapons, which they can use Multithrust from to send enemies to their early graves from Dragon Quest VIII onwards, though the Bone Barons themselves don't have the skill in VIII...at least until Dragon Quest X.

    Bubble Slime 
https://static.tvtropes.org/pmwiki/pub/images/bubble_slime.jpg
Liquid Metal Slime
Slick Slime

Slime monsters hailing from a poisonous swamp, they're usually the first monster encountered that poisons enemies in battle.

Debut: Dragon Quest II


  • Combination Attack: Oil Burner, which is used by Slick Slimes and their Lava Lampling allies in Dragon Quest XI, to damage one enemy for major Frizz damage.
  • Crossover Cameo: A Liquid Metal Slime appears alongside a Chimaera, a Golem, a Skeleton Soldier, a Funghoul, a Cumaulus, a Restless Armour, a Dragon Zombie, and an Infernal Serpent in Itadaki Street DS's Monster Arena minigame.
  • Enemy Summoner: Slick Slimes can call in for Lava Lamplings during battle, which do the same in return.
  • The Friend Nobody Likes: Due to their poisonous bodies, no monster, Slime or any other, wants to be friends with them. Even humans who are friendly with monsters, such as Aurora, find them repulsive to be around.
    Aurora: Eurgh! Bubble slimes! I HATE bubble slimes, even at the best of times! They're so...gooey-looking!
    Luceus: I fear you are too harsh on our former friends. Though their poisonous nature is certainly bothersome...
  • King Mook: Dragon Quest Monsters: Caravan Heart onwards introduces the King Bubble Slimes, which are more powerful than normal Bubble Slimes with enhanced poisoning capabilities such as Venom Breath and Toxic Thrust.
  • Metal Slime: Liquid Metal Slimes, introduced alongside them, have a pretty good EXP yield if beaten fast enough before they can flee battle.
  • Playing with Fire:
  • Poisonous Person: They can poison enemies with Poison Attack, in addition to other skills such as Poison Bomb and Poison Breath.

    Bunicorn 
https://static.tvtropes.org/pmwiki/pub/images/bunicorn_7.png
Spiked Hare
24-Carrot Bunicorn

Rabbit monsters with a unicorn horn sticking out.

Debut: Dragon Quest III


    Cannibox 
https://static.tvtropes.org/pmwiki/pub/images/cannibox.jpg
Mimic
Pandora's Box
Colossal Cannibox
Mega Mimic
Pandora's Big Bad Box

Beware of treasure chests that seem too easy to reach. These disguised monsters love disappointing greedy heroes before destroying them.

Debut: Dragon Quest III


  • Adaptational Early Appearance: Pandora's Boxes appear in Dragon Quest IV from the Playstation 1 remake onwards, as well as in the Ice Cave of Dragon Quest III's Game Boy Color remake, despite not debuting until Dragon Quest VII.
  • Breath Weapon:
    • Sweet Breath, which is used by Canniboxes since their debut, as well as Mimics in VII, VIII, and X, Pandora's Boxes in Dragon Quest IV's remakes, its debut, VIII, and X.
    • Mimics can also use Chilly Breath in Dragon Quest IX, and the Pandora's Boxes use Burning Breath in III's Game Boy Color remake.
  • Chest Monster: The series' prime example.
  • Critical Hit: Canniboxes have high chances to land a brutal Desperate Attack on a party member, Mimics and Pandora's Boxes even moreso.
  • Crossover Cameo: Mimics make appearances in Mario Hoops 3-on-3 as items in the Bloocheep Sea, where they chase the player who has the ball, Fortune Street where they knock out the Slimes that hit them in the Slurpodrome, and in Super Smash Bros. Ultimate, doing what they do best on Yggdrasil's Altar.
  • Elite Mooks:
    • Pandora's Boxes, introduced in Dragon Quest VII onwards, are the toughest of their kind being based on the Greek myth and have Kathwack as THE highest instant death spell to cast, in addition to the usual Desperate Attacks, Sweet Breath, and Drain Magic of their weaker relatives, as well as Snub in Dragon Quest XI.
    • Platiumimics, a new variant introduced in Dragon Quest X from the start of Version 6 onwards, have Kathwack like the Pandora's Boxes, as well as the Desperate Attacks and Sweet Breath, in addition to Air Pollution to lower enemies' Attack and Magical Might by 1 level each while dazzling them, and Kasap to lower the party's defence.
  • Giant Mook: Dragon Quest XI introduces Colossal Canniboxes, Mega Mimics, and Pandora's Big Bad Boxes, which are a little harder to fight, since Colossal Canniboxes themselves can swallow a Gigantes whole in one gulp.
  • Mana Drain: Canniboxes, Mimics, and Pandora's Boxes often use Drain Magic on party members to get the MP needed for their Whack spells, as well as Weird Dance.
  • One-Hit Kill: Uses Desperate Attacks and Whack spells to wipe out party members quickly.

    Chimaera 
https://static.tvtropes.org/pmwiki/pub/images/chimaera.jpg
Hocus Chimaera
Cosmic Chimaera
Lunar Chimaera

Birds with a snake-like body that breathe fire. Their wings are a valuable commodity for adventurers who need to travel in a hurry.

Debut: Dragon Quest


  • Blow You Away: Spinoff games have them cast Woosh or Swoosh. Lunar Chimaeras can cast Kaswooshle or Kaswoosh, depending on the game.
  • Boss Battle: The Chimaera Pawn from Dragon Quest V, which must be fought along with the Orc Pawn to progress further in Knightmare Towers.
  • Breath Weapon: They breathe fire via Fire or Flame Breaths, and can also breathe Inferno and Scorch when they have gone Vicious.
  • Combination Attack: Dragon Quest XI gives them Chimaera Flare, which combines their Flame Breath and/or Inferno to damage all enemies.
  • Crossover Cameo: A Chimaera appears in Itadaki Street DS's Monster Arena, alongside a Golem, Skeleton Solider, Green Dragon, Liquid Metal Slime, Killerpillar, Funghoul, Cumaulus, Dragon Zombie, and an Infernal Serpent.
  • Defeat Means Friendship: Dragon Quest V and Dragon Quest X allows you to recruit one, making them valuable allies, due to casting healing magic for their former enemies and using their breath attacks against their former allies.
  • Elite Mooks: Cosmic Chimaeras, the captains of the Chimaera clan, are tougher Chimaeras that have higher fire breaths and healing magic. note  Lunar Chimaeras, a rarefied variant introduced in Dragon Quest X, are said to embody the moonlight and cast a mean Kazam, as well as other abilities and spells like Blessed Breath, C-C-Cold Breath, Kaswooshle, and Kazap.
  • Iconic Item: The Chimaera Wing, which is used in place of the Zoom spell for fast travel.
  • Our Wyverns Are Different: They used to be called this in the early localizations. For instance, Hocus Chimeras were called Magi Wyverns and Cosmic Chimaeras were called Star Wyverns.

    Crabid 
https://static.tvtropes.org/pmwiki/pub/images/crabid.jpg
Crabber Dabber Doo
Handsome Crab
King Crab

Drooling crabs that walk along the seashore looking for their next meal.

Debut: Dragon Quest III


  • Combination Attack: Dragon Quest XI gives the Handsome Crabs the Desperate Double Pep Power, allowing them to lay their Desperate Attacks into 1 enemy.
  • Crystalline Creature: Dragon Quest X from the 5.3 update onwards introduces the Amethyst Crab, a rarefied relative that can appear alongside the Crabids themselves and can rain gems upon their enemies.
  • Defend Command: Crabids and their relatives can sometimes defend themselves to reduce the damage from enemy attacks and spells in battle.
  • Enemy Summoner: They call in for more of their kind to overwhelm enemies.
  • Forced Sleep: Snooze, which is cast by King Crabs in all of their appearances, as well as Kasnooze when they have gone Vicious.
  • Green-Eyed Monster: The King Crabs are jealous of the Slime Stack's ongoing popularity with monsterkind and want to do a stackup of their own, according to their bestiary entry in Dragon Quest IX.
  • Shout-Out: The Crabber Dabber Doos are named after Fred Flintstone's famous catchphrase.
  • Status Buff: Crabber Dabber Doos have Kabuff to increase they and their allies' defence, which is especially notorious when paired up with their Vampire Cat comrades in their debut game. King Crabs also have it as well as Buff, though only in the remakes of III and Dragon Quest Tact.
  • Useless Useful Spell: Defending Champion, which is used by Crabber Dabber Doos and Handsome Crabs in Dragon Quest X to further defend themselves from enemy attacks and spells.

    Cruelcumber 
https://static.tvtropes.org/pmwiki/pub/images/cruelcumber.jpg
Zumeanie
Scourgette

Cucumbers that became monsters after being inhabited by evil spirits.

Debut: Dragon Quest IX


  • Beware the Silly Ones: These monsters may look like loose vegetable cannons, but one of them, along with 2 Slimes, nearly attacks Erinn and her grandfather at the start of the game had the Hero and Aquila not intervened, while their stronger Zumeanie, Scourgette, and Monogette relatives can bring the pain on unsuspecting enemies.
  • Elite Mooks: Dragon Quest X via the first half of the 5.5 update onwards introduces the Monogettes, a rarefied variant that can appear alongside Cruelcumbers, with the usual Multithrust and Assault Spear, though they also have Lightning Storm and Mono Command, the latter of which increases they and a Cruelcumber's Tension by 1 level each.
  • Emergency Weapon: According to the Scourgette's Dragon Quest X bestiary entry, if they lose their spears, they grow new ones from the stems on their heads to pull out.
  • Famed In-Story: A story passed down among generations of Cruelcumbers is that one bravely fought the Hero of its debut game near Angel Falls so it could attack Erinn, according to the Cruelcumber Ancestor's bestiary entry.
  • The Goomba: They're the first "new" monster fought in IX, though they're a bit stronger in Dragon Quest X, since they were finally brought back in the game from the start of Version 5 onwards.
  • Having a Blast: Scourgettes cast Boom, Kaboom, and Kaboomle in battle, the last of which it casts after being enraged.
  • Javelin Thrower: Multithrust, which is used by Cruelcumbers, Zumeanies, Scourgettes, and Monogettes to attack random enemies, as well as Assault Charge when the former 2 monsters and the last are enraged.
  • Logical Weakness: Cruelcumbers and Scourgettes fry easily when hit by fire spells and skills, though Zumeanies are weak to ice skills and spells due to being ripened by the sun in a tropical paradise.
  • Powerful, but Inaccurate: Thunder Thrust, which is used by Zumeanies in Dragon Quest XI to try and land a critical hit on one enemy.
  • The Rival: Cruelcumbers have a fierce rivalry with Orcs over who's the better spear wielding monster, according to their Dragon Quest X bestiary entry.
  • Status Buff: Oomphle, which is cast by Cruelcumbers and Zumeanies in Dragon Quest X, as well as Scourgettes in Dragon Quest XI to slightly increase they or an ally's attack. Scourgettes can also cast Oomph in both IX and XI, as well as Cruelcumber Ancestors in X, while Zumeanies can increase their strength with either Psyche Up or Muster Strength.
  • Status Infliction Attack: Zumeanies can damage and confuse their enemies with Confusion Attack.

    Cumaulus 
https://static.tvtropes.org/pmwiki/pub/images/cumaulus.png
Hell Nino
Freezing Fog
Demon Cloud

Cloud monsters that scour the skies and clobber enemies with their shocking brutality.

Debut: Dragon Quest III


  • An Ice Person:
    • Freezing Fogs, a variant seen in icy locations, can ice enemies with breath attacks like Icenote , Cool Breath, Chilly Breath, and Freezing Blizzard, as well as Crackle.
    • EvilClouds can also use C-C-Cold Breath in Dragon Quest X.
  • Breath Weapon: Their Hell Nino, Freezing Fog, EvilCloud, Demon Cloud, and Cottoncloud relatives bring the pain to or cripple enemy parties with breath skills such as Sweet Breath, Cursed Mist, Crafty Breather, C-C-Cold Breath, Scorch, and Cursed Mist.
  • Blow You Away: Kaswoosh, which is used by Cottonclouds, a variant introduced from the first half of 6.5 onwards in Dragon Quest X, though it’s averted with most of the line, since they don’t have wind spells/skills to use in battle.
  • Counting Sheep: Woolmaulsues can use this ability in battle to make enemies fall asleep. If players who are playing Dragon Quest X for the first time when these guys are present, watch out, since it would be their first encounter with this skill chronologically!
  • Crossover Cameo: A Cumaulus appears alongside its fellow Zoma minions Dragon Zombie, Funghoul, Infernal Serpent, Killerpillar, and Restless Armour, in addition to Chimaera, Golem, Skeleton Solider, Green Dragon, and Liquid Metal Slime during Itadaki Street DS's Monster Arena minigame.
  • Cumulonemesis: They fit this to a T, peacefully floating in the sky when they’re not fighting.
  • Dark Is Evil: Demon Clouds, a new variant introduced from Dragon Quest X onwards, are purple clouds that cast Thwack to eliminate enemy parties, while breathing Black Breath and Cursed Mist.
  • Fire, Ice, Lightning: The Hell Ninos and Freezing Fogs, though the Cumauluses wouldn't have the lightning part down until the Battle Road games and Dragon Quest X onwards.
  • Playing with Fire:
    • Hell Ninos, a fiery variant of the Cumauluses, can fry enemies with Fire note , Fire Breath, Flame Breath, and Inferno breath attacks, in addition to using Sizz and Sizzle.
    • Frizz, which is cast by Cumauluses in III, VI, and IX before Dragon Quest X and the Battle Road games onwards gave them lightning skills and magic like Zap to better fit the storm cloud image.
    • EvilClouds, a variant introduced from the Game Boy Color remake of III onwards, can also use Flame Breath, in addition to Kafrizz, as well as Scorch, Kafrizzle, and Kasizzle in when they make their comeback in Dragon Quest X from 3.2 onwards.
  • Shock and Awe: Zap, which is cast by Cumauluses, as well as Woolmauluses.
  • Smoke Out: Mist Me, which is used by Freezing Fogs in Dragon Quest IX to evade enemy attacks. Cumauluses, Demon Clouds, EvilClouds, and Cottonclouds can also shroud themselves in a mist for the same results.
  • Status Buff: Psyche Up, which is used by Cumauluses and Freezing Fogs in Dragon Quest IX to increase their Tension by 1 level.
  • Stuff Blowing Up: Kaboom, which is cast by EvilClouds in the Game Boy Color remake of Dragon Quest III.
  • Sweet Sheep: Averted with the Woolmauluses, a rarefied variant introduced from 6.4 onwards, which are made when shorn sheep wool have attached themselves to Cumauluses in the wind.

    Cyclops 
https://static.tvtropes.org/pmwiki/pub/images/cyclops_dqviii.png
Gigantes
Golden Goliath

Giant one-eyed monsters who don't walk softly, but carry a big club and swing it with incredible strength.

For tropes relating to Atlas, see here and here.

For tropes relating to Queen Ferz, see here.

Debut: Dragon Quest II


  • Blue/Orange Contrast:
    • The Cyclops has blue skin, the Gigantes has turquoise skin, and Atlas has bright orange skin.
    • Atlas's fur covering is blue.
  • Classical Cyclops: The spitting image of the original.
  • Co-Dragons: The Unholy Trinity of Atlas, Pazuzu, and Belial, Hargon's generals from Dragon Quest II. In some later games they appear grouped together as a Call-Back.
  • Combination Attack: Dragon Quest XI gives the Gigantes the Desperate Double Pep Power, which combines their two Desperate Attacks into one painful hit on an enemy, while in the same game, the Golden Goliaths have the Seismosmash Pep Power, which they share with Tweedledoom and Tweedledeath.
  • Elite Mooks: In Dragon Quest II, Cyclops and Gigantes dwelled only in the Rendarak region—the countryside surrounding the Hall of Hargon—and were of course very tough. Even in later games with other powerful monsters to compete with them, these Smash Mooks are often reserved for the latter half of any game in which they appear.
  • Giant Mook: These guys are huge. In some games they're taller than houses, but in Dragon Quest Heroes and its sequel, Gigantes are downright mountainous.
  • Gold-Colored Superiority: Golden Goliaths, a variety introduced in Dragon Quest XI onwards.
  • Hulk Speak: As to be expected, they tend to have poor vocabulary when they speak. Atlas occasionally subverts this, but not always.
  • King Mook: Atlas, who comes in a bright orange to set himself apart from others of his type, and himself is almost always A Kind of One—if he's fought, it will often be as a late- or post-game Boss Battle.
  • Player Mooks: In Dragon Quest Heroes II, Atlas himself is playable in a unique boss fight against a giant Drakulard, achieved via obtaining a Monster Medal in his likeness.
  • Shockwave Stomp: An attack picked up in later games such as Dragon Quest X, Crackerwhack, lets them damage the whole party at once while potentially knocking them down, as well as Seismic Shock, a stronger version.
  • Smash Mook: One of the purest examples of the trope in the series. With high strength and frequent use of Desperate Attacks, they can be devastating opponents even to a high-level party.
  • Theme Naming: The original three members of this family were all named for figures from Classical Mythology—the Classical Cyclops, Gigantes for the giants, and Atlas for the titan of the same name.

    Dancing Devil 
https://static.tvtropes.org/pmwiki/pub/images/dancing_devil.jpg
Tap Devil
Caped Caperer

Devils that love to dance enemies to their deaths by the pale moonlight.

Debut: Dragon Quest VIII


  • Dance Battler: Dancing Devils and their relatives, Tap Devils, Caped Caperers, and Diabladasnote  have a variety of dance moves that cripple, attack, and/or outright kill enemy parties instantly, such as Fuddle Dance, Underpants Dance, Dance of Damnation, Weird Dancenote , Sword Dance, and Sultry Dance, while healing themselves and allies with Hustle Dance, as well as Kerplunk Dance, which heals any still alive allies to full HP while reviving dead comrades at the cost of their own lives.
  • Pungeon Master: They make various plays on dancing with their dialogue when allowed to speak.

    Dancing Flame 
https://static.tvtropes.org/pmwiki/pub/images/dancing_flame.png
Frostburn
Buntzenberner/Inferno
Old Flame
Green Glow/Spirit Flame

Fiery entities born from the anger of humans.

Debut: Dragon Quest II


  • An Ice Person: Frostburns, a variant seen in icy locations such as Rendarak and Blizzard Peaks, can send enemies to their early graves with Thwack and breathe out Chilly Breath and/or Freezing Blizzard to damage them.
  • Breath Weapon: Dancing Flames breathe Fire and/or Flame Breath note , Frostburns breathe Chilly Breath and/or Freezing Blizzard, Buntzenberners breathe Burning Breath and Cursed Mist, Old Flames breathe Scorch, and so on.
  • The Corrupter: Buntzenberners, a variant introduced in Dragon Quest X, are said to amplify their victims’ greed, making even the most noble of thieves succumb to stealing for themselves.
  • Dark Is Evil: Infernos and Buntzenberners are appropriately colored purple and black, being seen in evil locations such as the Nagaland Mausoleum, Version 3’s final dungeon.
  • Evil Living Flames: They're born from humanity's anger.
  • Green and Mean: Green Glows and Spirit Flames, new relatives introduced in X, fit the bill, since the Spirit Flames hide in the woods to lure lost travelers to become part of their bonfires, though the Green Glows avert this since they care for their friends by protecting them with Kabuff and are only mean against their enemies.
  • One-Hit Kill: Thwack, which is always associated with Frostburns since II, while stronger variants such as Infernos and Spirit Flames cast Kathwack.
  • Playing with Fire: Aside from the Dancing Flames mentioned above, Old Flames can breathe Scorch, as well as cast Kafrizz in battle.
  • Really 700 Years Old: Old Flames are Dancing Flames that burn unextinguished for 1,000 years and have evolved into a primordial flame, according to their Dragon Quest X bestiary entry.
  • Reviving Enemy: Buntzenberners can revive themselves as long as their Gasmon Hearts remain in their bodies. Players must use the Thief's Half-Inch skill if they want to fully defeat them.

    Demon-at-Arms 
https://static.tvtropes.org/pmwiki/pub/images/demon_at_arms.jpg
Hell Gladiator
Zombie Gladiator
Servant of Darkness

Elite soldiers and/or generals of monsterkind, they have mastered numerous weapons at the same time with four arms.

Debut: Dragon Quest VI


  • An Ice Person: Casts Kacrack, as well as Kacrackle when they have gone Vicious. Likewise, Zombie Gladiators can use Kacrackle Slash from Dragon Quest VIII onwards, while Servants of Darkness can also cast Kacrack.
  • Blow You Away: Gust Slash, which is used by Zombie Gladiators since their debut.
  • Breath Weapon: They breathe a mean Scorch or Flame Breath on unprepared parties. Hell Gladiators and Servants of Darkness can also use Inferno and Scorch, while the former has Burning Breath to paralyze enemies.
  • Degraded Boss: One first appeared as a boss in the Real World version of Weaver's Peak to eliminate the Hero's body on Mortamor's orders during the events of Dragon Quest VI and later became a normal enemy in spinoff appearances and Dragon Quest X, while the Servant of Darkness can be encountered in the Heavenly Dais during Dragon Quest VIII after the first of its kind is fought in the Black Citadel, as well as in the Twilight of King Zedra during Dragon Quest X from 6.2 onwards.
  • Elite Mooks: They, along with Zombie Gladiators, Hell Gladiators, Servants of Darkness, and Asura Kings are some of the toughest monsters to fight, with various skills and spells to bring even experienced Heroes to their knees.
  • Forced Sleep: Hell Gladiators can damage and put their enemies to sleep with Sleep Attack.
  • Hidden Depths: Despite the Servants of Darkness being elite soldiers of monsterkind note , they're surprisingly good chefs as revealed in their Dragon Quest X bestiary entries.
  • Multi-Armed and Dangerous: Their MO. These guys wield weapons note  on all their four arms flawlessly like General Grievous wields Jedi lightsabers.
  • Playing with Fire: Flame Slash, which is used by Zombie Gladiators since their debut, in addition to the Flame Breath, Inferno, and/or Scorch of their Demon-at-Arms, Hell Gladiator, and Servant of Darkness relatives.
  • Shock and Awe: Lightning/Thunder Slash, which is used by Zombie Gladiators since their debut.
  • Status Infliction Attack:
    • They and Zombie Gladiators cast Kasap to lower their enemy's defense, while the latter has Paralysis Attack only in its debut to paralyze enemies in addition to damaging them.
    • The whole line, save for Asura Kings and Servants of Darkness, can also curse enemies with Cursed Attack.

    Dracky 
https://static.tvtropes.org/pmwiki/pub/images/dracky.jpg
Drackolyte
Drackyma
Drackmage
Tundracky

Bat creatures with a goofy smile. Usually not too tough to beat when first starting out, but some can use magic to cause problems.

Debut: Dragon Quest


  • An Ice Person: Dragon Quest X introduces the Tundrackies, rarefied variants of Drackies that cast Crack and other ice magic.
  • Bat Out of Hell: They're designed as bats.
  • Dark Is Evil: Zigzagged with Dark Is Not Evil. While they ARE born from the World of Darkness, according to their bestiary description in Dragon Quest VIII and sometimes cast Zam spells in spinoff appearances, they can fight alongside the player if recruited.
  • Forced Sleep: Drackymas, which cast Snooze and Kasnooze in battle depending on the game. It's also said they cast said spells on their young to help them sleep easier.
  • Green and Mean: Drackmages, introduced from Dragon Quest II onwards, cast Kasap on enemy parties and are found in forests and other locations that are the same color as their bodies.
  • Mascot Mook: They are one of the iconic enemies in the series, alongside Slimes, Chimaeras, Golems, and Hammerhoods.
  • Nocturnal Mooks: Some games, such as Dragon Quest V, Dragon Quest VIII, and Dragon Quest X can only have them be fought at night, though fighting them in cave dungeons regardless of the time of day are fair game.
  • Sibling Rivalry: Drackolytes are mentioned to have a magic related squabble with the Drackymas.
  • Stuff Blowing Up: Drackolytes and Drackymas cast Bang and Boom, with the former casting it in Dragon Quest X and Dragon Quest XI, while the latter only casts Boom. Drackolytes gone Malicious via Calasmos' influence in the latter game cast Kaboom.

    Dragon 
Dragons come in all shapes and sizes, but they are frequently among the most powerful kind of monster to be encountered and are never to be taken lightly.

Debut: Dragon Quest


  • Antagonist Title: They put the Dragon in Dragon Quest.
  • Breath Weapon: Their most common form of attack is to breathe damaging blasts of fire or ice on the whole party.
  • Elite Mooks: In Dragon Quest I, a Green Dragon is the protector of Princess Gwaelin's prison cell and is one of the few scripted bosses to defeat, though it's technically an optional battle.
  • Four Legs Good, Two Legs Better: Great Dragons are bipedal and more powerful than their quadrupedal cousins.
  • Inflating Body Gag: Gasbagons in Dragon Quest VI.

    Draguar 
https://static.tvtropes.org/pmwiki/pub/images/draguar.png
Missing Lynx
Winged Sabrecat

Cat-like creatures with vicious claws and fangs that have killed many Heroes without a shred of remorse.

Debut: Dragon Quest VII


  • Adaptational Early Appearance: Draguars appear in Dragon Quest IV from the PlayStation 1 remake onwards despite not appearing in the original.
  • Attack Reflector: Bounce, which is cast by Missing Lynxes to repel enemy spells.
  • Blow You Away: Swoosh, which is cast by Draguars and Missing Lynxes in their debut game, as well as Dragon Quest IV for the former. Dragon Quest X upgrades their Swoosh spells into Kaswoosh.
  • Boss Battle: A Missing Lynx is faced in Accordia during Dragon Quest Heroes II in order to fully take back the town.
  • Expy: The Draguar monster line is the Dragon Quest version of the Behemoth monsters from the Final Fantasy series, both being giant demonic Catlike Dragons.
  • Green and Mean: Dragon Quest X introduces the Killer Panther, a weaker variant that may not have wings, but is still a vicious monster.
  • Kill Tally: It's said in its Dragon Quest X bestiary entry that the spots on a Draguar's body is proof of their abilities to kill many would-be Heroes and they secretly keep track of how many they kill on behalf of their masters.
  • Mighty Roar: Dragon Quest X gives the original three monsters and Blondie, a rarefied variant introduced in the game, Total War Cry to damage enemies while potentially stunning them.
  • Mix-and-Match Critters: Draguars and their relatives are big cats that are a hybrid of dragons and jaguars.
  • Pet the Dog: Sometimes, Missing Lynxes would adopt human children and raise them as their own, according to their Dragon Quest X and The Dark Prince bestiary entries.
  • Sapient Fur Trade: The fur of Winged Sabrecats are a symbol of status for wealthy aristocrats and sell for billions on the black market, according to their Dragon Quest X and Dragon Quest Heroes II bestiary entries.
  • Status Infliction Attack: Paralysis Attack, which is used by Missing Lynxes, as well as Blondies, to damage one enemy while potentially paralyzing them.

    Drakulard 
https://static.tvtropes.org/pmwiki/pub/images/drakulard.jpg
Drakulord
Drakularge
Giant bipedal dragons with a lot of girth, they are usually encountered near the end of a game.

For tropes relating to Drak's Fygg transformed state, the Grand Lizzier, see here.

Debut: Dragon Quest VII


    Dullahan 
https://static.tvtropes.org/pmwiki/pub/images/dullahan.png
Dark Dullahan
Hell's Gatekeeper

Undead headless knights that wield a mean flail and their faces on shields.

Debut: Dragon Quest VIII


  • Breath Weapon: Not in VIII and X, but Dragon Quest XI gives the Dark Dullahans and Hell's Gatekeepers the Air Pollution skill, which reduces the enemy's Attack and Magical Might by 1 level each while dazzling them.
  • Combination Attack: Dragon Quest XI gives the Dullahans and Hell's Gatekeepers the Epic Flail Pep Power, which damages all random enemies 6 times.
  • Dark Is Evil: The Dark Dullahans, which originate from the World of Darkness.
  • Elite Mooks: Hell's Gatekeepers are the strongest variety fought, having a variety of abilities to make even the most hardened Heroes tremble.
  • Enemy Summoner: Dullahans and Hell's Gatekeepers can summon Elysium Birds to aid them in battle, while Dark Dullahans can summon Dark Condors.
  • Forced into Evil: Dark Dullahans are former human footsoliders whose faces were transferred into their shields by a cruel curse and who won't rest until their wickedness is undone. Averted with the Hell's Gatekeepers, who became evil of their own free will.
  • Headless Horseman: Dragon Quest XI onwards introduces the Headless Horsemen and their kind, which are Dullahans riding demonic horses.
  • One-Steve Limit: Averted. The Hell's Gatekeepers share the same name with the Wishmaster monster from Dragon Quest IX.
  • Status Buff: Oomph, which is cast by Dullahans in all of their main series appearances, and Dark Dullahans and Hell's Gatekeepers in Dragon Quest X. They can also increase their Tension via Psyche Up.

    Firespirit 
https://static.tvtropes.org/pmwiki/pub/images/firespirit.jpg
Lost Soul
Float-o-Copier
Zamtasm
Dead Man's Soul

Living manifestations of fire that are either the Frizz spell or the sizzling souls of the damned.

Debut: Dragon Quest IV


  • An Ice Person: Dragon Quest X introduces another variant, the Dead Man's Soul, from the start of Version 3 onwards, which casts Thwack and Kathwack, while casting Kacrack in Dragon Quest Walk and Crack, Ice Needle, and Death is Cold in Dragon Quest Tact.
  • Been There, Shaped History: The Dead Man's Souls taught Frostburns how to cast Thwack, according to their Dragon Quest X bestiary entries.
  • Broken Record: The Float-o-Copiers's usual speech quirk when speaking in some games, some games. It's what can give away their human disguises, their human disguises.
  • Casting a Shadow: Zamtasms, a variant introduced from Dragon Quest X via the start of Version 2 onwards, are said to be the spell Kazammle given physical form as a Firespirit monster, and can also cast it in battle.
  • Green and Mean:
    • Float-o-Copiers, which debut alongside the Firespirits and Lost Souls, can cast Morph to copy their enemies' spells and abilities, while pranking humanity on the side.
    • 2.1 of Dragon Quest X onwards introduces the Jade Flares, which cast Kaboomle and lay Curses on their enemies, while using Shoot Away.
  • Our Ghosts Are Different: The Lost Souls are either slain travelers or apparitions of adventurers who lost their lives while trying to finish a quest, according to their bestiary entries from Dragon Quest VIII and Dragon Quest Heroes II. In addition, the Firespirits and their relatives, including the aforementioned Lost Souls, can be of the Undead family in various spinoff games.
  • Playing with Fire: They cast Frizz in battle against their enemies.
  • Suicide Attack: Shoot Away, which is used by Lost Souls, Jade Flares, and Zamtasms to damage enemies at the cost of their lives.

    Funghoul 
https://static.tvtropes.org/pmwiki/pub/images/funghoul.jpg
Morphean Mushroom
Mushroom Mage

Mushrooms that lurk in forests and humid grasslands, they put enemies to sleep with their Sweet Breath.

Debut: Dragon Quest III


  • An Ice Person: Mushroom Mages can ice enemies with Crack, Crackle, and/or Kacrack, depending on the game.
  • Butt-Monkey: Morphean Mushrooms are so small, they're often mistaken for seats by fellow monsters at the AGM every year, who sit on them, according to their bestiary description in Dragon Quest IX.
  • Casting a Shadow: Zam, which is cast by Mushroom Mages in Dragon Quest IX.
  • Crossover Cameo: A Funghoul appears alongside a Chimaera, Golem, Skeleton Soldier, Liquid Metal Slime, in addition to its fellow Zoma minions, Killerpillar, Restless Armour, Dragon Zombie, and Infernal Serpent during Itadaki Street DS' Monster Arena minigame.
  • Forced Sleep: Funghouls' Sweet Breath is their bread and butter when dealing with enemies of their masters. note  Morphean Mushrooms also have it, but can also put enemies to sleep just by attacking them with Sleep Attack.
  • Heal Thyself: Mushroom Mages can heal themselves and/or allies with Heal, Midheal, and/or Moreheal, depending on the game. Ayashiitakes, a rarefied variant introduced in Dragon Quest X from 6.2 onwards, have Multiheal on hand to heal themselves and allies.
  • Poisonous Person: Funghouls can poison enemies with Poison Attack in both Dragon Quest IV and Dragon Quest V, though only when recruited in the latter. Mushroom Mages can also utilize this via the Poison Mushrooms skill in Dragon Quest X, which sprouts up 3 purple mushrooms that explode on enemies unfortunate enough to be near them, thus damaging, while potentially poisoning them.
  • Plant Mooks: They're mushrooms that morphed into monsters out of revenge on humans always picking and putting them in a pot for their meals.

    Gem Slime 
https://static.tvtropes.org/pmwiki/pub/images/gem_slime.jpg
Emperor Slime
Platinum King Jewel
Darkonium Slime

Slime monsters that resemble gems.

Debut: Dragon Quest Monsters


  • Adaptational Early Appearance: Platinum King Jewels appear in Dragon Quest IV from the Playstation 1 remake onwards, despite not debuting until Dragon Quest VII. Likewise, Darkonium Slimes appear in the 3DS remake of the Platinum King Jewels and Emperor Slimes' debut game, despite them not debuting until Dragon Quest Monsters: Joker.
  • Attack Reflector: Bound, which is cast by Emperor Slimes in VII and X to reflect one enemy spell.
  • Bribing Your Way to Victory: Subverted with Darkonium Slimes, a variant introduced from Dragon Quest Monsters: Joker onwards, since despite them being made of Darkonium, they won't get a Monster Scout into the finals.
  • The Emperor: Emperor Slimes, a variant of Gem Slimes introduced from Dragon Quest VII onwards, are the highest ranked Slimes in their monarchy, created when a King Slime was accidentally sat on by a Queen Slime and became vulcanized under her weight, according to their Dragon Quest X bestiary entries.
  • Forced Transformation: A Platinum King Jewel in Dragon Quest X can transform its Gem Slime, Emperor Slime, and Darkonium Slime relatives into more of itself with Megamorphosis.
  • Heal Thyself: Midheal, which is cast by Gem Slimes in their main series debut, while Darkonium Slimes have Multiheal from Dragon Quest IX onwards to heal themselves and allies.
  • Metal Slime:
    • Platinum King Jewels, a variant introduced from Dragon Quest VII onwards, yield higher EXP than all Metal Slime monsters, including Metal King Slimes!
    • Gem Slimes from Dragon Quest IX onwards can only be defeated with a lucky critical hit ability, such as Hatchet Man, since spells can't do crap to them and normal attacks will just either miss or deal a measly 1 damage.
  • Money Spider: Gem Slimes drop a lot of Gold when defeated, making them much more efficient for Heroes than Gold Golems, though they can either flee or cast Magic Burst.
  • Signature Move: Darkonium Slimes from Dragon Quest IX onwards have Darkonium Ray, a particle light beam that damages all enemies in battle.
  • Spikes of Villainy: While not present in their original appearances until more modern appearances from the Battle Road games onwards, the Gem Slime monster family can attack by stretching their gem bodies to reveal spikes to damage their enemies in battle.
  • Stuff Blowing Up: Darkonium Slimes in Dragon Quest X have Kaboomle to damage all enemies with a massive explosion, while their appearance in the 3DS remake of Dragon Quest VII gives them Big Banga.

    Ghost 
https://static.tvtropes.org/pmwiki/pub/images/ghost_42.jpg
Fightgiest
Spitegeist

Spectral creatures wearing a witch hat, they love scaring enemies, but are also content pranking them and their fellow monsters.

Debut: Dragon Quest


  • Adaptational Late Appearance: Ghosts, Fightgiests, and Spitegeists reappear in the 3DS remake of Dragon Quest VII despite not reappearing in the original.
  • Casting a Shadow: They cast Zam and Zammle in spinoff appearances, while Fightgiests, Spitegeists, and Jiangshi Ghosts, can cast Zam, Zammle, Kazam, and Kazammle in Dragon Quest X.
  • Green and Mean: Spitegeists are the meanest of their family, having Sizz, Snooze and Kasnooze, Zammle, Kazam, and Fizzle to torment enemies, even being envied by their friends of going to Hell and back while writing their autobiographies, according to their Dragon Quest X and Dragon Quest Heroes II bestiaries.
  • Mana Drain: Fightgiests cast Drain Magic in X to rob enemies of their MP to use as their own.
  • Multipurpose Tongue: Tongue Lashing, which is already learned by Ghosts when they're recruited in V to stun an enemy, and is also used by Fightgiests in the 3DS remake of VII.
  • Nocturnal Mooks: Some appearances can only have them be fought at night, though their debut game had them fought in daylight with no issue.
  • Playing with Fire:
    • Ghosts can learn Frizz, Sizz, Frizzle, and Kafrizz note  in Dragon Quest V after being recruited, and reprise casting Frizz in various spinoff games, as well as Kafrizz in Dragon Quest X when they have gone Vicious.
    • In their debut, as well as the 3DS remake of VII, Fightgiests and Spitegeists cast Sizz in battle.

    Golem 
https://static.tvtropes.org/pmwiki/pub/images/dragonquesti_golem.png
Gold Golem
Stone Golem
Glacial Golem

Entities made of bricks that were originally made to protect towns from monsters, but decided fighting alongside them was better.

For the Golem boss, see here.

Debut: Dragon Quest


  • Achilles' Heel: Anything that puts them to sleep, whether it be the Fairy Flute, Snooze spells, or abilities that put opponents to sleep such as Sweet Breath or Sleeper Hit, makes fighting against them easier. Dragon Quest X can turn this into a blessing via the skill Sweet Dreams when they are recruited.
  • An Ice Person: Glacial Golems, an icy variant from Dragon Quest X onwards, are faced in arctic environments such as The Snærfelt.
  • Boss Battle: In Dragon Quest, a Golem, the only one of its type, is stationed at the entrance to Cantlin and must be defeated before the player can enter.
  • The Berserker: Their bestiary description in Dragon Quest Heroes and its sequel indicates that Gold Golems fight in this manner.
    Far from as good as gold, they fling their fists around furiously with nary a care for their surroundings.
  • Bruiser with a Soft Center: Golems may hit hard, but they secretly enjoy it when a bird lands on their shoulder.
  • Caps Lock: How they usually speak.
  • Crossover Cameo:
    • A Golem appears alongside a Chimaera, a Skeleton Soldier, a Green Dragon, a Liquid Metal Slime, a Funghoul, a Killerpillar, a Restless Armour, a Cumaulus, a Dragon Zombie, and an Infernal Serpent during Itadaki Street DS's Monster Arena minigame.
    • They, along with their Stone Golem and Gold Golem relatives also appear in Final Fantasy XIV's crossover event with the Dragon Quest series.
  • Degraded Boss:
  • Elite Mooks: Zigzagged with the Stone Golems, since they can either be the weakest Golem monster fought note  or the strongest fought.note 
  • Forced Transformation: During the events of Dragon Quest Monsters: The Dark Prince, the Stone Golems that chased Psaro, Rose, and Toilen in the Gleaming Grotto and were controlled by Petrarch in his youth were actually elves cursed into their forms by Aamon's evil magic.
  • Logical Weakness:
    • Despite being a variant of plain Golems, Gold Golems often have worse stats—of course they do: gold is a very soft metal.
    • Glacial Golems fare no better. Since they're made of ice, they're vulnerable to fire spells and attacks.
  • Midas Touch: The bestiary description for Gold Golems in Dragon Quest Monsters: Joker alleges that they have this.
  • Money Spider: Gold Golems, which are pretty useful for raking in serious cash. Though according to various bestiary descriptions, they're actually sick and tired of this status and yearn for the simple life of their Stone Golem comrades.
  • The Resenter: Dragon Quest XI indicates that Gold Golems envy the carefree lives of Stone Golems, who aren't hunted Money Spiders like them. Dragon Quest Treasures indicates their envy of plain Golems runs deep.

    Goodybag 
https://static.tvtropes.org/pmwiki/pub/images/goodybag.jpg
Bag o' Laughs
Bag o' Sweets

Burlap sacks with a wicked grin and jewels that know how to make their enemies get down to dance.

Debut: Dragon Quest III


  • Dance Battler:
    • One of their specialties in battle, using Weird Dance to drain enemies of their MP, or Sultry Dance, to make enemies dance for a turn, which is always used by them from Dragon Quest VII onwards.
    • Their Bag o' Laughs relatives can also use Weird Dance while the Bags o' Sweets can use Sultry Dance, just like the Goodybags, as well as Hustle Dance and Fuddle Dance.
  • Enemy Summoner:
  • Money Spider: Goodybags have a decent amount of Gold dropped when defeated in battle.
  • Playing with Fire: They cast Sizz in Dragon Quest VI while their Bags o' Laughs relatives cast Frizz in VII and Dragon Quest VIII. Bags o' Sweets can also cast Frizzle in X.
  • Rank Up: Bags o' Laughs that save up their pocket money become Goodybags according to their Dragon Quest X bestiary entry.
  • Status Infliction Attack: They cast Kasap to lower their enemies' defence, as well as Fuddle to confuse them or one enemy, and Fizzle to silence enemy spells, as well as Deceleratle, which is also cast by their Bags o' Laughs relatives to lower enemy agility.
  • Sweet Tooth: Dragon Quest X onwards introduces the Bag o' Sweets, a rarefied relative that was given life by a witch with a sweet tooth.
  • Villainous Friendship: The Goodybags have a good rapport with the Night Emperors of Psaro and Estark's army, according to the latter's bestiary entry in VIII.

    Great Sabrecat 
https://static.tvtropes.org/pmwiki/pub/images/great_sabrecat.png
Dark Sabrecat (Original design)
Dark Sabrecat (Modern appearance)
Silver Sabrecat

Ferocious sabre-toothed felines known for their great speed, mighty jaws, and terrible claws... and also their unbreakable devotion to their masters.

Debut: Dragon Quest V


  • An Ice Person: Silver Sabrecats, introduced from Dragon Quest Of The Stars onwardsnote , are encountered in arctic environments or other locations such as the Pinnacle of Peace and are ruthless parents to their young, making sure only the strong Silver Sabrecubs survive to become part of their hunting packs.
  • Art Evolution: Though the Sabrecat species debuted in Dragon Quest II, Dragon Quest V is the first game to introduce the distinctive mohawk mane and spotted coat associated with the Great Sabrecat. It has since become the standard design for all their variants, including the Striking Sabrecat.
    • Dark Sabrecats from Dragon Quest VIII originally had the same black and white coloration as the other monsters from the World of Darkness, such as Dark Star and Dark Dullahan, but Monster Parade onwards gave them a more defined dark bluish body with a dark red mohawk mane and red eyes.
  • Combination Attack: Common Claws, which is used by Great Sabrecats, Silver Sabrecats, and Dark Sabrecats alongside their young, though the former 2 have to be Vicious in order to do so.
  • Dark Is Evil: Dark Sabrecats, introduced from VIII onwards, are hunters that prowl in the shadows and look down on their fellow Sabrecats for their own hunting methods, according to their Dragon Quest XI bestiary entry, while making sure no one who've seen them lives to tell the tale of their existence, according to their Dragon Quest VIII bestiary entry.
  • Depending on the Artist: Silver Sabrecats either have white, note  red, note  or blue note  manes.
  • Horse of a Different Color: Great Sabrecats are ridable mounts in Dragon Quest VIII, Dragon Quest X, and Dragon Quest XI. They can be summoned by ringing Baumren's Bell, or by players themselves.
  • Red Eyes, Take Warning: Great Sabrecats and Silver Sabrecats have these when they have gone Vicious in Dragon Quest XI, though Dark Sabrecats already have these by default via their redesign from Monster Parade onwards.
  • Undying Loyalty: Great Sabrecubs are dangerous even when young, but those who can tame them will have a loyal ally for life, as first witnessed in Dragon Quest V.

    Gryphon 
https://static.tvtropes.org/pmwiki/pub/images/gryphon_7.jpg
War Gryphon
Dark Gryphon
Grim Gryphon

Three-eyed bird monsters that silence enemy spells before going in for the kill.

For tropes relating to Jamirus, see here. For tropes relating to Gemon, see here.

Debut: Dragon Quest VI


  • Attack Reflector: Bounce, which is cast by either Gryphons and/or War Gryphons depending on the game.
  • Blow You Away: Swoosh and Bazoom, which is cast by War Gryphons note  and Gryphons in both VI and Dragon Quest VIII, attacking enemies and ejecting them and/or the Monster Team depending on the game for the latter monster.
    • Grim Gryphons, a new variant introduced from Dragon Quest XI onwards, can cast Woosh, as well as Swoosh and Kaswoosh after going Vicious.
  • Boss Battle: 2 Grim Gryphons are faced in the Kingsbarrow in order for the Luminary and Erik to get the Red Orb the latter swiped from Heliodor.
  • Breath Weapon: Flame Breath, Inferno,note  and/or Scorch, which is used by War Gryphons to burn enemies to a crisp. Stronger variants, such as Dark Gryphons and Gelbatrosses have Flames of Darkness, Black Breath, Burning Breath, Air Pollution, and others like Malevolent Miasma to decimate unprepared parties.
  • Casting a Shadow: Kazammle, which is cast by Gelbatrosses, a variant introduced from Dragon Quest X onwards.note 
  • Dark Is Evil: Dark Gryphons, a variant introduced from Dragon Quest VIII onwards, originate from the World of Darkness and in the eleventh game, will breathe various darkness-based breath attacks such as Malevolent Miasma and Flames of Darkness, as well as the Hexhalation Pep Power.
  • Feathered Fiend: They're vicious birds based on Jamirus and will remind you of the pecking threat they pose to humanity.
  • Status Buff: Kabuff, which is cast by War Gryphons in VI, VIII, and X to increase they and allies' defence, though XI trades it out for Magic Barrier, which increases spell resistance instead.
  • Status Infliction Attack: Fizzle, which is used by Gryphons and Dark Gryphons to silence enemy spells, while Grim Gryphons use Deceleratle to lower their enemies' speed.

    Hacksaurus 
https://static.tvtropes.org/pmwiki/pub/images/hacksaurus.jpg
Axesaurus
Tyrantosaurus

Bipedal dragons wielding an axe, they love to slice their enemies to pieces, though they can also fight for their former enemies after being bested in combat.

Debut: Dragon Quest VI


  • Breath Weapon: They usually breathe fire via Flame Breath and Inferno, while stronger variants like Axesauruses and Tyrantosauruses have either Flame Breath, Inferno, and/or Scorch.
  • Depending on the Artist: Some Hacksaurus monsters, such as Axesauruses and Tyrantosauruses are colored differently depending on how they appear, with the former either being all red or light red, and the latter being dull green or a bright orangish red.
  • I Fight for the Strongest Side!: While they are usually minions in a Demon Lord's army, they can also fight against their former comrades and masters when defeated by their former opponents, as first famously seen with Lizzie wanting to fight alongside Terry in Dragon Quest VI after he defeated her in Wayfarer's Pass.
  • Light Is Not Good: Paladinsaurus, a rarefied variant introduced from the start of Version 3 onwards, bring the pain on enemies harder with the Falcon Slash of their Hacksaurus relatives and the Hatchet Man of their Axesaurus relatives, while breathing light on them with Blessed Breath.
  • Powerful, but Inaccurate: Axesauruses have Hatchet Man, which can land a brutal critical hit on one enemy if it connects, and is also used by Tyrantosauruses and Paladinsauruses in Dragon Quest X.
  • Weapon Specialization: The Hacksauruses and their relatives usually wield axes, though Tyrantosauruses also wield hammers in the Monsters series, but prefer their axes since they're more relaxed by it, according to their bestiary entries from the Heroes games.
    They've been known to wield an iron mallet, but seem most relaxed with an axe. Perhaps it's a sentimental thing?

    Hades Condor 
https://static.tvtropes.org/pmwiki/pub/images/hades_condor.png
Garuda
Elysium Bird
Phoenix
Dark Condor

Oversized vultures that know quite a thing or two about magic.

Debut: Dragon Quest III


  • Adaptational Late Appearance: Phoenixes appear in the 3DS remake of Dragon Quest VIII's Altar of Wroth dungeon despite not being in the original game.
  • Blow You Away: Bazoom, which is cast by the whole family to banish enemies from a fight, wether they be human or Monster Teams.
  • Boss Battle:
    • An Elysium Bird is fought alongside 2 Hades Condors in The Eerie Eyrie during Dragon Quest XI in order to gain the Silver Orb it stole from Sylvando's mansion in Puerto Valor. Likewise, the same game has the Hades Condor that was killed by the Luminary's awakened powers at the start of the game revived by Calasmos and under his influence attacking Derk and must be fought to save him.
    • A Hades Condor is fought in Rimuldar during the events of Dragon Quest Builders in order to save the town from a poisonous swamp.
  • Combination Attack: Co-Kasizzle, which is cast by Phoenixes when they are Pepped Up.
  • Dark Is Evil: Dark Condors, a new relative introduced from Dragon Quest VIII onwards, originate from the World of Darkness and fight the same way as Elysium Birds, with Multiheal, Eagle Grip, and Bazoom.
  • Divine Birds: Elysium Birds may look beautiful, but their resistance to debilitating spells and Multiheal means they're far from birds of paradise.
  • Feathered Fiend: These monsters terrorize humans, wether it be stealing their cows and livestock, attacking them with magic and their talons, or stealing valuables.
  • The Medic: All of them know at least one healing spell. Some Monsters games even have this be a perk for them where they know almost every healing spell in the game.
  • Playing with Fire: The Sizz spell line, which is cast by Hades Condors, Garudas, and Elysium Birds, though the Phoenixes would not have any fire related spells until Dragon Quest XI.
  • The Phoenix: Phoenixes, introduced from the SNES remake of Dragon Quest III onwards, fit this trope to a T, healing allies with Multiheal and Omniheal, reviving them with Kazing, and burning them with Kasizz, in addition to other abilities like Kabuff and Eagle Grip.
  • Thieving Magpie: Hades Condors and Elysium Birds love to steal anything sparkly and add it to their nests.

    Hammerhood 
https://static.tvtropes.org/pmwiki/pub/images/hammerhood.jpg
Brownie
Spiked Club
Dark Brownie

Little gnome-like creatures wielding a hammer larger than them. They may often fail at hurting a Hero, but when they hit, it's gonna hurt... A LOT.

Debut: Dragon Quest V


  • Combination Attack: Dragon Quest XI gives the Brownies the Desperate Double Pep Power, allowing two of them to lay their Desperate Attacks on one enemy.
  • Critical Hit: Usually the first enemy encountered who can use Desperate Attacks, though they frequently miss by comically stumbling on their hammers. Their stronger cousins, the Brownies, don't miss as often, while the Dark Brownies and the Spiked Clubs will always hit.
  • Dark Is Evil: Dark Brownies, a new variant introduced from Dragon Quest X's 2.1 update onwards, fight harder than Hammerhoods and Brownies combined, even having the same tree-like club as the Spiked Clubs themselves, which is colored yellow.
  • Hero Worship: Brownies are big fans of the Night Clubbers from Dragon Quest IV, which explains why the monster line carries their hammers the way they do.
  • Pint-Sized Powerhouse: They may seem small, but can pack a mean punch.
  • Porky Pig Pronunciation: Their dialogue con-con-consists of th-th-this when spoken to in some games.
  • Spikes of Villainy: The Spiked Clubs and Dark Brownies' club weapons have these to let players know they're more stronger than the usual Hammerhoods and Brownies.
  • Spin Attack: Spinning Smash, which is used by Brownies in Dragon Quest X and Dragon Quest XI, as well as Spiked Clubs and Dark Brownies in the former to damage all enemies.
  • Villains Out Shopping: Brownies are often taken out on camping trips with Bodkin Bowyers, but get tricked into tapping their tent pegs, according to their bestiary descriptions in Dragon Quest IX.

    Harmour 
https://static.tvtropes.org/pmwiki/pub/images/harmour.jpg
Bad Karmour
Charmour
Alarmour
Guardian Angel

Suits of armour which are colored red and black.

Debut: Dragon Quest VI


  • Animated Armor: Sometimes, Harmours and their relatives like Alarmours are filled with evil souls that give them life. To quote the Bad Karmour's bestiary description from Dragon Quest IX:
    ''They're possessed by the souls of soldiers who sacrificed themselves for the sake of Godwyn of the House of Gitt."
  • Attack Reflector:
    • Alarmours have Bounce, which may or may not be already there at the start of a battle in Dragon Quest VII, though Dragon Quest IX would have them apply it themselves.
    • In the same debut appearance, Charmours have Bound, though it can only reflect one spell and that's that.
  • Blow You Away: Gust Slash, which is used by Alarmours in VII and Harmours in X. Charmours can use Gale Fource to enhance their and allies' attacks with wind attributes.
  • Combat Parkour: Harvest Moon, which is used by Harmours, Charmours, and Alarmours in Dragon Quest VII to attack all enemies with a nimble flip.
  • Death or Glory Attack: Double-Edged Slash, which is used by Bad Karmours in IX and X.
  • Enemy Summoner: Harmours can summon Healslimes in their debut, while Lethal Charmours can summon Cureslimes, though it's dropped by later appearances.
  • Forced Sleep: Snooze, which is cast by Charmours in Dragon Quest IX.
  • Ironic Name: Guardian Angels, a rarefied variant introduced from Dragon Quest X onwards note  are NOT good despite them looking heavenly.
  • Playing with Fire: Harmours, along with Bad Karmours, Charmours, and Alarmours, can burn enemies with Flame Slash. Dragon Quest X would give the Charmours Fire Fource to enhance themselves and allies' attacks with fire attributes.
  • Powerful, but Inaccurate: Hatchet Man, which is used by Charmours in their debut to try and land a critical hit on one enemy, though it could miss.
  • Praetorian Guard: Lethal Charmours and Bad Karmours, which fight alongside Blackmar and Hootingham-Gore during their boss fights in VI and IX. Hell, the Harmour monster line as a whole can give the MagnaGuards and Imperial Royal Guards a run for their money!
  • Red and Black and Evil All Over: Their usual design, though their armour is actually rusted on one side, with the other side already looking clean, due to being buried and rained upon, according to their Dragon Quest X bestiary entry.
  • Shock and Awe: Lightning Slash, which is used by Bad Karmours in their debut game to damage one enemy. The Gale Fource ability used by Charmours in Dragon Quest X can also enhance thier attacks, as well of thier allies with lightning attributes.
  • Status Buff: Kabuff, which is cast by Bad Karmours in Dragon Quest IX and Dragon Quest X to increase defence.
  • Taking the Bullet: In Dragon Quest IX, Bad Karmours and Alarmours can protect their allies with Whipping Boy, with the latter even reflecting enemy spells, should they already have Bounce activated prior to using it.

    Hawk Man 
https://static.tvtropes.org/pmwiki/pub/images/hawk_man.png
Gargoyle
Goregoyle

Flying hawk monsters that dive bomb their enemies while flaying them with wind magic.

Debut: Dragon Quest II


  • Blow You Away: Wind spells and attacks are their bread and butter, with the Hawk Men casting Woosh in Dragon Quest V, as well as Swoosh from Dragon Quest VIII onwards, while Gargoyles can attack enemies with Vacuum Slashnote  in VIII. Goregoyles can cast Kaswoosh, which is also cast by Hawk Men when they go Vicious in Dragon Quest X.
  • Forced Sleep: Snooze, which is cast by Gargoyles in V and X, while Hawk Men cast it in X.
  • Green and Mean: Dragon Quest X from 2.1 onwards introduces the Goregoyles, stronger variants than both Hawk Men and Gargoyles combined that cast Kafuddle, in addition to Kaswoosh, while dive bombing their enemies with Nosedive.
  • Kidnapping Bird of Prey: 2 Hawk Men do this to Georgie Porgie during the Time-Passes Montage of the Hero as a stone statue that his family bought a year or so ago take him to work on the Order of Zugzwang’s Crocodilopolis.
  • Status Buff: Oomph, which is cast by Deviled Eagles, a new variant introduced from the start of Version 3 onwards in Dragon Quest X.
  • Status Infliction Attack: Fizzle, which is cast by Hawk Men in the NES original of their debut game, as well as in X, while Gargoyles cast it in II and X. In addition, Goregoyles cast Kafuddle in battle.
  • Tengu: Tengu Crows, a rarefied variant introduced from 2.4 of Dragon Quest X onwards, wear the usual kimono outfit and wield the fan weapon associated with them. They cast Kathwack to instantly kill enemy parties, as well as use the Dawn of Darkness, a dark skill version of Kaswoosh.
  • Would Hurt a Child: 2 Hawk Men kidnapped Georgie Porgie in order to make him a slave, while a Gargoyle attacked the young Anlucia and fought her brother Toma to the death.

    Healslime 
https://static.tvtropes.org/pmwiki/pub/images/healslime.jpg
Man o' War
Medislime
Sting Slime
Sootheslime
Cureslime
Metal Healie

Jellyfish slime creatures that can heal their allies in a pinch.

Debut: Dragon Quest II


  • Abnormal Limb Rotation Range: Dragon Quest X onwards gives the Cureslimes the Spinning Strike skill, which allows them to use their tentacles in physical combat more efficiently. Metal Healies and Cosmoslimes, new variants introduced in the same game, can also use it in battle.
  • Electric Jellyfish:
    • Men o' War, which also make their debut, can paralyze enemies with Paralysis Attack, as well as Burning Breath in some entires, though in II, they could only put their enemies to sleep with Sleep Attack, since Paralysis wasn't a status condition at the time.
    • Sting Slimes, a similar variant introduced from Dragon Quest VII onwards, also fit the bill.
  • Enemy Summoner:
    • Healslimes are the most summoned monster in the series, from Restless Armours, Harmours, Bags o' Laughs, Muddy Hands and even Healslimes themselves calling them in to help against would-be Heroes.
    • Their Cureslime relatives are no slouch in that department either, since they can call in for more of their kind, or be summoned by other monsters such as Infernal Armours, Lethal Armours, Lethal Charmours, Jowlers, and Pickeerers.
    • Additionally, Men o' War, Sting Slimes, and Cosmoslimes can call in more of their kind to overwhelm enemies.
  • Gradual Regeneration:
    • Right as Rain, a healing ability from Dragon Quest IX onwards, is used by Cureslimes from Dragon Quest X onwards to boost their healing capabilities, as well as Metal Healies in the same game.
    • Dragon Quest XI would give the Cureslimes Remoreheal to further boost their healing capabilities.
  • Law of Chromatic Superiority: Initially when the Medislime debuted from Dragon Quest IV onwards, it was stronger than the Cureslime, despite it knowing Midheal, which was before Fullheal. Thankfully, Dragon Quest IX onwards would officially set the current hierarchy of Healslime monsters fought from weakest to strongest, with Medislimes being in the middle at all times, while Sootheslimes, a new variant introduced in the aforementioned Dragon Quest IX would have Moreheal, a new spell at the time of the game's release, and Cureslimes would be the strongest Healslime monster fought because of their Fullheal, which heals all of their allies' HP.
  • Heal Thyself: Heal, which is consistently cast by these guys to heal their allies' wounds in battle. Stronger variants, such as Medislimes and Cureslimes, cast higher healing magic, like Midheal and Fullheal, the latter of which makes Cureslimes infuriating to fight when they're not prioritized since Fullheal fully restores an ally's HP.
  • Mana Drain: Drain Magic, which is used by Cureslimes only in Dragon Quest VI to steal one enemy's MP to use as their own.
  • Metal Slime: Dragon Quest X onwards introduces the Metal Healies, a Healslime variant, that like other Metal Slime monsters, such as Liquid Metal Slimes and Metal Melodies, can give out a lot of EXP and have the same invulnerability to attack magic, in addition to the usual fleeing if not defeated quickly enough.
  • Mook Medic: The series' most well-known example, since they can heal their fellow monsters, as well as themselves with Heal when they're low on health. Stronger variants, Medislimes, Cureslimes, and Sootheslimes, have higher healing magic in the form of Midheal, Moreheal, and Fullheal.
  • Shoot the Medic First: When they're summoned by various monsters, such as Restless Armours and Muddy Hands, take them out first, unless Heroes want a prolonged fight.
  • Status Buff: Oomph, which is cast by Cosmoslimes in Dragon Quest X to increase they and their allies' attack.

    High Djinks 
https://static.tvtropes.org/pmwiki/pub/images/high_djinks.jpg
Cloud Surfer
Low Djinks
Djinn Genie

Genies that grant the wishes of humans...for a price.

For tropes relating to Vaipur, see here.

Debut: Dragon Quest VI


  • Adaptational Early Appearance: High Djinkses appear in Dragon Quest IV from the Playstation 1 remake onwards, despite not debuting until Dragon Quest VI.
  • Attack Reflector: Backdraft is used by High Djinkses, Low Djinkses, and Djinn Genies to reflect breath attacks back at their enemies in battle.
  • Blow You Away: Wind spells and abilities such as the Woosh line, Wind Sickles, and Thin Air are their bread and butter for fighting enemies.
  • Boss Battle:
    • One High Djinks is fought alongside a Devilmoth and a Silhouette on the top of the Pillar of Pegasus to stop the titular horse from being reunited with Peggy Sue's body.
    • Vaipur is fought at the end of Aeolus Vale's Sullied Sanctum during Dragon Quest VII to investigate the region's lack of wind and why the Cirrus couldn't fly anymore.
    • In Dragon Quest X, Devil Enraja is fought alongside Muccino in False Seled to prevent the town's children from being subjugated by them. The same game also has the Guardian of the Earth Shrine, which must be fought as part of Illusia's trails to reawaken her memories as Goddess Luciana.
  • The Bus Came Back: Cloud Surfers and Low Djinkses reappear in Dragon Quest X after they took a backseat from Dragon Quest VII. They even get to be in the same game with the Djinn Genies, who also make their return to the series as well!note 
  • Happiness in Slavery: It's mentioned in their Dragon Quest X and Dragon Quest Heroes II bestiaries that Low Djinkses don't mind their lamps despite being imprisoned for Villain Lord knows how many years and always carry them around.
  • Jackass Genie: These guys may grant your wishes after being summoned from their lamps, but the price for doing so is painful since they serve Demon Lords and said lamps are also their best friends.
  • Shock and Awe: Kazapstrophe, which is cast by the Djinn Genies in Dragon Quest X.
  • Small Name, Big Ego: High Djinkses may think they're one of the top dogs of monsterkind, but they're actually lower overall in the pecking order of elite monsters.
  • Villainous Friendship: They, Low Djinkses, and Djinn Genies are good pals with Malevolanterns, Annihilanterns, and Vigilanterns, who summon them to deal with enemies of Mortamor and Orgodemir.

    Hoodlum 
https://static.tvtropes.org/pmwiki/pub/images/hoodlum.jpg
Hood
Heavy Hood

Hooded ruffians that stalk their enemies in the dead of the night and behead them with their axes.

For tropes relating to Robbin' 'Ood, see here.

Debut: Dragon Quest III


    Imp 
https://static.tvtropes.org/pmwiki/pub/images/imp_9.png
Wimp
Minidemon
Lil' Tyke

Little demon-like creatures that wield pitchforks and try to cast high class magic such as Kaboom, only to comically fail every time.

Debut: Dragon Quest III


  • Breath Weapon: They breathe Cool Breath note  or Freezing Blizzard depending on the game. These same skills, as well as Chilly Breath and C-C-Cold Breath can also be learned and used after recruiting one in Dragon Quest X and spinoff appearances.
    • Stronger variants like Minidemons, Lil' Tykes, and White Imps can breathe Cool Breath, C-C-Cold Breath, Boogie Breath, and Black Breath in battle.
  • Dance Battler:
  • Devil's Pitchfork: Their forks are their main weapons, and can even balance on the handle when performing their spells and/or breath attacks.
  • Epic Fail: They will try to cast spells such as Kaboom, Thwack, and Kamikazee, but fail due to the lack of MP needed to cast them.
  • Evolutionary Levels: Minidemons eventually mature into Archdemons, according to various bestiary entries of the latter.
  • Heal Thyself: Wimps cast Heal in Dragon Quest IV, though aside from learning it in Dragon Quest Tact, it's dropped by later appearances.
  • Playing with Fire: Minidemons cast Frizzle during battles.
  • Speech Impediment: They speak with lisps, owing to how their tongues are always sticking out of their mouths.
  • Stuff Blowing Up: Imps and Minidemonsnote  try, but fail at casting Kaboom, though the former has better success casting Boom in Dragon Quest X. White Imps can cast Kaboomle when fought, which never fails since they already have MP to spare.
  • Suicide Attack: Kamikazee, though Imps fail at casting it, due to not having enough MP. Subverted with the Wimps during their reappearance in Dragon Quest X, since they have just about enough MP to cast it.
  • Throw the Dog a Bone: Imps can fully cast Kaboom when fighting alongside the player, provided they increase its MP to very high levels, either by Seeds of Magic or other methods, such as lowering Kaboom's MP cost.

    Iron Maiden 
https://static.tvtropes.org/pmwiki/pub/images/iron_maiden.png
Platnium Poppet
Steel Siren
Golden Girl

Creepy Victorian dolls that are created after the death of little girls and search aimlessly for playmates.

For tropes relating to Dora-in-Grey, see here.

Debut: Dragon Quest XInote 


  • Breath Weapon:
    • Chilly Breath, which is used by Iron Maidens in XI, as well as Freezing Blizzard, in X and XI, the latter of which they use when they have gone Vicious, in addition to Steel Sirens in the same game, who also use C-C-Cold Breath when they themselves have Vicious.
    • Platinum Poppets can breathe Flames of Darkness in battle.
  • Caged Inside a Monster: Iron Maidens, Platinum Poppets, Steel Sirens, and Golden Girls can do this to enemies, rendering them immobile until the girls are defeated or a certain amount of turns have passed.
  • Murderous Mannequin: Most of these girls fit the bill, though the Golden Girl takes the cake, since they are the masterworks of monsterkind’s most accomplished demonic dollmaker and rain destruction down indiscriminately, stabbing enemies with their hair and trapping them in their cage bodies, while casting Thwack and Kathwack, the latter of which they use when going Vicious. They even kill their owners with the aforementioned instant death spells when they become tired of playing with them, according to their Dragon Quest X bestiary entry.
  • Status Infliction Attack: Charm Attack, which is used by Iron Maidens, Platinum Poppets, Steel Sirens, and Golden Girls to damage enemies while potentially charming them into hurting their allies.

    Jailcat 
https://static.tvtropes.org/pmwiki/pub/images/jailcat.png
Candy Cat
Terror Tabby
Kaleidocat

Cats that are striped like a convict and cast some icy magic.

Debut: Dragon Quest VIII


  • Adaptational Early Appearance: Jailcats appear as fightable and recruitable monsters in Dragon Quest V from the DS remake onwards, due to the developers wanting Saber's first meeting as a Great Sabrecub to be more friendly looking.
  • An Ice Person: They cast Crack and/or Crackle depending on the game. They can also cast Kacrack and Kacrackle when they are recruited in Dragon Quest X and/or gone Vicious.
  • Forced Sleep: Terror Tabbies can put enemies to sleep with their Sleep Attacks and/or Kasnooze, while sometimes appearing asleep themselves at the start of the battle!
  • The Goomba: Candy Cats are the first "new" monster fought in VIII.
  • Multipurpose Tongue: Terror Tabbies and Kaleidocats have Tongue Lashing in X to give one enemy goosebumps. In addition, it can also be learned by recruited Jailcats at level 3 in the DS remake of V.
  • Playing with Fire: Terror Tabbies can cast Frizzle in X, while the Kaleidocats, a rarefied variant introduced in the same game, cast Frizz.

    Jargon 
https://static.tvtropes.org/pmwiki/pub/images/jargon.png
Dragurn
Bobonga

Potbellied dragons that carry around a urn for their collectables.

For tropes relating to Jarvis, see here.

Debut: Dragon Quest VIII


  • Breath Weapon: They breathe a mean Flame Breathnote  on their enemies, while stronger variants like Dragurns and Bobongas have Inferno and/or Scorch, the latter of which is also used by Jargons after going Malicious from Calasmos's influence in Dragon Quest XI.
  • Combination Attack: Dragon Quest XI gives the Dragurns Urnferno, which combine their Flame Breaths to damage all enemies.
  • Dishing Out Dirt: Sandstorm, which is used by Jargons in both their debut and Dragon Quest XI, the latter of which has the Jargon breathe it like their usual Flame Breath attacks.
  • Fat Bastard: Jargons, Dragurns, and Bobongas, when serving in the armies of Rhapthorne and Mordegon. The Luminary can encounter a friendly Dragurn at the L'Académie de Notre Maître des Médailles, however.
  • Heal Thyself: Dragurns and Bobongas carry around an unlimited supply of Armo Seco Essence to heal themselves in case a fight's not going good.
  • Pungeon Master: They make a lot of pottery-related dialogue when speaking.
    Dragurn: I dunno if you heard, but apparently Lord Indignus has been smashing it.
    Bobonga: Grrrahahaharrr! Or maybe [Erik] rather not wait to find out? Very well—you've urned yourself an exclusive, private beating, courtesy of yours truly!
  • Villainous Friendship: Jargons have a pretty good thing going with the Dingalings, which summon them to their aid.

    Jinkster 
https://static.tvtropes.org/pmwiki/pub/images/jinkster.png
Winkster
Blinkster

Cycloptic court jesters of the monster realm.

For tropes relating to Piroro, aka the real Killvearn, see here.

Debut: Dragon Quest IV


  • An Ice Person: Blinksters have Crack, which they cast to ice enemies in all their appearances.
  • Anti-Magic: Snub, which is cast by Jinksters in Dragon Quest X to neutralize enemy spells cast at them.
  • Attack Reflector: Bound, which is cast by Blinksters to reflect one spell and one spell only in Dragon Quest X.
  • Having a Blast: Bang and Boom, which is cast by Jinksters in battle in IX and X.
  • Heal Thyself: Jinksters can heal themselves and allies with Caduceus in Dragon Quest IX.
  • Horned Devil: Modern appearances such as the Battle Road games and Dragon Quest X reveal they have little horns under their hats.
  • Mana Drain: Drain Magic, which is cast by Blinksters in Dragon Quest X.
  • Playing with Fire: Frizz, which is cast by Winksters in all of their appearances, as well as Kafrizz by their Ancestor forms in Dragon Quest X, while Jinksters have Sizz in their debut and Frizzle in the aforementioned latter game.
  • Pull a Rabbit out of My Hat: Not a rabbit, but Jinksters summon a boxing glove from their hats in the Battle Road games!
  • Status Buff: Egg On, which is used by Jinksters to boost any one of their allies' Tension.
  • Villainous Harlequin: They, Winksters, and Blinksters fit this trope perfectly.
  • Villains Out Shopping: Blinksters work the magic circuit on their day offs, and can even be booked for birthdays and other parties, according to their bestiary descriptions in Dragon Quest IX.

    Khalamari Kid 
https://static.tvtropes.org/pmwiki/pub/images/khalamari_kid.png
Squid Kid
Octopot
Abyssal Octopot

Young squids that are the juvenile form of Khalamari.

Debut: Dragon Quest VIII


  • An Ice Person: Not in VIII, but Khalamari Kids can cast Crack in Dragon Quest XI, as well as Crackle and Kacrack when they have gone Vicious.
  • Dance Battler: Squid Kids, Octopots, Abyssal Octopots, Octo Dermons, and Crankiids have a variety of dances that hinder enemy parties and aid their allies, in the form of Sultry Dance, Tap Dance, Mystery Dance, Wonderfully Weird Dance, Hustle Dance, and Kerplunk Dance, the last of which is used by Octopots to revive fallen allies at the cost of their own lives.
  • Enemy Summoner: Octopots can call in more of their kind to overwhelm enemies in battle.
  • Evolutionary Levels: Squid Kids that have survived their childhood grow up into King Squids, though their chances of getting to adulthood are slim.
  • Minion with an F in Evil: Khalamari Kids and Squid Kids are cute, but are weak minions of Rhapthorne and other Demon Lords who'd rather doodle in the sand and play around at the beach than actually fight. Lampshaded as such by the Squid Kid's VIII bestiary entry.
    The juvenile form of the King Squid. Not particularly interested in fighting. Think of them as the mascots of the sea!
  • Palmtree Panic: They're found in various beach places and dungeons in the games they're fought in, as well as at sea, though Khalamari Kids, Squid Kids, and Crankiids would rather play around by doodling in the sand than fight for their masters.
  • Purple Is Powerful: Abyssal Octopots and Octo Dermons, new relatives introduced from X onwards, are stronger than Octopots and Khalamari/Squid Kids, having Egg On to boost their allies' Tension by 1 level, while the former's dances that were intended to honour the Squidzillas they followed are also useful in battle.
  • Unique Enemy: Crankiids, a new relative introduced from 4.1 onwards in Dragon Quest X, are only found alongside various monsters and must be fought in order to gain access to Ancient Zelmae via the Holy Zelmae Crests it drops upon defeat.

    Killing Machine 
https://static.tvtropes.org/pmwiki/pub/images/killing_machine.jpg
Hunter Mech
Type G 0
A3G15
Dune Stalker

Mechanical marauders who roam the land tirelessly on their mission to terminate all would-be heroes with extreme lethality.

Debut: Dragon Quest II


  • An Ice Person: Dragon Quest VIII onwards give them Kacrackle Slash to their arsenal when fighting their masters' enemies, which is also used by Type G0s. Even before that, they tend to be encountered in or near cold environments.
  • Beware My Stinger Tail: Dragon Quest VI introduces the Overkilling Machine, a flying model with a sword and a mace in its arms and a crossbow on its new tail.
  • Bow and Sword in Accord: The standard model, along with its relatives, carry a sword and crossbow.
  • Damage Reduction: Fancy Force Field, which is used by A3G15s to reduce damage taken from enemy attacks/spells. In Dragon Quest XI, it's also a Status Buff skill as well.
  • Elite Mooks: They're often encountered near the end of a game, such as II and Dragon Quest V, being found in the Hall of Hargon for the former and Mt. Zugzwang for the latter. Dragon Quest X would go even further by introducing Type G0, the most mobile Killing Machine monster on the market, in addition to A3G15, the latter of which makes its debut from the start of Version 3 onwards.
  • Eye Beams:
    • Later games starting with Dragon Quest VIII add a sweeping laser-eye attack, Laser Strike, to their arsenal, which is also used by Type G0s, A3G15s, and Mechidroids, though only in Dragon Quest XI for the second monster. In addition, Killing Machines can also learn Blast Beam when recruited in Dragon Quest X.
    • Cut-Throat Laser from Dragon Quest Treasures is another skill used by the Killing Machine monster line, such as the Dune Stalker.
  • Hunter of Monsters: Hunter Mechs are mentioned in bestiaries to hunt down Metal Slimes and use the Molten Globules they sometimes drop to repair themselves. Insofar as they are monsters hunting down other monsters, they also qualify for Hunter of Their Own Kind.
  • Killer Robot: Obvious.
  • Mecha-Mooks: The most iconic example in the series.
  • Player Nudge: Starting with Dragon Quest VIII, Hunter Mechs began to be characterized as hunters of Metal Slimes, and their presence in a dungeon became a big clue that there's much EXP to be had.
  • Red Eyes, Take Warning: Even before the introduction of Vicious variants, their single red eye, which they share with Type G0es, is not something you want to encounter when unprepared. In Dragon Quest XI, this is played for humorous effect when the Electro Light Pep Power fails to summon Metal Slimes and/or their variants, and instead drops Hunter Mechs, Killing Machines, or A3G15s on the disappointed party.
  • Robo Speak: When allowed to speak in some games.
  • Shifting Sand Land: Dragon Quest Treasures, as well as Dragon Quest X via the start of Version 7 onwards, introduce the Dune Stalkers, a variant of Killing Machines that are found in arid and sandy environments.
  • Spin Attack: Spinning Slice, which is used by Type G0es, A3G15s, and Dune Stalkers in Dragon Quest X, as well as Dragon Quest XI for the first two monsters.
  • Status Infliction Attack: Attack Attacker, which is used by Hunter Mechs from Dragon Quest IX onwards, as well as Type G0s and Mechidroids, to damage one enemy in addition to lowering their ATK.

    King Slime 
https://static.tvtropes.org/pmwiki/pub/images/king_slime.jpg
King Cureslime
Metal King Slime
King She-Slime

A big tub of fun created from 8 Slimes merged together.

Debut: Dragon Quest IV


  • Blow You Away: Swoosh, which is cast by Metal King Slimes only in VII.
  • Boss Battle:
    • A King Slime is faced as a boss in the present Highendreigh Tower during the events of Dragon Quest VII.
    • The King of Metal King Slimes, a massive monster made from Metal King Slimes who didn't want to be hunted down for adventurers wanting lots of EXP, is fought in the Ruby Path of Doom during Dragon Quest XI's Tickington sidequest to restore the flow of them being found and fought in the grotto dungeon.
  • Cool Crown: Slime Crowns, which they proudly wear on their heads, though if one removed their crowns from them, they turn back into Slimes. It even provides one of the trope's page images!
  • Distaff Counterpart: Dragon Quest: Monster Parade onwards introduces the King She-Slime, a She-Slime version of these monsters, which appears in various spinoffs such as Dragon Quest Treasures and Dragon Quest Tact, before retroactively making its debut in Dragon Quest X.
  • Heal Thyself: They have Midheal to heal themselves and/or allies, as well as Multiheal, while their stronger relatives, King Cureslimes have higher healing magic.
  • King Mook: One of the most famous examples of the series, being found when 8 Slime fuse themselves during a battle or on the field in the flesh without a merger.
  • Metal Slime: Metal King Slimes, which grant a lot of EXP if beaten quickly, though unlike other Meal Slime monsters, they'll stay around to fight before fleeing due to their more combat-oriented girth.
  • Monogender Monsters: They're entirely male, which also applies to the King She-Slimes, despite them being the fusion of She-Slimes, a female Slime monster.
  • Mook Medic: King Cureslimes can fully heal allies and/or themselves with Fullheal and Omniheal, while still having enough physical strength to damage enemies.
  • Playing with Fire:
    • The Metal King Slimes have the Sizz spell line to eviscerate enemies if they feel like staying to fight.
    • King She-Slimes can cast Kasizz in Dragon Quest X, as well as Sizzle in Dragon Quest Tact, in addition to learning Searing Press.
  • Shockwave Stomp: Dragon Quest X onwards gives them and their King Cureslime, Metal King Slime, and King She-Slime relatives the King Slamnote  ability, which damages all enemies while potentially stunning them, as well as other skills like His Royal Highness and Gum Drop.

    King Squid 
https://static.tvtropes.org/pmwiki/pub/images/king_squid.png
Squidzilla
Tentacular

Giant squids that haunt the oceans for ships to wreck.

Debut: Dragon Quest III


  • Boss Battle:
    • Dragon Quest X has the Guardian of the Water Shrine, which must be fought as part of Illusia's trails to remember her memories of Goddess Luciana.
    • A Tentacular is fought in the seas near Lonalulu during the events of Dragon Quest XI in order to find Kai.
  • Breath Weapon: Dragon Quest XI gives the King Squids Poison Breath, the Squidzillas Burning Breath, and the Tentaculars Sweet Breath and Chilly Breath/Freezing Blizzard/C-C-Cold Breath to cripple and damage enemy parties.
  • The Dreaded: Sailors in the game worlds of III, VIII, and XI fear them since they bring down ships to the bottom of the sea with their tentacles or throw ships at other ships.
  • Enemy Summoner: King Squids and Tentaculars summon Squid Kids note  to aid them, while Squidzillas summon Abyssal Octopots, though it's only in the 2D Mode of XI.
  • Evolutionary Levels: Dragon Quest VIII onwards reveals they are the adult form of Squid Kids.
  • Giant Squid: They, along with their Squidzilla and Tentacular relatives invoke this, with their existence alone making the seas a scary place for human sailors. Dragon Quest XI even makes them just like the Kraken squids from the stories.
  • Rapid-Fire Fisticuffs: King Squids, Squidzillas, and Tentaculars have Multifists to repeatedly pummel enemies in Dragon Quest XI.
  • Tentacled Terror: The whole line can use their tentacles as separate monsters during Dragon Quest XI, attacking enemies, protecting the squids themselves with Whipping Boy, and rocking the boat if both tentacles are present.

    Knight Errant 
https://static.tvtropes.org/pmwiki/pub/images/knight_errant.png
Knight Aberrant
Knight Aberrant (DQI appearance)
Knight Abhorrent

Suits of armour who overpower enemies with brute force.

Debut: Dragon Quest


  • Animated Armor: The Dragon Quest Heroes II bestiary description for the Knight Errant implies that the armor is empty; the same game outright describes the Knight Abhorrent variety as a suit of armor infused with "evil energies" to bring it back to life.
  • The Artifact: After Dragon Quest III introduced the Restless Armour family, Knight Errants and their ilk became redundant and fell far into the franchise background. Dragon Quest XI leans on this with the Knight Errant's bestiary description, which describes them as taking offense to being lumped in with the Restless Armours.
  • Boss Battle: In Dragon Quest, a Knight Aberrant guards Erdrick's Armour in Damdara, a town that the Dragonlord destroyed and must be fought to gain access to it. Said Knight Aberrant is also a boss during the Tickington sidquest in the same location, this time not letting the ghosts of the citizens slain by the Dragonlord's army peacefully go on to the afterlife.
  • The Bus Came Back:
    • After their Dragon Quest debut in 1986, this group of monsters disappeared from the franchise for twelve years until the Knight Aberrant alone reappeared in Dragon Quest Monsters, released in 1998.
    • Despite the Knight Aberrant appearing in Monsters 1 and 2, as well as Kenshin Dragon Quest and the Battle Road games alongside both the Knight Errant and Knight Abhorrent for the former and only the Knight Abhorrent for the latter, this would be the exception rather than the rule. It would take all the way until Dragon Quest X (released in 2012) for this family of monsters to be brought back to the series spotlight.
  • Depending on the Artist: The sprite for the Knight Errants in Dragon Quest and Dragon Quest XI, as well as their ingame models in Dragon Quest X indicates they aren't carrying weapons, but in every other appearance they're armed with the axe and shield of their mightier family members.
  • Elite Mooks:
    • Knight Abhorrents are some of the toughest monsters in a Demon Lord's armies, as first seen in the very first Dragon Quest, where they will end the descendant of Erdrick with Snooze and Sizzle, while healing themselves with Midheal when given the chance. Dragon Quest X onwards improves their fighting abilities with Moreheal, Kaboom, Tackle, and Hard Guard.
      • The same game even introduces Knights of the White Rose, a rarefied variant, which appears alongside the aforementioned Dragonlord minions, casting Kasap and Deceleratle to cripple enemy parties and increasing their Tension with Feel the Burn.
  • Fallen Hero: Zigzagged. While some bestiaries say Knight Errants and their variants are former human knights turned evil, other bestiaries say they're infused with evil energies.
  • Fantastic Racism: They don't hold the Restless Armours in high regard, given how often they're mistaken for the Zoma minions.
  • The Giant: This family of monsters has always been big, but as rendered in Dragon Quest Heroes II, they're as tall as a house.
  • Good Weapon, Evil Weapon: They often carry shields like the heroes do, but in a series where Heroes Prefer Swords, if these minions of evil are carrying any weapon at all, it's a hefty, brutal axe.
  • Law of Chromatic Superiority: The Knight Abhorrent, the strongest variety of the Knight Errant family, is covered head to toe in red armor, while the Knight of the White Rose, an even stronger relative, is covered head to toe in white armor.
  • Mage Killer: The Knight Errant in all its main series appearances knows only one spell, Fizzle, which negates the target's ability to cast spells and forces them to fight hand-to-hand.
  • Magic Knight: Even as early as their debut, each variety of monster in this family was able to cast spells of some sort.
  • Our Demons Are Different: Various games such as Dragon Quest X and Dragon Quest XI categorizes them in the Demon family.
  • Punny Name: "Knight Errant" refers of course to the Knight Errant, but "errant" is also used to describe someone who has strayed or wandered from the proper path in life.
  • Ramming Always Works: Knight Errants and their relatives can Tackle enemies from the tenth game onwards. Dragon Quest XI even gives the Knight Abberrants the Spec-Tackle Pep Power.
  • Stuff Blowing Up: Knight Abhorrents can cast Kaboom from Dragon Quest X onwards.
  • Tiered by Name: From weakest to strongest, the forms of these monsters are called Knight Errant, Knight Aberrant, and Knight Abhorrent.

    Lampling 
https://static.tvtropes.org/pmwiki/pub/images/lampling.png
Leafy Lampling
Luminous Lampling
Lurid Lampling
Lava Lampling

Lanterns that became monsters after being abandoned by their owners.

Debut: Dragon Quest XInote 


  • Combination Attack: Lava Lamplings have the Oil Burner Pep Power, which they use alongside the Slick Slimes in battle.
  • Enemy Summoner: Lava Lamplings can call in for Slick Slimes, which do the same in return.
  • Mana Drain: Drain Magic, which is cast by Luminous Lamplings to steal enemy MP as their own.
  • Playing with Fire: They and their Leafy, Luminous, Lurid, and Lava relatives use fire attacks and magic, in the form of Frizz, Frizzle, Kafrizz, Sizzle, Kasizz, Pyre o' Fire, scattering fiery powder, and Hotstepper.
  • Satanic Archetype: The Lava Lamplings embody this the most, being the red light of the rainbow that ate the orange and violet lights whole out of jealously of his brothers being beautiful and was banished to Hell for this sin, gaining devilish horns in the process.
  • Sibling Rivalry: Out of all the monster families in the entire series, the Lava Lamplings have the most bad blood with their Lampling, Leafy Lampling, Luminous Lampling, and Lurid Lampling relatives, fighting with them rather than their enemies, according to their Dragon Quest X bestiary entry.
  • Status Buff: Lava Lamplings cast Oomphle and Oomph to boost any ally's attack, while Lurid Lamplings cast Acceleratle to increase they and their allies' agility.

    Leery Lout 
https://static.tvtropes.org/pmwiki/pub/images/leery_lout.png
Gum Shield
Grim Grinner

Small humanoid gnome demons that wield bucklers in battle.

Debut: Dragon Quest VI


  • Attack Reflector: While this line can't cast Bounce, Gum Shields can send enemy attacks back at their user with Back Atcha.
  • Boss Battle: One Grim Grinner is faced in a well in the Dream World version of Somina, guarding an Antique Ring accessory.
  • Breath Weapon: Chilly Breath, which is used by Grim Grinners in Dragon Quest IX to damage enemies, while in Dragon Quest X, they can use Freezing Blizzard and C-C-Cold Breath. The same game also allows Leery Louts and Leery Lout's Big Brother to use Fire Breath.
  • Luckily, My Shield Will Protect Me: Their bucklers are their bread and butter for defending themselves and allies, as well as blocking any attacks and spells made on them. Immense Defence, which is used by Grim Grinners, can increase the frequency of said blockings.
  • Shield Bash: Blockenspiel, which is used by Leery Louts to attack enemies head on in Dragon Quest IX.
  • Taking the Bullet: Grim Grinners have Whipping Boy on hand in IX to take an attack meant for the target they protect.
  • Useless Useful Spell: Defending Champion, which allows Gum Shields and Grim Grinners to further defend themselves against enemy attacks and spells.
  • Villainous Friendship: Their Leery Bucklers are their best friends, often chatting with them when not fighting enemies of their masters.

    Liege Lizard 
https://static.tvtropes.org/pmwiki/pub/images/liege_lizard.png
Gaia Dragon
Royal Reptile

3-tailed lizards that have an aristocratic air about them and fight to create a paradise for only lizards.

Debut: Dragon Quest X


  • Boss Battle:
    • A Gaia Dragon is fought as a boss in its debut game, in addition to being one of Nerodus's commanders, known as General Gaia Dragon.
    • The Doomsday Dragon, a form taken on by 3 Slimes who ate a Fygg during a Tickington sidequest in the Dragon Quest IX world is fought by the Luminary and the party in the Ruby Path of Doom to help reclaim said Fygg for Aquila and Pavo.
  • Degraded Boss: The Gaia Dragons become normal enemies from Dragon Quest XI onwards, though any future main series appearances they may make in Dragon Quest XII and beyond is currently unknown.
  • The Dreaded: They're feared as such by other Dragon monsters in the series such as Green Dragons and Great Dragons because of their status.
  • Elite Mooks: One of the most powerful Dragon monsters in the series, as well as Gaia Dragons and Royal Reptiles, the latter of which is introduced from the start of Version 3 onwards.
  • Mighty Roar: Total War Cry, which is used by Gaia Dragons, Royal Reptiles, and General Gaia Dragon to damage enemies in addition to stunning them during the species' debut game. Dragon Quest XI has War Cry for the Liege Lizards and Ferocious Roar for the Gaia Dragons and Royal Reptiles, as well as Liege Lizards gone Vicious.
  • Nigh-Invulnerability: Eye of the Dragon, which makes them immune to spells and/or physical skills for 1 turn, though the Liege Lizards would not have it until Dragon Quest XI.
  • Playing with Fire:
    • They breathe fire in the form of Blistering Inferno during their debut game, Hellfire Howl for Liege Lizards in Dragon Quest XI and Infernorb for Gaia Dragons, Royal Reptiles, and Liege Lizards gone Vicious.
    • In addition to Hellfire Howl, the Doomsday Dragon can cast Kasizz.

    Living Statue 
https://static.tvtropes.org/pmwiki/pub/images/living_statue.jpg
Stone Guardian
Great Keeper

Man-made statues so exquisite, they sprang to life.

Debut: Dragon Quest III


  • Adaptational Late Appearance: Great Keepers appear in the 3DS remake of Dragon Quest VIII's Altar of Wroth, despite not reappearing in the original game.
  • An Ice Person: Dragon Quest Heroes II onwards introduces the Ice Sculpture, a relative found in icy locations.
  • Attack Reflector: Bounce, which is cast by Great Keepers in Dragon Quest XI.
  • Boss Battle: In Dragon Quest Monsters, a Living Statue is fought by Terry and his monsters in the Door of Power, though in the remake, a Quadrahead from Dragon Quest V is fought instead.
  • Dishing Out Dirt: Living Statues, Stone Guardians, and Kurogane Giants can damage enemies with Stomp and/or Tremor depending on the game.
  • Elite Mooks:
    • Stone Guardians are top of their line, being found guarding Charlock Castle when Zoma ruled it before the Dragonlord's time or Rhapthorne's Black Citadel.
    • Great Keepers, a variant introduced from the SNES remake of Dragon Quest III onwards, also fits the bill, being a golden statue that once guarded the gates of heaven to ward off those trying to enter under false pretense, but now guarding hellish dungeons such as the Altar of Wroth and the Fortress of Fear.
    • Kurogane Giants, a new relative introduced from Version 7 of Dragon Quest X onwards, are the toughest non boss Living Statue monster in the game, with Desperate Attacks and Tremors, in addition to their high HP.
  • Gradual Regeneration: Remidheal, which is cast by Living Statues in Dragon Quest X and Remoreheal, which is cast by Stone Guardians in the same game.
  • Nobody Here but Us Statues: They may seem like normal statues at first glance, but will attack intruders by coming to life in a flash or silently sneaking up on them.
  • Status Buff: Oomph, which is cast by Stone Guardians to increase they and/or allies' attack. Likewise, they and Living Statues can increase their Tension with Psyche Up in Dragon Quest IX.
  • Villainous Friendship: Stone Guardians are good pals with the Bloody Hands from Hargon and Malroth's army, who often summon them to pound enemies into dust.

    Loss Leader 
https://static.tvtropes.org/pmwiki/pub/images/loss_leader.png
Master Commander
Red Giant

Demon warriors of incredible rank and power in the Underworld. Their double-bladed swords and magical mastery are terrors to behold in battle.

For tropes relating to Dhuran and Nokturnus, as well as Indignus, see here and here.

Debut: Dragon Quest VI


  • An Ice Person: Kacrack, which is cast by Master Commanders in battle.
  • Badass Cape: They and their Master Commander and Red Giant relatives wear these as part of their usual getup.
  • The Bus Came Back: Debuted in VI, only to disappear for nearly 21 years until Dragon Quest Heroes II, which not only gave them the same design as Dhuran and Nokturnus, but have been returning a lot more lately, starting with the Professional version of Joker 3 and Dragon Quest XI.
  • Chainmail Bikini: Their armour consists solely of pauldrons and a codpiece, but they’re strong enough that they don’t really need anything else.
  • Elite Mooks: Often seen in the final dungeon of any given Dragon Quest game, and among the strongest regular enemies. Master Commanders and Red Giants, new relatives introduced from Dragon Quest XI onwards, are even more powerful, with the latter being rewarded their armour by Calasmos himself after destroying their first kingdoms single-handed.
  • Giant Mook: They and their relatives, Master Commanders and Red Giants, are shown to be incredibly tall.
  • Making a Splash: Master Commanders, a new variant introduced from Dragon Quest XI onwards, are aquatic Loss Leaders feared even by the gods themselves, with skills like Devil Finesse and Maelstrom to back up their reputation.
  • Palette Swap: A green-skinned version of the same demon warrior as Dhuran and Nokturnus.
  • Playing with Fire: Uses Kafrizz, Pyre o' Fire, and Inferno Slash, the last of which is also used by Master Commanders.
  • Rapid-Fire Fisticuffs: Multifists, which is used by Loss Leaders only in their debut game.
  • Throwing Your Sword Always Works: They and Red Giants use their double-bladed swords to perform Gigathrow, which damages all enemies in addition to paralyzing them.

    Mandrake Major 
https://static.tvtropes.org/pmwiki/pub/images/mandrake_major.jpg
Mandrake Marauder
Mandrake Marshal
Mandrake Mercenary
Mandrake Monarch
Mandrake Mangler

Reptilian swordsmen who slice up travelers with their swordplay in preparation for future battles.

Debut: Dragon Quest V


  • Blow You Away: Gust Slash, which is used by Mandrake Majors in Dragon Quest X to attack enemies. Mandrake Marshals can also use Gale Fource to enhance they and/or allies' normal attacks with wind.
  • Depending on the Artist: The Mandrake Marshals either have their original coloration from the SNES original of their debut in Dragon Quest X, their ingame models for Dragon Quest Heroes II, and other spinoff games, such as Dragon Quest Rivalsnote  & Dragon Quest Walk, or have the Mandrake Mercenaries' coloration in the case of the remakes for Dragon Quest V from the PS2 version onwards, Dragon Quest IX, and the Monsters series games prior to the Joker 3 games.
  • Enemy Summoner: Stronger variants such as Mandrake Marauders and Mandrake Mercenaries can summon more of their kind to even the odds.
  • Hidden Depths: Mandrake Manglers have a surprisingly good etiquette when eating with a fork and knife, according to their Dragon Quest X bestiary entry.
  • Magic Knight: The bestiary descriptions for the Mandrake Marshals stated they learned their magic from the Wight Kings, and always look forward to improving their magic further.
  • One-Steve Limit: Averted and then Played Straight. Mandrake Marauders from Ladja and Nimzo's army once shared the same name with another monster from King Godwyn and Corvus's army until Dragon Quest Tact named the latter Mandrake Mangler.
  • Purple Is Powerful: Mandrake Monarchs, a variant introduced from Dragon Quest VII onwards, are usually the strongest Mandrake monster fought, with skills and spells like Back Atacha and Kasap, in addition to calling in more of their kind to overwhelm their enemies.
  • Rank Up: Mandrake Majors that put in a lot of hard work in both sword and sorcery become Mandrake Marshals.
  • Shock and Awe: Lightning/Thunder Slash, which is used by Mandrake Majors in battle during Dragon Quest X. They can also cast Zap in the Battle Road games and can also learn Storm Slash when recruited. In addition, Mandrake Marshals can use Gale Fource to enhance they and their allies' attack with lightning.
  • Status Buff: Oomph, which is cast by Mandrake Majors from Dragon Quest VII onwards to increase their already eye-watering attack, as well as Mandrake Militants, a new variety introduced in Dragon Quest X from 3.1 onwards. Prior to that, they could cast Buff in their debut game, which is also cast by Mandrake Marshals in both V and IX.
  • Status Infliction Attack:
    • Kasap, which is cast by Mandrake Majors in V and VII, Mandrake Marshals in the same debut game and IX, and Mandrake Monarchs in VII to lower the enemy party's defence.
    • Attack Attacker, which is used by Mandrake Mercenaries and Mandrake Murderers in Dragon Quest X to damage one enemy while potentially lowering their ATK.

    Mecha-Mynah 
https://static.tvtropes.org/pmwiki/pub/images/mecha_mynah.jpg
Clockwork Cuckoo
Robo-Robin
Fire Ball

Robotic birds built by monsters.

Debut: Dragon Quest VIII


  • Absurdly Sharp Blade: Their wings are their greatest weapons, allowing their Clockwork Cuckoo, Robo-Robin, and Fire Ball relatives to use skills like Birdcutter and Bird Strike in battle.
  • Mecha-Mooks: One of the series' prime examples.
  • Playing with Fire: Fire Balls, a rarefied variant introduced from Dragon Quest X onwards, can cast Kerfrizz, which damages all random enemies with 3 Frizzes.
  • Red Eyes, Take Warning: Mecha-Mynahs gone Vicious are encountered in the Netherworld during Dragon Quest X, though they fight the same.
  • Robbing the Dead: Robo-Robins, according to their Dragon Quest IX bestiary entries, like to kill adventurers to take their armour and items as parts so they could make more of their kind, thus increasing their masters' ranks of monster minions.
  • Sickly Green Glow: The whole Mecha-Mynah line becomes Malicious under Calasmos's influence during the events of Dragon Quest XI when Mordegon is no longer present to lead them.
  • Status Buff: Accelerate and/or Acceleratle, which is cast by them to help themselves stay airborne due to their weight.
  • Suicide Attack: Shoot Away, which is used by Robo-Robins when their health is low. Dragon Quest X onwards gives them Out With a Bang, which severely damages enemies.

    Meowgician 
https://static.tvtropes.org/pmwiki/pub/images/meowgician.jpg
Clawcercer
Purrestidigitator
Whiskamancer/Mogus

Cats that cast magic and carry an aristocratic air about them.

Debut: Dragon Quest VII


  • Cats Are Mean: They and their relatives Clawcercers, Purrestidigitators, Whiskamancers/Moguses, and Mekameows know it and are not afraid to show it by casting magic in battle against their enemies. Subverted when Meowgicians can be recruited in Dragon Quest X, though.
  • Mana Drain: Drain Magic, which is used by Whiskamancers/Moguses to deprive enemies of their MP to use as their own.
  • Playing with Fire: They, Clawcercers, and Mekameows cast Frizz note  in battle, earning the Meowgicians' nickname Frizzcats due to this, according to their bestiary entry in Dragon Quest IX. Meowgicians can also cast Kafrizz when they are recruited by the player and/or have gone Vicious in X.
    • Purrestidigitators can also cast Sizzle in the species' debut game.
  • Pungeon Master: When one’s talking, expect them to throw out lots of cat puns.
  • Rank Up: Clawcercers are Meowgicians given Omeowga 3 oils after eating up lots of fish like good kitties, as mentioned in their bestiary entry in Dragon Quest IX.
  • Stock Animal Behavior: Meowgicians and Purrestidigitators can waste a turn washing their faces, allowing enemies to attack them. They also eat fish, similar to some real life cats.
  • Stuff Blowing Up: Clawcercers can cast Bang and Kaboom in Dragon Quest IX and X, though they fail in the latter doing so since they do not have sufficient MP to cast it. Whiskamancers/Moguses can cast it efficiently, though, along with Boom.
  • Uplifted Animal: Whiskamancers/Moguses, according to their Dragon Quest X bestiary entry, were once the pets of the monster world's noblemen, but gained their independence and became great wizards.

    Metal Dragon 
https://static.tvtropes.org/pmwiki/pub/images/metal_dragon.png
Mechan-o'-Wyrm
Clockwyrm

Machine monsters based on dragons to be on par with or surpass their power.

Debut: Dragon Quest V


  • Attack Reflector: Mechan-o'-Wyrms can sometimes have Bounce active in their debut, which reflects enemy spells back at their caster. It is also a trait for them in the form of Instant Bounce in spinoff games such as Super Light and Tact.
  • Breath Weapon: Dragon Quest X onwards allows them to use breathes like actual dragons, in the form of Boogie Breath and Purgatory Pyre for Clockwyrms, the former of which it retains for Dragon Quest XI, as well as Black Breath for the Dark Nebuluses, in addition to Blessed Breath for the Mechan-o'-Wyrms.
  • Combination Attack: Dragon Quest XI gives the Metal Dragons and Mechan-o'-Wyrms 2 different Pep Powers depending on the version of the game, with Back Fire in the 3D Mode of the game, firing their missiles to damage all enemies, or Masses of Missiles in the 2D Mode of the game, firing their missiles into a massive explosion.
  • Dark Is Evil: The Dark Nebuluses, introduced from the 2.3 update onwards, are pretty tough monsters with the usual Tremor and Missile skills, in addition to their Black Breath.
  • Enemy Summoner: Metal Dragons can call in for Golems in their debut, or more of their kind in X to prolong fights. Dark Nebuluses can also call in for Mechan-o'-Wyrms, while the Wyrms themselves can call in a Metal Dragon gone Vicious.
  • Elite Mooks: These monster-made mechanical dragons are some of the toughest monsters in a Demon Lord's army, with power that mimic or even surpass that of dragon monsters, such as their Black and Great Dragon comrades.
  • Macross Missile Massacre: The Battle Road games onwards give the Metal Dragons the Surgical Strike skill, as well as the Missile skill from X onwards and the Back Fire/Masses of Missiles Pep Powers in XI.
  • Names to Run Away from Really Fast: The Mechan-o'-Wyrms are named after the phrase, "A can of worms", referring to their lethality to enemy parties.
  • Red Eyes, Take Warning: Even before monsters themselves go Vicious, the usual eye colors for Mechan-o'-Wyrms, Dark Nebuluses, and Clockwyrms are a visual indicator that they're really powerful monsters overconfident Heroes shouldn't mess with. Metal Dragons can also go Vicious during Dragon Quest XI.
  • Shockwave Stomp: Tremor, which is used by Metal Dragons, Mechan-o'-Wyrms, Dark Nebuluses, and Clockwyrms to damage all enemies.
  • Status Buff: Metal Dragons can cast Buff in X to increase their already solid defence.

    Moosifer 
https://static.tvtropes.org/pmwiki/pub/images/moosifer.jpg
Barbatos
Abulldon
Master Moosifer

Demonic goat-like ox creatures who are red like the Devil and cast some pretty nasty magic.

For tropes relating to Barbatos as one of Psaro's Elite Four, see here.

Debut: Dragon Quest IV


  • An Ice Person: Crackle, which is cast by them in most appearances, as well as Kacrack after going Malicious from Calasmos' influence and by their Abullddon relatives.
  • Art Evolution: Dragon Quest V onwards gives them the Abullddon's coloration, while the Abullddons themselves get the Moosifer's old coloration from Super Light onwards.
  • Beard of Evil: They and their relatives rock a mean beard, while always serving Demon Lords in putting down humanity.
  • Blow You Away: Moosifers can cast the Woosh spell line starting from Swoosh onwards, while Master Moosifers cast Kaswooshle.
  • Breath Weapon: They breathe fire with Flame Breath, Inferno, and/or Scorch, while stronger variants like Barbatoses and Master Moosifers do the same, as well as Chilly Breath for the former and Freezing Blizzard and Air Pollution for the latter.
  • Brutish Bulls: Demonic bull-men who flay enemies of their masters with savage spells and physical might.
  • Combination Attack: Dragon Quest XI gives the Master Moosifers the Co-Kaboomle Pep Power, which combines their Kaboom spells into a devastating attack.
  • Elite Mooks: They and Barbatoses are this, but Master Moosifers, introduced from Dragon Quest VII onwards, are the top of the line and know every calamitous trick in the book, according to their XI bestiary entry.
  • Face Death with Dignity: It's said in various bestiaries of the Master Moosifer that when the time comes, they venture to the valley at the end of the underworld and calmly breathe their last before ending their lives.
  • Hair-Trigger Temper: They always get riled up because of their short tempers, which has turned their skin a puce red.
  • Heal Thyself: Multiheal, which is cast by Moosifers in VII and IX to heal themselves and allies in a pinch.
  • Mighty Roar: War Cry, which is used by Barbatoses to potentially stun enemies in IV and the Battle Road games.
  • Playing with Fire: In addition to various fire breath attacks used by them and their relatives, Moosifers can cast Kasizz, while Barbatoses can cast Kafrizz in VII.
  • Ramming Always Works: Body Slam, which is used by Moosifers, Barbatoses, and Master Moosifers to damage enemies head on, while potentially making them fall down.
  • Status Buff: Barbatoses can increase their Tension with Psyche Up in IX and X, as well as increase their strength for a bit with Muster Strength in XI, while Master Moosifers can go full throttle with Tension Boost.
  • Stuff Blowing Up: Kaboom and/or Kaboomle, which is cast by Barbatoses and/or Master Moosifers, depending on the game.
  • Turns Red: When Moosifers reach half health, they'll get serious and defend themselves, as well as ram opponents with Body Slam, though it's dropped by later appearances from Dragon Quest V onwards.

    Mud Mannequin 
https://static.tvtropes.org/pmwiki/pub/images/mud_mannequin.jpg
Magic Marionette
Gold-Plated Puppet
Multicolour Mannequin

Mud puppets given new life as monsters after being abandoned by their owners.

Debut: Dragon Quest II


  • Art Evolution: Magic Marionettes originally were blue in II before Dragon Quest V gave them the Mud Mannequin's appearance, then it went to grey for Dragon Quest VI. Dragon Quest VII onwards would give them their red coloration, which has become their definitive appearance since, even having it in the remakes for VI.
  • Combination Attack: Dragon Quest XI gives the Mud Mannequins Sappy Song, which drains all enemy MP for their own, while Magic Marionettes have Blitz o' Bits as their Pep Power.
  • Dance Battler: In addition to Weird Dance, the Magic Marionettes can also raise their evasion with Dodgy Dance in Dragon Quest VII.
  • Mana Drain: Mud Mannequins and Magic Marionettes, as well as Multicolour Mannequins, Gold-Plated Puppets, and other variants will frequently use Weird Dance to deprive party members of valuable MP. note 
  • Pungeon Master: They make references to puppetry in their dialogue.
  • Rainbow Motif: Dragon Quest X from the game's 2.1 update onwards introduce the Multicolour Mannequins, a rarefied variant.
  • Status Buff: Magic Marionettes cast Kabuff, as well as Magic Barrier to increase their allies' defence and spell resistance.
  • Status Infliction Attack: Blunt, which is cast by Multicolour Mannequins to lower 1 enemy's attack.
  • Stuff Blowing Up: Kaboomle, which is cast by Multicolour Mannequins, as well as Boom in Dragon Quest Heroes II.

    Muddy Hand 
https://static.tvtropes.org/pmwiki/pub/images/muddy_hand.jpg
Bloody Hand
Hardy Hand

Hands made from men that drowned in the swamps, they pull travelers to their doom and summon their mates to overwhelm enemies.

Debut: Dragon Quest II


  • Adaptational Late Appearance: Bloody Hands reappear in Dragon Quest IV from the PS1 remake onwards, despite them and their Muddy Hand comrades not reappearing in the original game.
  • An Ice Person: Crack, which is cast by Bloody Hands in Dragon Quest VII as well as the remakes of Dragon Quest IV.
  • Enemy Summoner: One of the series' most iconic examples, summoning more of themselves or other monsters, such as Healslimes, Golems, and Stone Guardians, the last of which is also summoned by Bloody Hands.
  • Metal Slime: The Hardy Hand, a metallic variant made when veteran adventurers die with unfinished business in hand and their restless souls yearn to do something beyond the grave. They first appear in the Game Boy Color version of Dragon Quest III as normal enemies, then formally join the Metal Slime family in Dragon Quest XI and become as fast, elusive, and experience-rich as the rest of them.
  • Our Zombies Are Different: They're part of the Undead family from VII onwards, which also fit in with their origins as disembodied hands.
  • Poisonous Person: Dragon Quest Treasures introduces the Grotty Hands, a variant that inhabits toxic swamps and forces enemies to drink copious amounts of poisonous muck if they catch them.
  • Villainous Friendship: They're good pals with each other, as well as other monsters, most pronounced with the Stone Guardians from Zoma's army in the case of Bloody Hands.

    Mummy 
https://static.tvtropes.org/pmwiki/pub/images/mummy_2.png
Mummy Boy
Blood Mummy

Undead monsters covered in bandages reawakened from their tomb, they envy and despise the living, attacking them on sight.

Debut: Dragon Quest II


  • Art Evolution: Mummies and Mummy Boys used to look like each other until the SNES remake of Dragon Quest III onwards, which gave the Mummy its current design, consisting of a shade of purple.
  • Bandage Mummy: Their entire motto are undead covered in bandages, ranging from white to red.
  • Blood Magic: Blood Mummies, introduced from VIII onwards, are monsters said to be brought to life by the blood of a mad cult's believers.
  • Casting a Shadow: Devil Marus, a new variant introduced from Dragon Quest X onwards via the start of Version 3, cast Kazammle.
  • Commuting on a Bus: Despite Mummy Boys and Mummies taking a hiatus after III, Mummies appeared in the first 3 Monsters games and the Mystery Dungeon games alongside the Mummy Boys for the latter, before making their main series return from VIII onwards.
  • Curse: From VIII onwards, Mummies and their relatives can curse enemies with either Cursed Orbs, laying one on them or just attacking them with Cursed Attack in X.
  • Enemy Summoner: Mummy Boys can summon more of themselves in X, while Mummies themselves summon Walking Corpses in III.
  • Forced Sleep: They either put enemies to sleep by attacking them with Sleep Attack or cast Kasnooze.
  • Hidden Depths: In IX, it is revealed that Mummy Boys like to bind any treasures they find with spare bandages to take them with them.
  • Mummy: It's in the name. They're found in deserts, tombs, and other locations like abandoned basements.
  • Our Zombies Are Different: They're corpses covered in bandages.
  • Samurai Ponytail: The Devil Marus' usual hairstyle compared to the other Mummy monsters in the series.
  • Status-Buff Dispel: In IX, they and Blood Mummies can reduce their enemies' Tension just by attacking them.
  • Villainous Friendship: Mummy Boys and Mummies frequently shows up with Walking Corpses in various places, such as the Pyramid and Ruined Abbey, with the latter even calling them in during battle in III.

    Night Clubber 
https://static.tvtropes.org/pmwiki/pub/images/night_clubber.png
Night Clubber's original design
Pruslas

A giant dragon-like demon that wields a giant tree trunk as its club.

For the first Pruslas as one of Psaro's Elite Four, as well as Balzack, see here.

Debut: Dragon Quest IV


  • Always a Bigger Fish: A Night Clubber is mauled by the True King of Calamity during the events of Dragon Quest X.
  • An Ice Person: Dragon Quest X introduces the Whitey Clubbers from Version 6 onwards.
  • Art Evolution: They originally looked like this before becoming more portly like this onwards.
  • Breath Weapon: They breathe a mean Scorch on enemies from Dragon Quest X onwards. Pruslases can breathe Inferno and Scorch, while Whitey Clubbers use C-C-Cold Breath.
  • Degraded Boss: Pruslas goes from one of Psaro's Four Guardians to a normal elite monster from X onwards. note 
  • Fat Bastard: Their girth allows them to take many hits from enemies and deal damage to them.
  • Shockwave Stomp: Dragon Quest X onwards gives them Crash and Grab, allowing them to damage all enemies with a shockwave.

    Orc 
https://static.tvtropes.org/pmwiki/pub/images/orc_2.png
Orc Chieftain
Orc King
Orc Queen

Pig-like humanoids that wield spears.

Debut: Dragon Quest II


  • Authority in Name Only: Dragon Quest Treasures indicate that while Orc Kings are Kings of Orcs, they don't have an actual kingdom to rule over.
  • Boss Battle: The Orc Pawn, a boss monster from Dragon Quest V, must be fought along with the Chimaera Pawn to progress further in Knightmare Towers.
  • Combination Attack: Dragon Quest XI gives them Jolly Jousters, a skill which previously appeared in Dragon Quest VIII, Dragon Quest X, and other spinoff appearances.
  • Heal Thyself: Orc Kings, Orc Chieftains, and Orc Queens can heal fellow monsters and/or themselves with healing magic, such as Midheal and Multiheal.
  • Javelin Thrower: Orcs and their relatives wield spears to attack enemies with and by Dragon Quest VIII onwards, they can use Multithrust.
  • Our Orcs Are Different: They're humanoid boars that specialize in spear fighting and are fairly powerful enemies, usually found in mid to late game areas. Their appearance draws from an illustration in the first edition of Dungeons & Dragons that depicts orcs as having pig-heads. In Japan, the Dragon Quest Orcs were the Trope Codifier for Pig Man orcs due to the popularity of the Dragon Quest franchise.
  • Pig Man: As mentioned above, they were hugely influential in the depiction of Orcs in Japanese video games.
  • Pink Is Feminine: Orc Queens, introduced from Dragon Quest X onwards via the game's 3.2 update, have pink fur to denote this status.
  • The Rival: According to the Cruelcumber's Dragon Quest X bestiary entry, Orcs have a fierce competition with them over who's the better spear wielding monster.

    Pip 
Tiny forest creatures with dreams of becoming heroes, though they have a long ways to go. Stronger versions are known as Conks.

Debut: Dragon Quest VII


  • Adaptational Early Appearance: Appears in Dragon Quest V starting with the PS2 remake.
  • An Ice Person: Crack, which is cast by Wiz Pips in battle.
  • Blow You Away: Woosh, which is cast by Conkuistadors.
  • Epic Fail: Whenever they try using super-powerful spells like Omniheal, Kaboom, and/or Kazap, or in the case of Conkuistadors, the Blade of Ultimate Power skill, it always backfires on them due to lacking the MP for it. This can also be a problematic weakness when they're recruited as allies.
  • Garden Garment: The Pips, as well as the Conks, use leaves and sticks for their heroic costumes.
  • Goldfish Poop Gang: A Conkerer, a Conkjurer, and a Conkuisitor during the Dragon Quest VII Warriors of Eden manga try to stop Auster, Kiefer, and Maribel from freeing the islands from Orgodemir's armies, though various factors cause them to fail, such as Maribel managing to con the Conkjurer into teaching her Frizz so she can escape from her imprisonment.
  • Mythology Gag: The Pips and the Conks dress up like the Hero, Warrior, Priest, and Mage from Dragon Quest III.
  • Playing with Fire: The Wiz Pips cast Frizz in battle, while the Conkjurers cast Sizz.

    Platypunk 
https://static.tvtropes.org/pmwiki/pub/images/platypunk.png
Splatypunk
Crack-Billed Platypunk

Platypus monkey creatures with mobster-like tempers.

Debut: Dragon Quest IV


  • An Ice Person: Crack-Billed Platypunks can ice enemies with Crack, Crackle, Kacrack, and/or Kacrackle depending on the game.
  • Anti-Magic: Gobstopper, which is used by Crack-Billed Platypunks to seal Torneko's options in the Mystery Dungeon games, as well as enemy spells in Dragon Quest XI, similar to Fizzle.
  • Blow You Away: Kaswooshle, which is cast by Raccoon Platypunks in battle.
  • Dance Battler:
    • Platypunks, Splatypunks, Crack-Billed Platypunks, and Raccoon Platypunks have Sultry Dance to make enemies potentially lose their turn.
    • Crack-Billed Platypunks can also make enemies laugh with the Underpants Dance, as well as Well Weird Dance to drain enemies of their MP. note 
  • Having a Blast: Kaboom, which Splatypunks cast in Dragon Quest X.
  • Joisey: These monsters speak like stereotypical gangsters, especially prominent in the Slime Morimori series and other Dragon Quest games.
  • Mix-and-Match Critters: They have the bills of platypuses and the tails of monkeys, the latter of which allows them to hang upside down when they're not fighting.
  • Rascally Raccoon: Dragon Quest X from the 5.1 update onwards introduces the Raccoon Platypunk, a rarefied variant that has the same Claw Slash and Sultry Dance of the other Platypunk monsters, as well as Fuddle and Kaswooshle.
  • Status Infliction Attack:
    • Splatypunks have either Sap and/or Kasap to lower their enemies' defence, as well as a skill sealing version of Fizzle.
    • Raccoon Playpunks have Fuddle to confuse one enemy.

    Restless Armour 
https://static.tvtropes.org/pmwiki/pub/images/restless_armour.jpg
Infernal Armour
Infernal Armour (DQIII Appearance)
Lethal Armour
Schwarzchuld
Gyldenbritches

Slain swordsmen whose spirits inhabit their empty armour and continue to seek out *clank* worthy opponents.

Debut: Dragon Quest III


  • Crossover Cameo: A Restless Armour appears alongside its fellow Zoma minions Cumaulus, Dragon Zombie, Funghoul, Infernal Serpent, and Killerpillar, in addition to Chimaera, Golem, Skeleton Solider, Green Dragon, and Liquid Metal Slime during Itadaki Street DS's Monster Arena minigame.
  • Elite Mook: Several examples in the series:
    • The Robbin' 'Oodlums, aka Merry Men, who often accompany Robbin' 'Ood in his criminal antics.
    • Sir Roseguardin in Dragon Quest IV, a unique green variant assigned by Psaro to protect Rose from intruders. A pair of them also accompany Psaro in Dragon Quest Heroes when the party does battle with him.
    • Dragon Quest X introduces the Schwarzchulds, a rarefied variant that has the same abilities as the Infernal Armour, but can also cast Kabuff to increase it and allies’ defence.
    • Erdrick's Restless Armour in the 3DS and Definitive Edition of Dragon Quest XI, who has stolen the legendary hero's distinctive armour along with the Thunderbolt Sword and Soul Sigil from the Cave to Rendarak.
  • Enemy Summoner: They summon Healslimes to mend their wounds, while stronger variants like Infernal Armours and Lethal Armours summon Medislimes and/or Cureslimes, depending on the game.
  • Forced into Evil: Infernal Armours are recently described as knights who were turned into them by wearing the cursed Hate Mail.
  • Forced Sleep: Kasnooze, which is cast by Lethal Armours from Dragon Quest IV onwards.
  • Luckily, My Shield Will Protect Me: Restless Armours and their relatives are just as good with their shields as they are with their swords, able to block physical attacks and spells with only minimal damage.
  • Shock and Awe: Bolt Blaster, which is used by Infernal Armours from Dragon Quest VIII onwards. They achieve this by striking their swords down into the ground and bring the lightning to enemy parties.
  • Status Infliction Attack: Lethal Armours have Kasap to lower the enemy party's defence while in Dragon Quest IX, they have Attack Attacker to damage their enemies while potentially lowering their physical attack.
  • Verbal Tic: Their attempts to sound knightly are frequently *clank* interrupted by their noisy armour.
  • Villainous Friendship: They have a good rapport with the Healslimes they summon in battle.
  • Ye Olde Butcherede Englishe: How they normally talk to sell their knightly nature.

    Rockbomb 
https://static.tvtropes.org/pmwiki/pub/images/rockbomb.jpg
Rockbomb (Gray)
Grinade
Bomboulder

Grinning granite goons who may initially not seem very mobile, but then explode and put the hurt on heroes.

Debut: Dragon Quest III


  • Cool Old Guy: Bomboulders, a red variant of the Rockbombs introduced from Dragon Quest V onwards, are said to be soft hearted senior citizens who always keep a supply of medicine in case of emergencies, according to their Dragon Quest IX bestiary entires.
  • Crossover Cameo: Rockbombs appear in Fortune Street knocking Slimes out of the race in the Slurpodrome, in addition to the Slime that got 2nd Place.
  • Crystalline Creature: The latter half of 6.5 introduces the Jia Rocks, the last Jia Kut Clan version of an already exisiting monster.
  • Depending on the Artist: Rockbombs are mostly colored blue, but some games such as VII and various spinoff games has them colored gray, which is also the color for the Indojesters' Rockbombs.
  • Green and Mean: Dragon Quest X onwards introduces the Green Rockbomb, a rarefied variant that can appear alongside the Grinades.
  • Ironic Name: Grinades, a variant introduced from Dragon Quest VII onwards, don't have any self-destructing abilities despite the name.
  • Psychotic Smirk: Their default expression.
  • Sacrificial Revival Spell: Kerplunk, a spell that debuted in Dragon Quest IV, is used by Bomboulders, as well as Rainbow Rocks, to heal and revive all their monster allies at the cost of their own lives.
  • Suicide Attack: Its main power is using the Kamikazee spell to sacrifice itself and inflict critical damage on enemy parties or even kill them instantly. Rainbow Rocks, a variant introduced from 3.2 of Dragon Quest X onwards, can also use it.

    Shadow 
https://static.tvtropes.org/pmwiki/pub/images/shadow_9.jpg
Shade/Jarvis's Shadow
Silhouette (Original green appearance)
Silhouette (Orange appearance)
Umbra

Corporeal entities born from darkness and/or the evil that lurks in men's hearts.

Debut: Dragon Quest III


  • An Ice Person: Aside from breath attacks like Cool Breath, they can cast Crackle, as well as Kacrack after going Malicious from Calasmos' influence in Dragon Quest XI.
  • All Your Powers Combined: Shades in Dragon Quest III and Dragon Quest XI have a variety of spells and abilities when fought. Justified, since they're made from the shadows of various monsters that died fighting for their masters, and have stored their comrades' powers into their bodies.
  • Aristocrats Are Evil: The first half of 6.5 of Dragon Quest X onwards introduces the Silhoubarons, a rarefied relative that can appear alongside the Shades.
  • Boss Battle: Dragon Quest XI has 3 Shades known as Jarvis's Shadows, which fight alongside Jarvis himself, casting Crack and Snooze during battle, in addition to being his lackeys in capturing Veronica to steal her magic at Hotto.
  • Breath Weapon: Shadows and their relatives note  have various breath attacks to wear enemies down, such as Cool Breath, Chilly Breath, Freezing Blizzard, C-C-Cold Breath, Sweet Breath, Venom Mist, Fishy Fog, Cursed Mist, and Air Pollution.
  • Dark Is Evil: Usually encountered in dark places, with Umbras being top of the line, since they are said to be shadows of Demon Lords given physical form and can also cast Kazammle in battle.
  • Enemy Summoner: Shades and Shadows can call in for more of their kind when a battle is not in their favor.
  • Evil Is Deathly Cold: They love attacking enemies in icy locations during the dark of the night such as Moonmirror Tower.
  • Green and Mean: Zigzagged. While Silhouettes are green in III, their appearances from VI onwards has them in an orange coloration. It would take until Super Light and XI onwards for them to have their old appearance back.
  • Living Shadow: Their whole MO.
  • One-Hit Kill: Silhouettes can cast a mean Whack, Thwack, and/or Kathwack note  depending on the game, as well as Death Dance.
  • Red Eyes, Take Warning: The Silhoubarons' default eyes when fought, while Shades themselves are Vicious in both X and XI, which also happens to the Silhouettes in the latter game.
  • Status Infliction Attack: Kasap, which is cast by Umbras in the eleventh game.

    Silvapithecus 
https://static.tvtropes.org/pmwiki/pub/images/silvapithecus.jpg
Batmandrill

Winged primates with a knack for magic spells but are just as good at clawing heroes apart with their hands.

For tropes relating to Pazuzu, see here.

Debut: Dragon Quest II


  • An Ice Person: Silvapithecuses and their relatives such as Batmandrills tend to appear in icy locations such as Rendarak, while also utilizing ice attacks and spells such as Freezing Blizzard, C-C-Cold Breath, Crackle, Kacrack, and Kacrackle.
  • Boss Battle: Dragon Quest XI’s 3DS and Definitive Edition’s Tickington sidequests have the Luminary and his allies fight the Pilferpithecus, a relative that turned Bianca, Nera, and Deborah into Rodrigo Briscoletti himself.
  • Breath Weapon: They and relatives like Batmandrills can use Sweet Breath and/or Poison Breath to weaken party members. Later appearances add Fire Breath, Scorch, and C-C-Cold Breath for the latter.
  • Co-Dragons: The Unholy Trinity of Atlas, Pazuzu, and Belial, Hargon's generals from Dragon Quest II. In some later games they appear grouped together as a Call-Back.
  • Crystalline Creature: Dragon Quest X's Version 6 story introduces the Jiapes, a Jia Kut Clan version of the Silvapithecuses.
  • Mix-and-Match Critters: They're bat-monkeys.
  • One-Hit Kill: Batmandrills can use the lethal Kamikazee spell, which they're especially notorious for in the original Dragon Quest II as they can cast it at random and wipe out the Scions of Erdrick through unfortunate luck, though this is toned down in remakes. Dragon Quest XI trades it out for Thwack instead.
  • Playing with Fire: Usually favors the Sizz line of spells, as seen with Sizzle for the Silvapithecuses in II, V, XI and other appearances, in addition to Kasizz for the Goushions introduced from Dragon Quest X onwards via the game's 3.1 update, though Kafrizzle is fair game to the Batmandrills in Dragon Quest X.
  • Shock and Awe: Zapple and Kazap, which is cast by Silvapithecuses in Dragon Quest X, the former of which is retained for Dragon Quest Tact, while the latter is cast by Jiapes.
  • Shout-Out: They're flying monkeys straight from The Wizard of Oz, both serving evil sorcerers in their schemes.

    Skelegon 
https://static.tvtropes.org/pmwiki/pub/images/skelegon_4.png
Dragon Zombie
Drakenstien

The bones of dragons brought back to life by dark magic.

For tropes relating to the Bones of Baramos, see here.

Debut: Dragon Quest III


  • An Ice Person: Aside from their breath attacks like Chilly Breath and Cool Breathnote , 3.2 of Dragon Quest X onwards introduces the Kokogons, a Skelegon relative found in arctic locations, such as Nagaland's ice region.
  • Breath Weapon:
    • Ice breath attacks, such as Freezing Blizzard and C-C-Cold Breath are their repertoire when dealing with the enemies of their masters, like Zoma or Nimzo.
      • Of course, their breaths are not limited to ice, but stronger relatives like Kokogons can breath Black Breath or Crafty Breather.
  • Commuting on a Bus: Despite not joining their Dragon Zombie relatives in Dragon Quest V, the Skelegons make constant appearances in the Monsters series before finally making their main series return in Dragon Quest X.
  • Crossover Cameo: A Dragon Zombie appears alongside its fellow Zoma minions Cumaulus, Funghoul, Infernal Serpent, Killerpillar, and Restless Armour, in addition to Chimaera, Golem, Skeleton Solider, Green Dragon, and Liquid Metal Slime during Itadaki Street DS's Monster Arena minigame.
  • Dracolich: Skelegons and Dragon Zombies are the bones of long dead dragons brought back to life by Archfiends for their ranks. This also makes them either part of the Dragon family or Undead family depending on the game.
  • Red Eyes, Take Warning: Even before Dragon Quest XInote  introduced Vicious monsters, the red eyes of both Drakensteins and Kokogons are not monsters to be taken lightly. Skelegons themselves can go Vicious in XI, while Dragon Zombies do the same in X.
  • Undying Loyalty: Literally! Not even death stops them from serving the masters that raised them from beyond the grave.

    Skeleton 
https://static.tvtropes.org/pmwiki/pub/images/skeleton_56.png
Skeleton Scrapper
Skeleton Soldier
Dark Skeleton
Sekerleton
Viking Soul

Former knights brought back to serve as monsters after a painful end.

Debut: Dragon Quest


  • Commuting on a Bus: Despite not reappearing after the first game note , they have appeared in various spinoff games, before making their main series return in Dragon Quest VIII.
  • Crossover Cameo: A Skeleton Solider in its original design appears alongside a Chimaera, a Golem, a Green Dragon, a Liquid Metal Slime, a Funghoul, a Killerpillar, a Restless Armour, a Dragon Zombie, and an Infernal Serpent during Itadaki Street DS's Monster Arena.
  • Dark Is Evil: The Dark Skeletons fit this trope to a T, due to being the shadows of their former knights or Skeleton Soliders in their own past lives.
  • Dem Bones: Their MO, though compared to other video game skeleton enemies like Stalfos, they're more dressed up.
  • Forced Sleep: Sleep Attack, which is used by Dark Skeletons in VIII and the 3DS remake of Dragon Quest VII, as well as Skeleton Soldiers in Dragon Quest IX to damage enemies while potentially putting them to sleep. Conquistador Ghouls can also cast Kasnooze, while Sekerletons can use the Dream Blade weapon in battle.
  • Heal Thyself: Skeleton Scrappers and Skeleton Soldiers can mend they and/or their allies' wounds with Heal and Midheal in case a battle is not in their favor.
  • Horny Vikings: Dragon Quest X onwards introduces the Viking Souls and the Conquistador Ghoulsnote , which look the part while having sharper swords than their usual brethren.
  • Losing Your Head: Skeletons and their various versions will lose their heads when defeated in battle, but can also throw their own skulls with Skeletoss in Dragon Quest X. note 
  • One-Steve Limit: Zigzagged. The Sekerletons from IV have the same Japanese name as the Mean Spirits from Dragon Quest II, though the different name of the latter is more preferable to using the same name as the Skeleton monster from Psaro's army. Played more straight with the Skeleton Swordsmen from the same game, who share the same name as the monster from Baramos and Zoma's army, though.
  • Sinister Scythe: In the Monsters series from Joker onwards, the Skeleton Soldiers wield scythes as their main weapon.
  • Status Buff: Oomph, which is cast by Viking Souls in X to boost the attack of themselves and/or allies.
  • The Bus Came Back: Sekerletons debuted in IV and disappeared for a very long time until Dragon Quest Monsters: The Dark Prince, released in 2023.

    Slime 
https://static.tvtropes.org/pmwiki/pub/images/slime_8.jpg
She-Slime
Metal Slime
Black/Shadow Slime

Quite often the very first monsters a new hero will see on their quest, and will continue to see a lot of as their distinctive teardrop shape and adorable smile has made them just as legendary.

Debut: Dragon Quest


  • Armored But Frail: The Metal Slime and all Metal Slime monsters derived from it are immune to just about all spells and have the highest possible defense despite their low number of hit points, forcing players to deal only one point of damage at a time and hope they can deal enough damage to kill one before they flee. At the same time, this means a Critical Hit becomes a One-Hit Kill, so the go-to hunting strategy often consists of using Powerful, but Inaccurate weapons or skills that force critical hits, such as Thunder Thrust and Hatchet Man.
  • Dark Is Evil: Black/Shadow Slimes, introduced from Dragon Quest VIII onwards, are Slime that originate from the World of Darkness, being slightly tougher than standard Slimes, with Slime Spank and Frizzle at their disposal.
  • Fusion Dance:
    • Starting in Dragon Quest IV, 8 Slimes can gather and fuse together into a King Slime, which is stronger and capable of magic. In Dragon Quest IX onwards, 3 Slimes would do the same, this time fusing together into a Slime Stack.
    • Their Metal Slime relatives can do this, albeit fusing together into a Metal King Slime, though only in VI and VII.
  • The Goomba: Often the first monster any Hero will fight when just beginning their quest. Dragon Quest VI has the Hero fight Mottle Slimes instead of the regular ones, though this is merely to show it's not the usual world he was expecting.
  • Hurricane of Puns: When they talk, expect a lot of puns pertaining to their slimy state (such as calling humans "goomans").
  • Mascot Mook: They are THE definitive face of the whole Dragon Quest franchise, appearing in all manner of spin-offs and mini-games.
  • Metal Slime: One of their most famous and frustrating variants, to the point where they're a trope unto themselves.
  • Monogender Monsters: Zigzagged. Most Slimes are usually male, with the She-Slimes are kind of female, according to their name and a genetic mutation.
  • Mook Medic: The Healslimes, which have used their healing magic to support both humans and monsters many times over the course of the series.
  • Not Evil, Just Misunderstood: Many Slimes are portrayed as disliking violence and will frequently be seen mingling among peaceful villages. They will often tell travelers that they're not bad Slimes to avoid getting attacked and share some special information as a peace offering.
  • Player Mooks:
    • Dragon Quest V included numerous Slimes among the monsters that the player could recruit.
    • Dragon Quest VI implemented a system similar to V on its original release, but the Updated Re-release for the Nintendo DS retooled the recruitment system to be limited to almost only members of the Slime family.
  • Playing with Fire: Slimes that are recruited in V and various spinoff appearances can learn Scorch, Frizz, and other fire spells/skills. In addition, Metal Slimes can cast Sizz in their debut game and II, in addition to Frizz from Dragon Quest III onwards, while Black/Shadow Slimes cast Frizzle.
  • Signature Move: Slime Spank, an ability from the Slime Morimori games, is used by Slimes, She-Slimes, and Black/Shadow Slimes to deal more damage than a normal attack.

    Slime Knight 
https://static.tvtropes.org/pmwiki/pub/images/slime_knight.jpg
Metal Slime Knight
Snooty Slime Knight

Knights that ride green Slimes to protect their fellow Slime brethren from evil.

Debut: Dragon Quest V


  • Bully Hunter: According to various bestiary entires of this monster, they hunt down those who bully Slimes for their own sick personal gain.
  • Combination Attack: Dragon Quest XI gives the Slime Knights the Buckler Buckler Pep Power, combing their Helm Splitters to damage one enemy and lower their defence.
  • Death or Glory Attack: Double-Edged Slash, which is used by Metal Slime Knights in Dragon Quest VI.
  • Defeat Means Friendship: Slime Knights can be recruited to fight alongside their former enemies, as first seen in their debut.
  • Elite Mooks: The Snooty Slime Knights, introduced from Dragon Quest X onwards, are rarefied variants that can cast Snub to nullify enemy magic, and Oomph and Buff to increase their attack and defence.
  • Enemy Summoner: Slime Knights can summon Healslimes to aid them in battle, as well as Cureslimes when they have gone Vicious.
  • Heal Thyself: Heal, which is cast by Slime Knights and Metal Slime Knights in most appearances, in addition to Moreheal in X for the former gone Vicious and the latter when normally fought.
  • Luckily, My Shield Will Protect Me: They, their Metal Slime Knight and Snooty Slime Knight relatives have Slime Knight Shields on hand to block enemy attacks and spells.
  • Metal Slime: Subverted with the Metal Slime Knights, since the steeds they ride in battle aren't EXP rich as the Metal Slimes and their Liquid Metal Slime and Metal King Slime comrades.
  • Mounted Mook: One of gaming's most iconic examples.

    Slime Stack 
https://static.tvtropes.org/pmwiki/pub/images/slime_stack.jpg
Metal Medley
Gem Jamboree
Slime Sisters

3 Slimes that wanted to become a King Slime, but became this tower of fun instead due to not having enough Slimes to do so.

Debut: Dragon Quest IX


  • Adaptational Early Appearance: Slime Stacks, Metal Melodies, and Gem Jamborees appear in the 3DS remake of Dragon Quest VII, despite not debuting until Dragon Quest IX.
  • It's Raining Slimes: Slime Stacks can damage all enemies with Raining Splats and Blobs, while the Slime Sisters can do the same with Pink Shower.
  • Leaning Tower of Mooks: The byproduct of 3 Slimes, one blue, one green, and one red, they're greater than the sum of their parts.
  • Mascot Mook: One of the most iconic monsters from the ninth game, they've gone on to reappear in the game after it, as well as various spin-off games such as the Battle Road games and Dragon Quest Tact.
  • Metal Slime: Metal Melodies, a variant of them introduced alongside Slime Stacks themselves, can yield some decent EXP, though just like other Metal Slime monsters, they can flee if given the chance.
  • Money Spider: Gem Jamborees, another variant introduced alongside Slime Stacks, yield some decent Gold when defeated, though they can flee if given the chance.
  • Pink Is Feminine: Slime Sisters, a rarefied variant introduced from Dragon Quest X onwards, are 3 Pink Slimes stacked together.
  • Playing with Fire:
    • Kerfrizz, which was first casted by Metal Melodies in Dragon Quest IX, consists of 3 Frizzes that damage all random enemies, and is also cast by Slime Stacks and Gem Jamborees in Dragon Quest X.
    • Metal Melodies in the 3DS remake of Dragon Quest VII cast Frizzle in battle, due to Kerfrizz not existing yet.
  • Unusual Pets for Unusual People: According to the Gem Jamboree's bestiary description in Dragon Quest X, they're owned by upper class young women as status symbols due to their bodies being made of gold.

    Tantamount 
https://static.tvtropes.org/pmwiki/pub/images/tantamount.png
Equinox
Godsteed

Horse monsters that canter in circles, kicking up embers at their enemies and reading battlefields like books.

For tropes relating to the first Equinox who's one of Zenus's 10 fragments, see here.

Debut: Dragon Quest IX


  • Blow You Away: Kaswooshle, which is cast by Godsteeds and Hippocampers in battle, as well as Kaswoosh and the Co-Kaswooshle Pep Power for the former in Dragon Quest XI.
  • Boss Battle:
    • The first Equinox in the species' debut game, who is also a fragment of Zenus after Corvus's attack on the Observatory, is fought as a Grotto boss. Another one is fought in the next game's Magic Labyrinth, as well as being one of Archfiend Nerodus's 12 Demon Generals during the game's events, named Burgun Equinox. In addition, a Tantamount is also fought as a boss in the same game.
    • An Equinox monster combined with the petrified form of Pegasus, Nagasus, is fought at the Pillar of Pegasus during the Tickington sidequests in Dragon Quest XI.
  • Breath Weapon: The Tantamounts and their relatives have a variety of breath attacks, such as Inferno, Blessed Breath, Air Pollution, Black Breath, and Dark Breath to decimate enemy parties.
  • Combination Attack: Dragon Quest XI gives the Godsteeds Co-Kaswooshle as their Pep Power that combines their Kaswoosh spells.
  • Dark Is Evil: Equinoxes are this to a T, since they take the lives of all in their paths and were always the first to lead the charges when monsters tried to take over the world on behalf of their masters.
  • Hellish Horse: They're flying horses who bring death upon the battlefield with their abilities and thundering hooves.
  • Light Is Not Good: Godsteeds may seem heavenly, but they're deadly monsters that breathe a bright breath, neigh a mean Whinny, and put their enemies to sleep with Lullab-Eye, while blowing them away with Kaswoosh, Kaswooshle, and Co-Kaswooshle.
  • Noisy Nature: Dragon Quest X onwards gives the whole line and various new relatives introduced in the same game Whinny, which damages enemies in addition to knocking them down.
  • Playing with Fire: In addition to Inferno, Tantamounts cast Frizzle in Dragon Quest XI, as well as Kafrizz and Scorch when they become Malicious from Calasmos's influence.
  • Ramming Always Works: Body Slam, which is used by Tantamounts only in their debut game to damage one enemy while losing some of their health in the process.
  • Shock and Awe: Tantamounts and Equinoxes have Lightning Storm to zap enemies in battle, and from Dragon Quest X onwards, can potentially paralyze enemies, while reducing their resistance to paralysis.

    Teeny Sanguini 
https://static.tvtropes.org/pmwiki/pub/images/teeny_sanguini.jpg
Pink Sanguini
Genie Sanguini

A cow-skin patched flying demon that's so cute and adorable... at first.

Debut: Dragon Quest IX


  • An Ice Person: Dragon Quest X onwards introduces the Snowy Sanguinis, which are encountered in icy locations.
  • The Artifact: The Manguini family appeared with the Sanguinis in Dragon Quest IX, but have been ignored since. This may be due to the Sanguinis becoming Mascot Mooks.
  • Evolutionary Levels:
    • Judging from the bestiary description of the Bloody Manguini in Dragon Quest IX, the Manguinis are the evolved form of Sanguinis. Dragon Quest X, however would state that Pink Sanguinis evolved into Batmandrills, as mentioned in their bestiary description.
    • The Genie Sanguini is a Sanguini that was supposed to become a Bloody Manguini, but it appears to have been prevented and turned into a kind of fairy instead, perhaps due to accumulating holy artifacts (Its Random Drops in Dragon Quest IX are holy artifacts, the Prayer Ring and an urn of Saint's Ashes).
  • Game Face: Sanguinis spend most of their time just fluffing around in mid-air, but when they get angry or hungry, they show their red eyes and More Teeth than the Osmond Family.
  • Killer Rabbit: They seem cute and cuddly, but they're pretty vicious monsters if underestimated.
  • King Mook: Dragon Quest Monsters: Joker 2 Professional introduces the King Sanguini, while Dragon Quest X introduces the Queen Sanguinis, a rarefied variant.
  • Life Drain: Exsanguination, which is used by Pink Sanguinis, as well as Genie Sanguinis, Snowy Sanguinis, and Queen Sanguinis to damage enemies while regaining their health. It's also the method of how Sanguinis gain the blood they need to evolve into Manguinis.
  • Mascot Mook: They've become pretty popular after their debut, appearing in spin-offs and having merchandise based on them and their relatives.
  • Odd Name Out: The Boogie Manguini's Japanese name doesn't include "Argon" like the regular Manguini (JP., Argon Devil) or Bloody Manguini (JP., Blood Argon). Instead, it's called "Yellow Satan".
  • Red Eyes, Take Warning:
    • Their true eyes when attacking enemies or unlucky travelers.
    • Dragon Quest X can also have them go Vicious.
  • Ridiculously Cute Critter: Sanguinis are adorable little fluffballs with piddly little batwings and stubby limbs. Just watch out for the Game Face... and their evolved Manguini brethren.
  • Sacrificial Revival Spell: Kerplunk Dance, which is used by Genie Sanguinis to fully heal any allies still living and revive any dead allies at the cost of their own lives.
  • Status Buff: Gritty Ditty, which is used by Genie Sanguinis and Queen Sanguinis to boost their allies' attack by 1 level each as well as themselves.
  • Surprisingly Creepy Moment: Sanguinis are cute little fellas who shred people to bits and devour them offscreen. Each Genie Sanguini, judging from their Random Drops and bestiary entry in IX, appears to be created by devouring a holy man.

    Togre 
https://static.tvtropes.org/pmwiki/pub/images/togre.png

Former Heroes who became evil ogres as punishment from the Gods after stealing high level thunder magic.

For tropes relating to Togrus Maximus, see here.

Debut: Dragon Quest VII


  • Adaptational Early Appearance: Appears in Dragon Quest IV from the PS1 remake onwards despite not existing at the time of the original game's release.
  • Boss Battle:
    • Togrus Maximus is fought in Buccanham's Lighthouse in order to stop the babies from being turned into monsters on the first night of a full moon in the species' debut game. In addition, he's also fought in Dragon Quest X both as a boss and one of Nerodus's 12 Demon Generals.
    • Gezora, one of the 3 human/monster underlings of Anlucia the Maluminary, is fought in the Vortex of Creation, having Kazammle, Super Strength Build to increase his Tension, Stomp, and War Cry to stun one enemy.
    • Golden Badind, the monster form of Tenton's most notorious human criminal, is fought alongside other Golden Monsters such as Gold Golems and Gold Lions.
  • Elite Mooks: Togres are some of the most powerful monsters fought in the Cathedral of Blight during the events of Dragon Quest VII. Dragon Quest X retains their elite status, while introducing the Phalaris Bulls from the first half of 3.5 onwards as a new stronger relative.
  • Epic Flail: Phalaris Bulls have these as their main weapons in lieu of the whips Togres usually wield in battle. They may not be good at wielding them, according to their Dragon Quest X bestiary entry, but they push themselves in order to properly wield them.
  • Fallen Hero: They were once human Heroes before stealing high level thunder magic to use as their own, pissing off the Gods in the process, who cursed them into monsters as retaliation.
  • Karmic Transformation: For stealing high level thunder magic such as Kazapstrophe, they were turned into monsters by the Gods themselves.
  • Mighty Roar: War Cry, which is used by Phalaris Bulls, Demon Guard, Gezora, and Togrus Maximus to stun 1 enemy. In addition, Golden Badind and Togrus Maximus's Demon General self can use Total War Cry to damage enemies while potentially stunning them.
  • Shock and Awe: Casts Zapnote  in both its debut and Dragon Quest IV. Dragon Quest X upgrades this to Kazapstrophe, which is also used by Phalaris Bulls in battle.
  • Status Buff:
    • Casts Oomph to increase 1 ally's ATK or its own in all of its appearances, which is also cast by Phalaris Bulls.
    • While both Togres and Phalaris Bulls can't use Psyche Up or other Tension boosting skills such as Super Strength Build, they are instead used by Togrus Maximus, Gezora, and Golden Badind.

    Treeface 
https://static.tvtropes.org/pmwiki/pub/images/treeface.jpg
Treevil
Dark Macarbour
Antiquitree

Monstrous trees that pose as normal trees and pounce on unwary travelers.

Debut: Dragon Quest II


  • Blow You Away: Leaf Slash, which is used by Treevils, Evil Tim Trees, and Antiquitrees to damage all enemies.
  • Dance Battler: Weird Dance, which is used by Treefaces and their relatives to drain enemies of their MP. Stronger variants such as Antiquitrees and Evil Tim Trees can use Tap Dance and the Charm-Cha-Cha, the latter of which charms enemies into hurting each other.
  • Dark Is Evil: The Dark Macarbour, a variant from the World of Darkness introduced from Dragon Quest VIII onwards, are described as fearsome trees of death who can kill enemies with a Death Dance while reviving fallen comrades with their leaves.
  • Elite Mooks: Antiquitrees, a rarefied variant introduced from Dragon Quest X onwards.
  • Heal Thyself: Treefaces can heal wounded comrades or themselves with Medicinal Herbs from their leaves.
  • Magically Inept Fighter: Zigzagged. While Treevils once had Fizzle but dropped it from their repertoire in recent appearances starting with the eighth entry, other variants such as Antiquitrees and Evil Tim Trees can cast magic such as Kazam, Swoosh, and Kacrack with no issue at all, including the aforementioned Fizzle.
  • When Trees Attack: Their whole MO.

    Troll 
https://static.tvtropes.org/pmwiki/pub/images/troll_4.jpg
Boss Troll
Great Troll
Terror Troll
Stout Troll

Giant hulking demons wielding oaken clubs, they are some of the toughest monsters that may fool around with their club swings and their lives, but can put the pain on reckless Heroes and humanity.

For tropes relating to the usurper of Samanao, see here.

Debut: Dragon Quest III


  • Critical Hit: They can land some devastating Desperate Attacks, but can miss as well.
  • Elite Mooks: Great Trolls are some of the most powerful monsters in a Demon Lord's army, as well as Terror Trolls in the SNES remake of Dragon Quest III, and Stout Trolls from Dragon Quest VI.
  • Fat Bastard: These guys are nearly as big at the midriff as they are tall.
  • I'm a Humanitarian: Boss Trolls love cooking humans for their meals and if one licks their lips at the sight of you, you're screwed.
  • Insane Troll Logic: Literally! In the Trolls' bestiary entry for Dragon Quest IX, Sorcerers told them that licking their clubs with droll could improve their accuracy, which explains why they and their relatives do so from Dragon Quest VIII onwards. It's...not very productive since it just wastes their turns.
  • Magically Inept Fighter: Zigzagged. While they're dumb and mainly rely on physical attacks, stronger variants like Great Trolls and Terror Trolls can cast Bazoom and Oomph.
  • Pushy Mooks: From VI onwards, they can use Shove to force enemies out of a battle as well as damage them from Dragon Quest X onwards, in addition to the skill's disabling of an enemy from IX onwards.
  • Sibling Rivalry: It's said the Great Trolls from Zoma's army fight with the Stout Trolls of Mortamor's army over who's the top dog in Trollkind.
  • Smash Mook: One of the series' prime examples, which they share with the Cyclops, Living Statue, Golem, and Gruffon monster lines.

    Walking Corpse 
https://static.tvtropes.org/pmwiki/pub/images/walking_corpse.jpg
Corpse Corporal
Ghoul
Toxic Zombie
Lumberin' Jack

A corpse brought back to serve as a monster minion in a Demon Lord's army, they are usually one of the first monsters that can poison enemies.

Debut: Dragon Quest II


  • Boss Battle: Dragon Quest VI has the Corpsickles, 3 zombies that are fought in the Moonmirror Tower and must be defeated to progress in the story.
  • Breath Weapon: Breathes Sweet Breath, Poison Breath and/or Venom Mist depending on the game. Stronger variants, such as Corpse Corporals or Ghouls, can do some of the same, as well as Burning Breath.
  • Elite Mooks:
    • In Dragon Quest VII, a distinctive Walking Corpse by the name of Putric Stinkenheimer hangs with the Mighty Pip and his band of bandits near present-day Alltrades Abbey. He briefly gets a moment of glory when he steals an intelligence-boosting Canny Cap, but the party makes him give the hat back to its rightful owner.
    • Dragon Quest X introduces the Lumberin' Jack, a rarefied variant that has most of their relatives' skills, as well as Air Pollution.
  • Enemy Summoner: Calls in either more of its kind or other undead allies such as Voodoogooders or Lesionnaires.
  • Everything's Deader with Zombies: Their modus, sometimes being dead people brought back from beyond the grave or a traveler that met his untimely end in a poisonous swamp in the case of Toxic Zombie.
  • Magically Inept Fighter: This line can only cast low level magic, with Corpse Corporals casting Dazzle and Ghouls casting Sizz in their debut, while Corpsickles cast Heal. Apparently, intelligence is not their strong suit.
  • Poisonous Person: Toxic Zombies, a variant of the Walking Corpse introduced from Dragon Quest III onwards, are a more poisonous version. Of course, the Walking Corpse and its other variants are no slouches themselves, poisoning enemies with their attacks or breaths.
  • Walking the Earth: Lumberin' Jacks, according to their Dragon Quest X bestiary entries, aimlessly wandered in search of their long lost lovers and became corpses in the Underworld as a result.

    Wight King 

Kings who are reborn as undead monstrosities to continue torturing the kingdoms they've ruled over. However, this section deals with 2 monsters that have the same Japanese name, but serve different masters, in addition to relatives of their own.

Debut: Dragon Quest V & Dragon Quest VIII


Tropes applying to both

  • Blow You Away: Both Wight Kings cast Kaswoosh in battle, though Swoosh is fair game to their Wight Priest relatives, as well as Kaswooshle to their Wight Emperor relatives.
  • Names The Same: They may the share the same name in both Japanese and English, but they're different monsters.
  • Our Liches Are Different: They, along with their Wight Prince, Shadow Minister, Tortured Soul, Wight Priest, Wight Emperor, and Wight Ruler relatives are undead nobility or priests.
  • Summon Magic: Tortured Souls, Wight Priests, and Wight Kings can summon other Undead monsters like Skeletons, Walking Corpses, Deadnauts, and Dark Skeletons to help them out in battle.

Tropes applying to the Nimzo Wight King

https://static.tvtropes.org/pmwiki/pub/images/wight_king.png
Wight Prince
Shadow Minister

  • Anti-Magic: The Staff of Antimagic, which is used by Wight Kings and Shadow Ministers to seal enemy spells in battle, and is also a Random Drop for both monsters.
  • The Bus Came Back: The Wight Kings and Wight Princes reappear in Dragon Quest XI after fading into obscurity after Dragon Quest Monsters: Caravan Heart and being outshone by the Rhapthorne Wight King monster family. In addition, they get a new relative in the form of Shadow Ministers.
  • Casting a Shadow: Kazam, which is cast by Wight Princes in Dragon Quest XI.
  • Elite Mooks: They're powerful enemies, encountered in Mt. Zugzwang near the end of their debut game, as well as the Caverns Under Octagonia during the post game of Dragon Quest XI, casting Kaswoosh and Kazing and using their Staffs of Antimagic to seal enemy spells in addition to wielding Lightning Staffs to damage enemy parties.
  • Evil Chancellor: Shadow Ministers, according to their Dragon Quest XI bestiary entires, murdered their former masters and roam the underworld looking for new masters to serve.
  • Heal Thyself: Shadow Ministers cast Midheal in battle, as well as Moreheal and/or Fullheal when going Vicious.

Tropes applying to the Rhapthorne Wight King

https://static.tvtropes.org/pmwiki/pub/images/wight_king.jpg
Tortured Soul
Wight Priest
Wight Emperor

For tropes relating to the first Tortured Soul, see here.


  • Anti-Magic: Aside from Fizzle, which is cast by the Wight Kings in all 3 of their main series appearances, Wight Priests can use the Antimagic skill to seal an enemy's spells in Dragon Quest IX.
  • Bad Is Good and Good Is Bad: Wight Emperors believe people's life is pain and their death is eternal happiness, according to their Dragon Quest IX bestiary entires.
  • Boss Battle: A Tortured Soul is fought in the Ruined Abbey during Dragon Quest VIII and must be defeated to try and save Abbot Francisco from being murdered by Dhoulmagus/Rhapthorne.
  • Casting a Shadow: Kazam, which is cast by Wight Emperors in their debut, as well as Kazammle in Dragon Quest X, which is also cast by Tortured Souls.
  • Curse: Dragon Quest X gives the Tortured Souls, Wight Priests, and Wight Kings the ability to lay a Curse on their enemies.
  • Enemy Summoner: They, Tortured Souls, and Wight Priests summon Skeletons, Walking Corpses, Skeleton Soldiers, and Ghouls during VIII, while in X, the Wight Priests and the Wight Emperors summon Envoys of Yamas, with the Tortured Souls summoning Dark Skeletons.
  • Evil Mentor: According to the Mandrake Marshal's Dragon Quest IX and Dragon Quest Heroes II bestiary entries, it was the Wight Kings who taught them their wizarding ways.
  • One-Hit Kill: Owing to their undead design, the Wight Priests, Wight Emperors, and Wight Rulers cast Whack spells, in the form of Whack and Thwack for the Priests, and Kathwack for the Emperors and Rulers.
  • Playing with Fire:
    • In their debut, the Tortured Soul casted Sizzle, while the Wight Priests cast Kafrizz, though both spells are dropped from their repertoire in later appearances.
    • Kafrizz is also cast by Wight Rulers, a new relative introduced from Version 7 onwards.
  • Status Buff: Dragon Quest X gives the whole line, including the Tortured Soul and Wight Emperor, Channel Anger to boost their Magical Might.
  • Status Infliction Attack: They have a variety of spells in battle, such as Divine Intervention for the Wight Kings to lower enemy spell resistance, and Kafuddle for the Wight Emperors and Wight Rulers to confuse enemies.
  • Stuff Blowing Up: Wight Priests cast Kaboom during their debut game, but drop it in other appearances.
  • Undying Loyalty: Not even death stops the Wight Priests from serving Rhapthorne's ambitions to merge the World of Light with the World of Darkness since they've sacrificed their lives to save him, according to their VIII bestiary entry, though serving other masters such as Corvus and Nelgel is not out of the question either.

    Wrecktor 
https://static.tvtropes.org/pmwiki/pub/images/wrecktor.png
Whackolyte
Archbashop

Bishops who dabbled in the dark arts and were excommunicated from their faith.

Debut: Dragon Quest II


  • Art Evolution: The Whackolytes don green robes note  from Dragon Quest X onwards, which has since become their regular design in other appearances.
  • Attack Reflector: Bounce, which is cast by Wrecktors from Dragon Quest V onwards, as well as Whackolytes from Dragon Quest X onwards and Archbashops in Dragon Quest XI.
  • Bad Is Good and Good Is Bad:
    • The whole line speaks of humanity's heroic deeds and defying monsterkind as bad, but the monsters' deeds as good, such as Booga's Limboo punishment of 10,000 battles and Galapagod being saved by the Luminary and his companions.
    • Archbashops are said in their Dragon Quest XI bestiary entry to abhor creation while adoring destruction.
  • Boss Battle:
    • One Wrecktor is faced in the dungeon of Midenhall Castle as an optional battle that grants the Lightning Staff wand weapon, while 2 Whackolytes are faced in the Sea Cave's Shrine of the Great Conflagration to gain the False Idol.
    • A Wrecktor is faced in Baramos' Lair alongside a Heedoo Voodoo and a Leger-de-man to rescue the kidnapped Galapagod during a Tickington sidequest in Dragon Quest XI, while the Definitive Edition of the game has a Left Hand Man and a Right Hand Man for Boodica.
  • Casting a Shadow: Kazammle, which is cast by Archbashops in Dragon Quest X and Kazam, which is cast by the Wrecktor in Baramos' Lair.
  • Combination Attack: Co-Kafrizz, which is cast by the Wrecktor alongside the Heedoo Voodoo in Baramos' Lair.
  • Depending on the Artist: The Wrecktors' design has changed over the years from purple robes to red in Dragon Quest V, then green in Dragon Quest VII and Caravan Heart, before finally settling on red from the Battle Road games onwards.
  • Having a Blast: They cast Boom and Kaboom in battle, the former of which is also cast by Boodica's Left and Right Hand Men.
  • Heal Thyself: Wrecktors, Whackolytes, and Archbashops can heal allies or themselves with Fullheal, Midheal, Moreheal, and Multiheal.
  • Playing with Fire: Wrecktors and Whackolytes have the Sizz spell line, as well as Kafrizz for the latter and the former during its boss fight in Baramos' Lair. Archbashops likewise cast Kasizz and Kasizzle.
  • Purple Is Powerful:
    • When they debuted as Elite Mooks in Dragon Quest II, Wrecktors, the clerics of Hargon's cult, wore purple robes, but in later games from Dragon Quest V and the Battle Road games onwardsnote , they've been depicted with red robes.
    • Archbashops, which appear from Dragon Quest Monsters: Super Light and Dragon Quest X onwards, displaced the Wrecktors as the most powerful variety of this type and have taken the Wrecktors' abandoned purple robes for themselves.
  • Sinister Minister: They and Whackolytes are the priests of monsterkind, as first seen with this status in the Children of Hargon.
  • The Starscream: A Wrecktor encountered in Nottagen was scheming to take over Moostapha's position as ruler of the town after his death, but bemoans Auster and his party defeating Sulkk, which wasn't part of the plan and vows to try and spoil their lives.
  • Ye Olde Butcherede Englishe: When allowed to speak.

 
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Always a Bigger Monster

A Night Clubber from Psaro/Estark's army is mauled to death by the King of Calamity's monster form, with the King himself glaring at the screen, and by extension, the players themselves.

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