Snarler

SNARLER MONSTERS

Snarlers pick one target, stick to it, and bring it down with a vengeance.
With a bevy of savage attacks, the only way to bring down a Snarler is to outmaneuver it.

Snarlers may be predictable.
However, they're absolutely terrifying.
Don't want to think too hard about who to attack? Sic a Snarler on em!

Instinct

USING INSTINCT: Every Snarler has an Instinct passive, for free!

Single-Minded

Type: Passive (Snarler Special)

At any time when there is no Prey, the Snarler can declare the Prey. If Snarlers can attack the prey, they can't attack non-Prey targets. All Snarlers in a battle share the same Prey. When the Prey dies, or can't be targeted, they're no longer the Prey.
Snarlers gain Critical 30 against the Prey. Many actions have bonus effects vs. the prey - if the action fails to hit the Prey, the bonus is not applied.

Follows Orders

Type: Passive (Snarler Special)

Rather than selecting a single Prey, the Snarler relies on its allies to direct its attacks; every time another monster deals damage to a PC, they're the new Prey, changing every time a non-snarler monster deals damage to PC. If Snarlers can attack the prey, they can't attack non-Prey targets. All Snarlers in a battle share the same Prey. When the Prey dies, or can't be targeted, they're no longer the Prey.
Snarlers gain Critical 30 against the Prey. Many actions have bonus effects vs. the prey - if the action fails to hit the Prey, the bonus is not applied.

Predation

Rabid Attack

Type: Action
Technique, Condition
Target: Single
[W]D MP: 1

Strikes for weapon damage and wounds the target - They receive -50% healing (4). The Prey is Poisoned (4) - they take 7 x ATK physical damage
CoS: 80

Fatal Rip

Type: Action
Technique, Punishment
Target: Single
CT10 [W]D MP: 1

Fatal Rip inflicts x1.2 weapon damage. If the Snarler wasn't damaged during the charge time, it strikes for x2 weapon damage instead. If the Prey has less than 11D when this ability begins charging, delay them to 11D.
CoS: 80

Buzzsaw

Type: Action
Technique
Target: Row
[W]D MP: 1

Deals normal weapon damage to the Prey, and x0.5 weapon damage to non-Prey targets.
CoS: 80

Final Destination

Type: Action
Technique
Target: Single
[W]D MP: 1

If the target has 3 LP or less, Final Destination strikes for x2 weapon damage. Otherwise, it inflicts normal damage.
CoS: 80

Rip Strike

Type: Action
Technique, Condition
Target: Single
[W]D MP: 1

Inflicts weapon damage and badly wounds the target: They take +30% damage and can't be missed (1).
CoS: 80

Dog Pile

Type: Action
Technique
Target: Single
[W]D

Inflicts x1.3 weapon damage to targets which have been struck for damage since the Snarler's last turn.
CoS: 80

Destroy Armor

Type: Action
Technique
Target: Single
[W]D MP: 1

Inflicts weapon damage. If Destroy Armor strikes a target below half HP, their equipped armor is destroyed. (They can replace it when they resupply.)
CoS: 70

Revenge

Type: Action
Technique
Target: Single
[W]D MP: 1

Inflicts x1.5 weapon damage. Revenge can only be used if the Prey targeted the monster with its last action.
CoS: 80

Call

Howl

Type: Action
Support, Enhancement
Target: Party
50D

Each other monster inflicts +30% damage to the prey (1).
CoS: 100

Blood in the Water

Type: Action
Support, Recovery
Target: Single
25D

Must target a fallen opponent. The monster recovers 20 x WIL HP, 3 MP and gains +20% damage for the rest of the battle. (This bonus stacks.) The target loses 50 Max HP until they rest and receive medical treatment.
CoS: 100

Back Off

Type: Action
Support, Stance, Recovery, Punishment
Target: Self
40D MP: 1

The monster recovers 12 x WIL HP. Until its next action, the monster counters all damage from non-Prey targets for 9 x ATK damage.
CoS: 100

Gather Strength

Type: Action
Support, Stance
Target: Single
60D

The monster recovers 20 x WIL HP and 3 MP. The target inflicts +100% damage to the monster until the monster's next action.
CoS: 100

Frenzy Voice

Type: Action
Support, Enhancement
Target: Single
40D MP: 2

The monster calls out to another non-kin ally - that ally gains another turn marker at 10D, and is frenzied (4). If a Frenzied monster fails to damage the Prey with an action, the enhancement dissipates. When this enhancement dissipates, remove that monster's highest turn marker.
CoS: 100

Drain

Drain

Type: Action
Spell, Recovery
Target: Single
CT15 45D MP: 1

Drain strikes for 18 x MAG + d12 magical damage. If the target is above half health after this hit, the monster regains 18 x WIL + d12 HP.
The Prey loses 12 x MAG + d12 MP. If the target is above half MP after this hit, the monster regains 2 MP.
CoS: 100

Spell Steal

Type: Action
Spell, Enhancement
Target: Single
CT15 35D MP: 1

Spell Drain strikes for 18 x MAG + d12 magical damage. All enhancements the target has are stolen.
If this strikes the Prey, the monster gains an additional enhancement - its Spell CTs are reduced by CT15 (3).
CoS: 100

Luck Link

Type: Action
Spell, Condition
Target: Single
CT15 35D MP: 1

Luck Link strikes for 18 x MAG + d12 magical damage and seals the target's ability to spend LP (1).
If this strikes the Prey, inflict a second condition (6): anytime the target spends an LP, the monster gains one.
CoS: 100

Danger Spike

Type: Action
Spell, Condition
Target: Single
CT15 35D MP: 1

Drives a magical spike into the target for 10 x MAG +d10 magical damage. It glows with a terrible light (6) - at any time, a monster can detonate the spike after striking the afflicted target with an attack, to gain a +50% damage boost to the triggering hit.
If the spike is embedded in the Prey, it does 10 x MAG magical damage to other enemies when it detonates.
CoS: 100

Calamity Pox

Type: Action
Spell, Condition
Target: Single
CT15 35D MP: 1

Toxic gas inflicts the Calamity Pox (3). - when the Calamity Pox ticks (0), if the target has less than 30 x MAG HP, they die.
CoS: 100

Quicks

Finish Him

Type: Quick
Before Acting
LP: 1

The monster's next action is +CT20, +20D, and deals +200% damage to the Prey.

Circle

Type: Quick
Before Acting
LP: 1

The monster enters a stance until its next turn that reduces damage dealt to it by the Prey by 10 x WIL.

Double Thrash

Type: Quick
When Appropriate
LP: 1

Activate Double Thrash when striking a target. Create a time card at 30D - when it ticks 0, the damage from this attack is applied again to that target. Only one Double Thrash time card can exist at a time.

Sharp Instincts

Type: Quick
Before Acting
LP: 1

Switch the Prey. The Snarler's action this turn is 10D faster.

Remember Me

Type: Quick
After Acting
LP: 1

On the Snarler's next turn, it poisons a single struck target. Until they resupply, they begin battles with Poison (2) - they take 7 x ATK physical damage after each of their actions.
If the Prey is struck, the condition will be (4) instead.

Passives

Predator Spirit

Type: Passive

When a non-Snarler performs a basic attack, they gain Critical 30 against the Prey.

Chase Two Rabbits

Type: Passive

When an enemy uses their Guard Assist to protect the Prey, after that action resolves, they're the Prey too! (3).

No Escape

Type: Passive

When at least one of the monster's enemies are dead, the monster inflicts +30% damage, and enemies that escape from battle lose 20 x WIL HP and 20 x WIL MP.

Wild Magic

Type: Passive

The monster's Spells can critically hit when targeting its Prey. When they do, they inflict +50% damage, rather than +100% like a Technique would.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License