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

monster.name = "Septentrional"
monster.description = "a Septentrional"
monster.experience = 900
monster.outfit = {
	lookType = 910,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0
}

monster.health = 1300
monster.maxHealth = 1300
monster.race = "venom"
monster.corpse = 5977
monster.speed = 240
monster.manaCost = 0
monster.maxSummons = 0

monster.changeTarget = {
	interval = 4000,
	chance = 10
}

monster.strategiesTarget = {
	nearest = 100,
}

monster.flags = {
	summonable = false,
	attackable = true,
	hostile = true,
	convinceable = false,
	pushable = false,
	rewardBoss = false,
	illusionable = false,
	canPushItems = true,
	canPushCreatures = true,
	staticAttackChance = 70,
	targetDistance = 1,
	runHealth = 0,
	healthHidden = false,
	isBlockable = false,
	canWalkOnEnergy = false,
	canWalkOnFire = false,
	canWalkOnPoison = false,
	pet = false
}

monster.events = {
	"onDeath_open_passageway"
}

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

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

monster.loot = {
	{id = 2148, chance = 100000, maxCount = 85},
	{id = 2545, chance = 11900, maxCount = 11},
	{id = 2647, chance = 7933},
	{id = 2463, chance = 10010},
	{id = 2457, chance = 4945},
	{id = 7588, chance = 3571},
	{id = 2477, chance = 850},
	{id = 2171, chance = 280},
	{id = 2476, chance = 500}
}

monster.attacks = {
	{name ="melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -300, condition = {type = CONDITION_POISON, totalDamage = 160, interval = 4000}},
	{name ="poisonfield", interval = 2000, chance = 10, range = 7, radius = 1, shootEffect = CONST_ANI_POISON, target = true},
	{name ="combat", interval = 2000, chance = 10, type = COMBAT_EARTHDAMAGE, minDamage = -40, maxDamage = -70, range = 7, radius = 1, shootEffect = CONST_ANI_POISON, target = true}
}

monster.defenses = {
	defense = 25,
	armor = 25,
	{name ="speed", interval = 2000, chance = 15, speedChange = 390, effect = CONST_ME_MAGIC_RED, target = false, duration = 5000}
}

monster.elements = {
	{type = COMBAT_PHYSICALDAMAGE, percent = 0},
	{type = COMBAT_ENERGYDAMAGE, percent = 20},
	{type = COMBAT_EARTHDAMAGE, percent = 100},
	{type = COMBAT_FIREDAMAGE, percent = -10},
	{type = COMBAT_LIFEDRAIN, percent = 0},
	{type = COMBAT_MANADRAIN, percent = 0},
	{type = COMBAT_DROWNDAMAGE, percent = 0},
	{type = COMBAT_ICEDAMAGE, percent = 20},
	{type = COMBAT_HOLYDAMAGE , percent = 0},
	{type = COMBAT_DEATHDAMAGE , percent = 0}
}

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

mType:register(monster)
