local mType = Game.createMonsterType("Feroxa4")
local monster = {}

monster.name = "Feroxa"
monster.description = "Feroxa"
monster.experience = 0
monster.outfit = {
	lookType = 716,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0
}

monster.health = 130000
monster.maxHealth = 130000
monster.race = "blood"
monster.corpse = 0
monster.speed = 400
monster.manaCost = 0

monster.changeTarget = {
	interval = 2000,
	chance = 2
}

monster.strategiesTarget = {
	nearest = 70,
	health = 10,
	damage = 10,
	random = 10,
}

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

monster.events = {
	"feroxaDeath"
}

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

monster.voices = {
	interval = 5000,
	chance = 10,
}

monster.loot = {
}

monster.attacks = {
	{name ="melee", interval = 2000, chance = 100, minDamage = -1400, maxDamage = -1800},
	{name ="combat", interval = 2000, chance = 20, type = COMBAT_DEATHDAMAGE, minDamage = -700, maxDamage = -1250, radius = 6, effect = CONST_ME_MORTAREA, target = false},
	{name ="combat", interval = 2000, chance = 20, type = COMBAT_MANADRAIN, minDamage = -700, maxDamage = -1250, length = 9, spread = 1, effect = CONST_ME_MAGIC_BLUE, target = false},
	{name ="combat", interval = 2000, chance = 20, type = COMBAT_PHYSICALDAMAGE, minDamage = -700, maxDamage = -1250, range = 6, shootEffect = CONST_ANI_ARROW, effect = CONST_ME_EXPLOSIONAREA, target = true}
}

monster.defenses = {
	defense = 55,
	armor = 50,
	{name ="speed", interval = 2000, chance = 12, speedChange = 1250, effect = CONST_ME_MAGIC_RED, target = false, duration = 10000},
	{name ="feroxa summon", interval = 2000, chance = 20, target = false}
}

monster.elements = {
	{type = COMBAT_PHYSICALDAMAGE, percent = 30},
	{type = COMBAT_ENERGYDAMAGE, percent = 30},
	{type = COMBAT_EARTHDAMAGE, percent = 30},
	{type = COMBAT_FIREDAMAGE, percent = 30},
	{type = COMBAT_LIFEDRAIN, percent = 0},
	{type = COMBAT_MANADRAIN, percent = 0},
	{type = COMBAT_DROWNDAMAGE, percent = 0},
	{type = COMBAT_ICEDAMAGE, percent = 30},
	{type = COMBAT_HOLYDAMAGE , percent = 30},
	{type = COMBAT_DEATHDAMAGE , percent = 30}
}

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

mType:register(monster)
