Dragon Quest III HD-2D Remake - Monsters
The recurring monster families that fill Dragon Quest III HD-2D Remake's encounter tables, from the slime line that carries the early game to the metal and dragon tiers that define the endgame grind. The remake also turns many of these monsters into recruitable Friendly Monsters for the Monster Wran...
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of 24 entries
· updated 2026-09-15
| Name | Type | Description | Abilities | Source |
|---|---|---|---|---|
| Slime | Slime Family | The blue mascot and the first monster most players meet. | Basic physical attack Appears in groups | Aliahan Island and every early field |
| She-Slime | Slime Family | The orange slime variant, slightly stronger and faster than a standard Slime and usually mixed into the same encounter groups. | Physical attack Group encounters with standard Slimes | Early overworld fields |
| Bubble Slime | Slime Family | The poison slime, recognisable by the film it leaves behind. | Poison-inflicting attack Leaves a damaging trail | Caves and poisoned marsh areas |
| Metal Slime | Metal Family | The experience pinata. Metal Slimes have huge defence, resist nearly all spells and flee after a turn or two, and killing one hands out a wildly disproportionate amount of experience. | Extremely high defence Frequently flees Large experience reward | Mid-game fields and dungeons, most reliably at night |
| Liquid Metal Slime | Metal Family | The next tier of the metal line: faster, tougher and worth more experience than a Metal Slime, and equally likely to run. | Very high defence and evasion High chance to flee Very large experience reward | Late-game fields and the World of Darkness |
| King Slime | Slime Family | A crowned slime that acts as a mid-tier bruiser with more HP than most of its neighbours in the encounter table. | Heavy body slam High HP for its tier | Mid-game fields and dungeon floors |
| Cureslime | Slime Family | A healslime that restores the HP of other monsters instead of attacking. | Heals allied monsters Low direct damage | Edina region and near Baramos's Lair |
| Drakee | Winged Family | The small winged lizard that introduces the game's flying enemy animation. | Fast physical attack High evasion | Early overworld and coastal fields |
| Magician | Spellcaster Family | A robed caster that opens with Frizz and later upgrades to stronger elemental spells. | Frizz-line attack spells Sleep and status magic | Towers, caves and mid-game fields |
| Slime Knight | Slime Family | A slime riding an armoured knight, one of the series' signature joke designs. | Sword attacks with solid damage Recruitable as a Friendly Monster | Mid-game fields and castle dungeons |
| Killing Machine | Machine Family | The armoured executioner robot. Killing Machines hit for heavy physical damage, resist status effects and take reduced damage from most elemental spells, which makes them the encounter that teaches physical mitigation. | Heavy physical attacks Resistance to status effects High defence | Late-game dungeons and the World of Darkness |
| Golem | Construct Family | A walking stone giant with enormous HP and defence. | Very high HP and defence Slow, heavy attacks Resistance to physical damage | Mountain regions and late-game caves |
| Green Dragon | Dragon Family | The entry point of the dragon line, and the monster that introduces breath attacks as a mechanic. | Fire breath hitting the whole party High HP | Mountain and canyon regions, mid-game |
| Blue Dragon | Dragon Family | A cold-element dragon with the same party-wide breath pattern as the Green Dragon but a higher damage floor. | Cold breath hitting the whole party High HP and defence | Late-game fields and Alefgard |
| Red Dragon | Dragon Family | The strongest of the standard dragon palette swaps, with fire breath that can one-shot an under-levelled caster. | Heavy fire breath High attack and defence | Alefgard and the endgame dungeons |
| Bomb Crag | Material Family | A living boulder that detonates when killed, damaging the whole party. | Explodes on death Area damage to the party | Rocky fields and caves |
| Chimera | Winged Family | A winged hybrid that mixes physical attacks with fire breath. | Fire breath Physical attacks | Mid-game overworld regions |
| Wyvern | Dragon Family | A smaller, faster dragon that trades breath damage for attack speed and evasion. | Fast physical attacks High evasion | Mountain and coastal regions |
| Ogre | Giant Family | A club-swinging brute with high attack and low defence. | Heavy club attack High strength, low defence | Caves and mountain passes |
| Troll | Giant Family | The Ogre's stronger relative, found in the later dungeons and in Alefgard. | Very heavy physical attack High HP | Late-game dungeons and Alefgard |
| Skeletor | Undead Family | An armoured skeleton with a sword and a shield. | Sword attacks Physical resistance | Crypts, towers and Alefgard |
| Wight King | Undead Family | A crowned undead spellcaster that mixes revival magic with curse effects. | Curse and debuff magic Revives fallen monsters | Late-game dungeons |
| Minidemon | Demon Family | A small horned demon that casts attack magic and resists fire. | Attack magic Fire resistance | Baramos's Lair and late-game fields |
| Archdemon | Demon Family | The demon-family elite, with high magic, party-wide spells and enough HP to survive a full round of physical attacks. | High-powered attack magic Party-wide spells High HP and magic defence | World of Darkness and Zoma's Citadel |
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