
Green dragon
These venom-vomiting dragons see humans as mere worms, and will absent-mindedly squish them as soon as they see them.
Even the purest of plants are processed into powerful poisons in their terrifically toxic tummies.
The essentials
- Earliest in the story: Lonely Coast, in the forest — 71% (71% of battles)
- Gives: 2,200 EXP, 120 G, Emerald moss (1/16), Dragon scale (1/16)
- Weak to: earth, light ×1.5
- It runs away: 7% of its actions: hit fast.
- Has no effect on it: sleep, fizzle, poison
Family: dragon — weapons dealing ×1.1: swords
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 245 | 12 | 178 | 208 | 109 | 2,200 | 120 | 0 % |
HP from the game's record: in battle, each monster gets a roll between 80 and 100% of it (rounded); MP is full.
Resistances and actions
- Elements (damage taken): earth, light ×1.5
- Effects (success rate): 75%: Divine Intervention; 50%: Dazzle, Whack, confusion, stun, paralysis, Blunt, Sap, Decelerate; 25%: Charm; immune: sleep, Fizzle, poison
- Actions: Attack 52%, Party Pooper 23%, Venom Mist 19%, Flee 6.6%. Conditions (otherwise it picks another slot): Venom Mist: if a character isn't poisoned yet, and under a third has Reverse Cycle; Flee: only if the party is three times stronger (attack + defence). Only once per turn for its whole group: Party Pooper, Venom Mist
Items
Habitat (in-game monster list)
Lonely Coast · The Magmaroo · Wyrmneck · Pluvi Isle
In the game, a defeated monster's entry names one of these places as soon as you have visited it, even if you never defeated that monster there; otherwise “?????????” (checked in game). The first two are named, “Etc.” for the third.
In the field
Behaviour: does not react to the party (never chases or flees).
In each cell: share of the visible monsters in that zone, then (in brackets) share of that zone's battles it takes part in, alone or with others. “Joins”: never visible, it only comes along with the monster you touched. “In the forest”, “on the coast”…: which monsters appear depends on the ground under the hero's feet (grass, forest, coast, rocky ground, swamp…); with no detail, they appear anywhere on the map. “Starflight Express stop”, “islet”, “part”: a separate corner of the region, reached as shown. Exact figures from the game code.
| Place | Day | Night |
|---|---|---|
| Lonely Coast, in the forest | 71% (71% of battles) | 71% (71% of battles) |
| The Magmaroo – Interior - Lv 5 | 45% (45% of battles) | 45% (45% of battles) |
| The Magmaroo – Interior - Lv 6 | 45% (45% of battles) | 45% (45% of battles) |
| The Magmaroo – Interior - Lv 7 | 23% (23% of battles) | 23% (23% of battles) |
| Wyrmneck, everywhere except on the coast | 25% (25% of battles) | 25% (25% of battles) |
| Pluvi Isle (islet) – to the south-west of the region, by ship or Starflight Express | joins 5.4% of battles |
Grottoes (treasure maps)
- Caves, rank 6: 20% of visible monsters, 24% of battles (quality 76-100: floors 5-10; 101-120: floors 1-12; 121-140: floors 1-12; 141-180: floors 1-8; 181-200: floors 1-4)
- Water, rank 5: joins 9.5% of battles (quality 56-75: floors 5-6; 76-100: floors 1-10; 101-120: floors 1-8; 121-140: floors 1-8; 141-180: floors 1-4)
- Water, rank 6: 20% of visible monsters, 26% of battles (quality 76-100: floors 5-10; 101-120: floors 1-12; 121-140: floors 1-12; 141-180: floors 1-8; 181-200: floors 1-4)
Under the hood
Internal numbers (game records, one per variant): 169.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Emerald moss : 2 ; Dragon scale : 2.
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DQ9 Encyclopedia
Emerald moss
Dragon scale