
Scarewolf
They're not just razor-taloned terrors, their tension also increases every time they're attacked. Handle with care.
They bring out their eye colour by accessorising matching grey boots and mini-dresses with striking blue belts.
The essentials
- Earliest in the story: Lonely Coast, in the forest — joins 4.9% of battles
- Gives: 325 EXP, 126 G, Magic beast hide (1/8), Sacred claws (1/64)
- Weak to: lightning / blast ×1.25
- Has no effect on it: fizzle
Family: beast — weapons dealing ×1.1: spears
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 102 | 32 | 94 | 105 | 87 | 325 | 126 | 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): lightning / blast ×1.25; ice ×0.75
- Effects (success rate): 75%: Whack, stun, poison, paralysis, Blunt, Sap; 50%: Dazzle, sleep, confusion, Decelerate, Charm; immune: Fizzle
- Actions: every other turn: Feel the Burn; the other turns: “slashes wildly with its claws!” 40%, Attack 20%, Flee 20%, War Cry 20%. Conditions (otherwise it picks another slot): Feel the Burn: if it doesn't have Feel the Burn yet; Attack: not while Dazzled, and only on a character whose defence is below twice its attack; Flee: only if the party is three times stronger (attack + defence). Only once per turn for its whole group: Feel the Burn, “slashes wildly with its claws!”, War Cry
Items
Habitat (in-game monster list)
Lonely Coast · Bloomingdale
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.
| Place | Day | Night |
|---|---|---|
| Lonely Coast, in the forest | joins 4.9% of battles | joins 4.9% of battles |
| Bloomingdale, on grass | joins 7.2% of battles | joins 6.3% of battles |
| Bloomingdale, in the forest | 33% (39% of battles) | 33% (39% of battles) |
| Bloomingdale, on rocky ground | joins 9.9% of battles | joins 9.9% of battles |
| Bloomingdale (islet) – to the west of the region, by ship or Starflight Express | joins 5.8% of battles | joins 5.8% of battles |
Grottoes (treasure maps)
- Ice, rank 2: 20% of visible monsters, 26% of battles (quality 2-55: floors 1-4; 56-75: floors 1-4)
Under the hood
Internal numbers (game records, one per variant): 101.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Magic beast hide : 1 ; Sacred claws : 4.
Open in the full encyclopediasearch, filters, my collection, grotto tools
DQ9 Encyclopedia
Magic beast hide
Sacred claws