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43904b7 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 | """Regression fixtures. Also served verbatim when LOREIFY_FAKE_AI=1 (local QA)."""
FIXTURE_DROWNLIGHT_SCUTTLER = {
"name": "Drownlight Scuttler",
"size_type_alignment": "Large monstrosity, neutral evil",
"lore": (
"The drownlight scuttler is a wreck-haunting crab the size of a rowboat, its "
"shell grown around a ship's brass lantern that never quite went out. The "
"lantern burns with a cold green flame fed not by oil but by the last moments "
"of drowned sailors — every memory the scuttler harvests makes the light a "
"shade brighter and the fog around its cove a step thicker. Wreckers and "
"smugglers tell of a helpful light bobbing between the rocks on moonless "
"nights, always exactly where a safe channel ought to be.\n\n"
"Scuttlers nest in flooded holds and tidal caves, arranging keepsakes from "
"their victims — rings, buttons, scrimshaw — in neat spirals around the nest. "
"Sages argue whether the creature understands what it hoards or is simply "
"drawn to objects steeped in strong final memories. Coastal villages that "
"learn one has moved in stop lighting their harbor beacons entirely, "
"preferring true darkness to a light that lies."
),
"armor_class": "14 (natural armor)",
"hit_points": "58 (9d10 + 9)",
"speed": "30 ft., swim 40 ft.",
"ability_scores": (
"STR 16 (+3) DEX 12 (+1) CON 13 (+1) INT 8 (-1) WIS 16 (+3) CHA 11 (+0)"
),
"saves_and_skills": "Saving Throws Wis +5; Skills Perception +5, Stealth +3",
"defenses": "Damage Resistances cold; Condition Immunities charmed",
"senses_and_languages": (
"Darkvision 60 ft., blindsight 30 ft. (while underwater); passive "
"Perception 15; understands Common and Aquan but can't speak"
),
"challenge": "3 (700 XP; Proficiency Bonus +2)",
"traits": [
"Amphibious. The scuttler can breathe both air and water, and moving "
"through nonmagical fog or sea spray doesn't impede its vision.",
"Drowned Lantern. The brass lantern fused to the scuttler's shell sheds "
"dim green light in a 30-foot radius. A creature that starts its turn "
"within 10 feet of the scuttler and can see the lantern's light must "
"succeed on a DC 13 Wisdom saving throw or be incapacitated until the "
"start of its next turn, lost in a drowned stranger's final memory. A "
"creature that succeeds on the save is immune to the Drowned Lantern "
"for the next 24 hours.",
"False Beacon. While the scuttler is motionless in water or fog, its "
"lantern is indistinguishable from a distant navigation light unless a "
"creature succeeds on a DC 13 Intelligence (Investigation) check.",
],
"actions": [
"Multiattack. The scuttler makes two Claw attacks. It can replace one "
"attack with Drink Memory if that action is available.",
"Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. "
"Hit: 12 (2d8 + 3) slashing damage, and the target is grappled "
"(escape DC 13). The scuttler has two claws, each of which can grapple "
"only one target.",
"Drink Memory (Recharge 5-6). The scuttler presses its lantern against "
"one creature it is grappling. The target must make a DC 13 Wisdom "
"saving throw, taking 14 (4d6) psychic damage on a failed save, or half "
"as much damage on a successful one. On a failed save, the target also "
"can't take reactions until the end of its next turn as a cherished "
"memory flickers green inside the lantern.",
],
"tactics": (
"The scuttler opens by holding perfectly still as a False Beacon, letting "
"prey wade into the 10-foot reach of its Drowned Lantern before it moves at "
"all. It grabs an incapacitated or isolated creature with a Claw, then "
"spends Drink Memory on whoever it holds, prioritizing the target with the "
"lowest apparent Wisdom — lightly armored casters over shield-bearers. It "
"drags grappled prey toward deep water at half speed, trusting Amphibious "
"to win any drowning contest. When reduced below 25 hit points it "
"disengages into open water with its swim speed, and it abandons a fight "
"entirely rather than risk the lantern shattering."
),
"loot": (
"The brass drownlight lantern (25 gp to a collector; its flame gutters "
"out a day after the scuttler dies), a spiral hoard of keepsakes worth "
"40 gp in mixed rings, buttons, and scrimshaw, and one waterlogged "
"letter that names a ship the party has heard of — and its last heading."
),
}
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