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Quara Hydromancer
This creature is in the Amphibians class.
Quara Hydromancer

1100 Hit points
800 Experience points per kill

Summon/Convince: --/--
Abilities: Melee ((0-80) poisons you up to 5 hp/turn), Cold Bubble Beam (100-180), Cold Bubble Exori (90-150), Green Life Drain Beam (170-240), Distance Life Drain (0-170), Self-Healing, Paralyze.
Pushable: ?
Push Objects: ?
Est. Max. Damage: 825 hp per turn
Immune To: Fire, Ice, Drown, Life Drain, Invisibility, Paralysis
Strong To:
Neutral To: Physical, Holy, Death
Weak To: Energy (+25%), Earth (+10%)
Sounds: "Qua hah tsh!"; "Teech tsha tshul!"; "Quara tsha Fach!"; "Tssssha Quara!"; "Blubber."; "Blup.".
Behavior: Quara Hydromancers fight until death. They use paralyze pretty often which can be deadly, considering you already are very slow underwater.
Field Notes: As the magic user of the quaras, it yields powerful cold bubble attacks.
Location: Calassa, Frozen Trench, Yalahar (Sunken Quarter).
Strategy: All vocations should stay diagonal.
Knights: should run up to it and use a good two handed weapon and full attack because of the Hydromancers weak defense and melee. Stay diagonal to avoid its beam attack. Heal if paralyzed.
Mages: should run just out of its range and use Energy Strike/Terra Strike.
Paladins: should just run away from it, hitting it with Bolts or Royal Spears. Be careful though, you might run into other Quaras.
Loot: 0-90 gp, Staff, Remains of a Fish, Quara Eye, 0-5 Shrimp (semi rare), White Pearl (semi-rare), Black Pearl (semi-rare), Small Emerald (semi-rare), Wand Of Cosmic Energy (rare), Ring of Healing (rare), Fish Fin (rare), Great Mana Potion (very rare), Knight Armor (very rare). (Create loot statistics)
See also: Creatures.
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