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"""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."
    ),
}