local mType = Game.createMonsterType("Quara Pincher Scout")
local monster = {}

monster.description = "a quara pincher scout"
monster.experience = 600
monster.outfit = {
	lookType = 77,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0
}

monster.raceId = 246
monster.Bestiary = {
	class = "Aquatic",
	race = BESTY_RACE_AQUATIC,
	toKill = 1000,
	FirstUnlock = 50,
	SecondUnlock = 500,
	CharmsPoints = 25,
	Stars = 3,
	Occurrence = 0,
	Locations = "Malada, Hrodmir Quara Scout Caves, Quara Grotto, Oramond."
	}

monster.health = 775
monster.maxHealth = 775
monster.race = "blood"
monster.corpse = 6063
monster.speed = 156
monster.manaCost = 0
monster.maxSummons = 0

monster.changeTarget = {
	interval = 4000,
	chance = 10
}

monster.strategiesTarget = {
	nearest = 100,
}

monster.flags = {
	summonable = false,
	attackable = true,
	hostile = true,
	convinceable = false,
	pushable = false,
	rewardBoss = false,
	illusionable = false,
	canPushItems = true,
	canPushCreatures = false,
	staticAttackChance = 90,
	targetDistance = 1,
	runHealth = 0,
	healthHidden = false,
	isBlockable = false,
	canWalkOnEnergy = false,
	canWalkOnFire = true,
	canWalkOnPoison = false,
	pet = false
}

monster.light = {
	level = 0,
	color = 0
}

monster.voices = {
	interval = 5000,
	chance = 10,
	{text = "Clank! Clank!", yell = false},
	{text = "Clap!", yell = false},
	{text = "Crrrk! Crrrk!", yell = false}
}

monster.loot = {
	{name = "gold coin", chance = 49000, maxCount = 100},
	{name = "gold coin", chance = 40000, maxCount = 29},
	{name = "quara pincers", chance = 9940},
	{name = "plate armor", chance = 4170},
	{name = "small ruby", chance = 3440},
	{name = "halberd", chance = 2070},
	{name = "fish fin", chance = 800},
	{name = "life crystal", chance = 790}
}

monster.attacks = {
	{name ="melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -240, effect = CONST_ME_DRAWBLOOD},
	{name ="speed", interval = 2000, chance = 20, speedChange = -600, range = 1, effect = CONST_ME_MAGIC_RED, target = false, duration = 3000}
}

monster.defenses = {
	defense = 45,
	armor = 70
}

monster.elements = {
	{type = COMBAT_PHYSICALDAMAGE, percent = 10},
	{type = COMBAT_ENERGYDAMAGE, percent = -10},
	{type = COMBAT_EARTHDAMAGE, percent = -10},
	{type = COMBAT_FIREDAMAGE, percent = 100},
	{type = COMBAT_LIFEDRAIN, percent = 100},
	{type = COMBAT_MANADRAIN, percent = 0},
	{type = COMBAT_DROWNDAMAGE, percent = 0},
	{type = COMBAT_ICEDAMAGE, percent = 100},
	{type = COMBAT_HOLYDAMAGE , percent = 0},
	{type = COMBAT_DEATHDAMAGE , percent = 0}
}

monster.immunities = {
	{type = "paralyze", condition = true},
	{type = "outfit", condition = false},
	{type = "invisible", condition = true},
	{type = "bleed", condition = false}
}

mType:register(monster)
