LURKER MONSTERS
When you're looking for that perfect combination of "tricky" and "dangerous", that's when a Lurker should strike.
Lurkers slip in and out of safety to deliver devastating strikes.
Lurkers require precision to take down - the right kill order, the right timing.
If the battle falls into chaos, they'll rip their enemies apart.
See for yourself what they can do!
Ambush Skills
Using Ambush Skills: Ambush Skills can only be used when the Lurker starts its turn in the back row. In addition, as long as the Lurker knows at least a single Ambush Skill, they receive the Hidden passive automatically at no slot cost. Don't forget to make a note about Change Row's delay (20D) on the monsters sheet as well - you'll be using it a lot.
Hidden
Type: Passive
While the monster is in the back row, it takes -20% damage, in addition to the normal row penalty. If there are no allies in the front row, this bonus is lost, and the monster takes +30% incoming damage from all sources regardless of whether it's in the front or back row.
Hunt
Type: Action
Technique
Target: Single
[W]D MP: 1
Moves the monster into the front row, then deals x2 weapon damage to a single target, or x3 weapon damage if the target hasn't suffered damage yet this battle.
CoS: 90
Panic Strike
Type: Action
Technique
Target: Double
[W]D MP: 1
Moves the monster into the front row, then deals x1.4 ranged weapon damage
CoS: 90
Strange Chemical
Type: Action
Technique, Condition, Punishment
Target: Single
[W]D MP: 1
Moves the monster into the front row, then deals x1.5 weapon damage to a single target, and applies a strange chemical (U): the next time the target is healed, they're punished: they take 15 x ATK physical damage before the healing is applied.
CoS: 90
Assassinate
Type: Action
Technique
Target: Single
[W]D MP: 1
Moves the monster into the front row, then deals x1.5 weapon damage to a single target, removing all enhancements and conditions. For each effect removed in this way, quicken the Lurker by 10D.
CoS: 90
Lost in the Crowd
Type: Action
Technique, Punishment, Recovery
Target: Single
[W]D MP: 1
Moves the monster into the front row, then deals x1.5 weapon damage to a single target, and select another monster. If the target fails to use an ability against that monster with its next action, the Lurker recovers 12 x WIL HP.
CoS: 90
Pinpoint
Type: Action
Technique
Target: Single
[W]D MP: 1
Moves the monster into the front row, then deals x1.3 weapon damage to the target. Double the value of any situational modifiers that apply to this attack.
CoS: 110
Hostage
Type: Action
Technique, Stance
Target: Single
[W]D MP: 1
Moves the monster into the front row, then deals weapon damage to a single target and enter a stance until the monster's next turn, taking the struck target hostage. While in that stance, damage dealt to the Lurker by anyone but the hostage is applied to the hostage, too.
CoS: 80
Shadow Art
Shadow Edge
Type: Action
Technique
Target: Single
[W]-10D MP: 1
Deals x0.6 ranged weapon damage. The monster moves into the back row.
CoS: 80
Fatal Eye
Type: Action
Technique, Condition
Target: Single
[W]D MP: 1
Deals normal ranged weapon damage. If this is the first time the enemy has suffered damage in this battle, the Fatal Eye (4) is upon them - the next time they take damage, the condition explodes, inflicting normal weapon damage to them again.
CoS: 80
Lurk
Type: Action
Support, Enhancement
Target: Self
25D MP: 1
The monster recovers 12 x WIL HP. Its next Ambush ability inflicts +30% damage (2). This effect stacks without limit.
CoS: 100
Simulacrum
Type: Action
Support
Target: Special
60D MP: 1
Creates a shadowy image of another, non-Lurker monster in the front row, with HP no greater than 50 x WIL. Its delay is 20D. Ranked monsters gain a bonus to the max HP value; x1.5 for Threats, x2 for Bosses, and x2.5 for Supers. The shadow monster summoned in this way is selected when the Lurker is created, and needs not be party of the lurker's party.
When the Lurker is slain, this copy dissipates.
CoS: 80
Robbery
Type: Action
Technique, Special
Target: Single
CT30 20D
Declare a target when the Lurker begins charging Robbery, and name an item in their inventory - the Lurker prepares to rob them! When this action resolves, the Lurker dashes forward and steals the named item from the struck target's inventory on a hit. For each hit that the monster suffers during Robbery's CT, reduce its CoS by 15. If the Lurker desires, it can immediately eat the item, receiving its effects.
CoS: 100
Misdirection
Befuddle
Type: Action
Spell, Condition
Target: Double
CT15 35D MP: 1
Deals 15 x MAG + d10 magical damage to the targets, and they're befuddled (1) - they can't target the Lurker (1).
CoS: 100
Dimensional Cut
Type: Action
Spell
Target: Single
CT10 45D MP: 1
The Lurker shimmers while charging this spell, gaining Evasion 30.
Dimensional Cut strikes one target for 20 x MAG + d12 magical damage.
CoS: 100
Nightfog
Type: Action
Spell, Condition
Target: Triple
CT10 40D MP: 2
Deals 10 x MAG + d8 magical damage to the targets, and shrouds them in Nightfog (6): they take 8 x MAG damage after each of their subsequent actions. This condition dissipates when they Wait.
CoS: 100
Lingering Doubt
Type: Action
Spell, Condition, Punishment
Target: Single
CT15 35D MP: 1
Deals 15 x MAG + d10 magical damage and places a condition on the target (4): Select another monster. Each time the target takes an action which fails to include that monster, it suffers 6 x MAG damage.
CoS: 100
Quick Abilities
Fall Back
Type: Quick
When Appropriate
LP: 1
Activate Fall Back when a different monster is damaged - immediately move into the back row. The Lurker's next Ambush gains Critical 30.
Dodge
Type: Quick
When Appropriate
LP: 1
Activate Dodge when a roll is made to hit this monster - worsen the result by 30. If this causes the attack to miss, move the monster into the back row.
Secret Art
Type: Quick
After Acting
LP: 1
A single target the monster strikes with its next action is crippled (2) - Their actions are 20D slower, and they take +30% damage!
Perfectly Executed Plan
Type: Quick
After Acting
LP: 1
Select a single target the monster dealt damage to. If that target is KOd before the monster next turn, or was KOd by the attack, the Lurker gains and enhancement (4): it recover 1 MP each turn and gain +20% potency.
Passive Abilities
Shadow Spirit
Type: Passive
After performing a basic attack, monsters gain Evasion 20 until their next turn.
Last Rites
Type: Passive
When an enemy dies, quicken this monster to 0D.
Chargebreaker
Type: Passive
This monster inflicts +30% to enemies charging CTs.
Rapid Assault
Type: Passive
Whenever the monster critically hits with an Ambush, Quicken it.
Ambush skills gain Critical 10.
Phantom Blade
Type: Passive
After hitting with an Ambush ability, this Lurker gains an enhancement: It inflicts +50% damage with Ambush abilities (2). This enhancement dissipates if the Lurker takes damage.
Ghost
Type: Passive
Anytime the monster used a Shadow Arts or Misdirection ability, it gains a 4/5ths Defense Factor until its next turn.
Finish The Job
Type: Passive
Whenever another monster dies, the Lurker deals +30% damage the next time it hits a target. This bonus stacks if multiple ally monster die before the Lurker hits a target for damage.





