"""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." ), }