DQ9 Encyclopedia

Raving reaper

Épouvantaille · no. 134 in the monster list
Everything is read from the game's code, unless stated otherwise

Scary scythe swingers who like to aim for the vitals, and are sometimes so drunk on the darkness that they go haywire.

Some have no sympathy for the seamstresses who stitch them together only to get scythed. After all, you reap what you sew!

The essentials

  • Earliest in the story: The Old School – Interior - B1 Library — 33% (46% of battles)
  • Gives: 1,050 EXP, 138 G, Thief's turban (1/64), Assassin's dagger (1/128)
  • Weak to: light ×1.5
  • Has no effect on it: sleep, whack, poison, paralysis

Family: material — weapons dealing ×1.1: hammers

Stats

HPMPAtt.Def.Agi.EXPGoldEvas.
134221351341191,0501380 %

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): light ×1.5; fire ×1.25; earth, darkness ×0.5
  • Effects (success rate): 75%: Fizzle, Blunt, Sap, Decelerate; 50%: Dazzle, Divine Intervention; 25%: confusion, stun; 15%: Charm; immune: sleep, Whack, poison, paralysis
  • Actions: Attack 34%, Zammle 27%, Spooky Aura 27%, “aims for the target's vitals!” 5.9%, Zammle 5.9%; after a first failure (MP or Fizzle), stops picking impossible actions. Conditions (otherwise it picks another slot): Spooky Aura: if a character can still lose spell protection. Only once per turn for its whole group: Zammle, Spooky Aura, “aims for the target's vitals!”, Zammle

Items

Habitat (in-game monster list)

The Old School · Ondor Cliffs

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: spots the party all around it up to 3.5 units, then chases it, but runs away if the leader's attack + defence exceed 3 times its own.

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.

PlaceDayNight
The Old School – Interior - B1 Library33% (46% of battles)33% (46% of battles)
The Old School – Interior - B233% (36% of battles)33% (36% of battles)
Ondor Cliffsjoins 7.6% of battles

Grottoes (treasure maps)

  • Ruins, rank 4: 20% of visible monsters, 32% of battles (quality 56-75: floors 1-6; 76-100: floors 1-8; 101-120: floors 1-4; 121-140: floors 1-4)
Under the hood

Internal numbers (game records, one per variant): 143.

Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Thief's turban : 4 ; Assassin's dagger : 5.

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