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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 β 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 β rings, buttons, scrimshaw β 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 β 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 β and its last heading." | |
| ), | |
| } | |