local mType = Game.createMonsterType("The Sinister Hermit Dirty")
local monster = {}

monster.name = "The Sinister Hermit"
monster.description = "The Sinister Hermit"
monster.experience = 0
monster.outfit = {
	lookType = 153,
	lookHead = 0,
	lookBody = 97,
	lookLegs = 79,
	lookFeet = 9,
	lookAddons = 3,
	lookMount = 0,
}

monster.health = 30000
monster.maxHealth = 30000
monster.race = "blood"
monster.corpse = 0
monster.speed = 125
monster.manaCost = 0

monster.changeTarget = {
	interval = 4000,
	chance = 20,
}

monster.strategiesTarget = {
	nearest = 70,
	health = 10,
	damage = 10,
	random = 10,
}

monster.flags = {
	summonable = false,
	attackable = true,
	hostile = true,
	convinceable = false,
	pushable = false,
	rewardBoss = false,
	illusionable = false,
	canPushItems = true,
	canPushCreatures = true,
	staticAttackChance = 95,
	targetDistance = 1,
	runHealth = 0,
	healthHidden = false,
	isBlockable = false,
	canWalkOnEnergy = false,
	canWalkOnFire = false,
	canWalkOnPoison = false,
}

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

monster.summon = {
	maxSummons = 4,
	summons = {
		{ name = "Vermin Swarm", chance = 100, interval = 20000, count = 4 },
	},
}

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

monster.loot = {}

monster.attacks = {
	{ name = "melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -400 },
	{ name = "combat", interval = 2000, chance = 25, type = COMBAT_EARTHDAMAGE, minDamage = -120, maxDamage = -488, length = 7, spread = 8, effect = CONST_ME_SMALLPLANTS, target = false },
}

monster.defenses = {
	defense = 50,
	armor = 35,
	{ name = "combat", interval = 2000, chance = 20, type = COMBAT_HEALING, minDamage = 0, maxDamage = 800, effect = CONST_ME_MAGIC_RED, target = false },
	{ name = "shock head skill reducer 2", interval = 2000, chance = 30, radius = 8, effect = CONST_ME_MAGIC_RED, target = false },
}

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

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

mType:register(monster)
