sennex_guard = Creature:new {
	objectName = "@mob/creature_names:sennex_guard",
	randomNameType = NAME_GENERIC,
	randomNameTag = true,
	mobType = MOB_NPC,
	socialGroup = "sennex",
	faction = "pirate",
	level = 32,
	chanceHit = 0.4,
	damageMin = 310,
	damageMax = 330,
	baseXp = 3279,
	baseHAM = 8700,
	baseHAMmax = 10700,
	armor = 0,
	resists = {0,0,0,30,-1,30,-1,-1,-1},
	meatType = "",
	meatAmount = 0,
	hideType = "",
	hideAmount = 0,
	boneType = "",
	boneAmount = 0,
	milk = 0,
	tamingChance = 0,
	ferocity = 0,
	pvpBitmask = AGGRESSIVE + ATTACKABLE + ENEMY,
	creatureBitmask = PACK + KILLER,
	optionsBitmask = AIENABLED,
	diet = HERBIVORE,

	templates = { "sennex_pirate" },
	lootGroups = {
		{
			groups = {
				{group = "junk", chance = 3000000},
				{group = "wearables_common", chance = 1500000},
				{group = "wearables_uncommon", chance = 500000},
				{group = "heavy_weapons", chance = 2000000},
				{group = "tailor_components", chance = 1500000},
				{group = "loot_kit_parts", chance = 1500000}
			}
		}
	},

	-- Primary and secondary weapon should be different types (rifle/carbine, carbine/pistol, rifle/unarmed, etc)
	-- Unarmed should be put on secondary unless the mobile doesn't use weapons, in which case "unarmed" should be put primary and "none" as secondary
	primaryWeapon = "pirate_weapons_heavy",
	secondaryWeapon = "unarmed",
	conversationTemplate = "",
	reactionStf = "@npc_reaction/slang",
	
	-- primaryAttacks and secondaryAttacks should be separate skill groups specific to the weapon type listed in primaryWeapon and secondaryWeapon
	-- Use merge() to merge groups in creatureskills.lua together. If a weapon is set to "none", set the attacks variable to empty brackets
	primaryAttacks = merge(brawlermaster,marksmanmaster),
	secondaryAttacks = { }
}

CreatureTemplates:addCreatureTemplate(sennex_guard, "sennex_guard")
