Note to people looking at NES stats: Ryan8Bit has all but completely cracked the game. Read his mechanics FAQ here:
http://www.ryan8bit.com/formulas.txt. He's working on a Dragon Warrior simulator to computationally find the optimal run through the game.
I find it interesting that against randoms at the bottom of Charlock Castle Stopspell has a 44% (7/16) chance of being blocked, but against all other enemies you would want to cast Stopspell on, Stopspell works 81-100% of the time. Monsters with Stopspell often have 44% resistance, but if your plan hinges on casting Stopspell on one of those your plan has other problems.
Sleep resistance is common and increases as monsters get stronger but wildly variable. An average from Skeleton to Red Dragon is 50%, but there's only one monster with exactly 50% resistance and many with <26% or 94% (15/16 is maximum).
Also, Erdrick's Armor grants, along with 33% damage reduction from fire (Hurt spells and firebreath), immunity to Stopspell. I got breathed on for 70 damage (65% HP!) with the Magic Armor on for experimentation.
Although you have no chance to heal between forms, status ailments (the only possible one being Stopspell) do clear between the Dragonlord fights. Dragon Warrior does not have any statuses that persist between battles, so the game seems to treat the Dragonlord as two battles strung directly together instead of a continuation of one battle.
On to the main point of the post:
This is from my old playthrough of the Japanese SNES remake of DQ1+2 (so probably the same as the GBC version). I didn't take care to make it a DL-legal playthrough but I don't recall using seeds.
Hero:
LV: 19 (possibly overleveled?)
HP: 145
MP: 115
Strength: 84
Agility: 80
Defense: 44
Attack: 124
Defense: 97
Loto Sword
Loto Armor
Silver Shield
Attack: 40
Heal (3 MP): 26 healing.
Firebal (2 MP): 17 damage.
Sleep (2 MP): Sleep, hit or miss (86% on RockGolems, 0% on otherwise non-magic-resistant AxeKnights; might check monster's power)
Radiant (2 MP): Lights up dark areas.
StopSpell (2 MP): Silence, very high (~94% in tests - except against Wizards, 40%)
Outside (6 MP): Escapes a dungeon.
Return (8 MP): Returns to Tantegel Castle.
Repel (2 MP): Stops encounters on the field.
Healmore (8 MP): 91 healing.
Firebane (5 MP): 60 damage.
There is no magic defense in this game; if a spell hits it deals full normal damage.
Since randoms are no stronger than they were in the original, the Hero is much stronger than in the original, but Sleep is said to be very unreliable. On the other hand, StopSpell is nearly 100% except against enemies with specific resistance or magic immunity (general magic resistance like a RedDragon is not enough).
DracoLord (form 1)
HP: 200? 240?
Speed: Always goes last.
Resists magic (Firebane failed 1/3).
Immune to status.
Skills:
Attack: 28
Firebane: 29
Sleep: Sleep, ~50% (I wasn't taking notes)
Healmore: Healing (unknown amount)
Damages to randoms/him:
Attack: 40/33
Firebal: 17/17
Firebane: 60/57
Appears to have ~80 defense, as a critical hit scored 112 damage and IIRC Dragon Warrior uses a subtraction system. Or 110?
Thoughts: Much tougher than the speedbump from the original. Healmore and Sleep are the two spells you don't want a monster to have and StopSpell immunity can make beating him a frustrating exercise in RNG outmaneuvering. Not a serious threat to the hero, but he can drain resources needed for:
DracoLord (form 2)
HP: 350?
Speed: Goes first 50% of the time. Fastest enemy in the game?
Resists magic (Firebane failed 7/17, 40%)
Immune to status.
Skills:
Intense flames: 51
Physical: 40
Emits a bright blaze: 13
Breathes fire: 12
The DracoLord always uses these attacks in the above order.
Damages to randoms/him:
Attack: 40/25
Firebal: 17/18
Firebane: 60/59
A critical hit scored 110 damage.
Thoughts: Losing magic immunity hurts. Firebane-ing him to death is a viable strategy if you make it through the first form with enough MP. Despite triple HP in this form he should prefer his original form unless his opponent has ITD physicals or something else that ruins his defense.