Quara Mantassin

This creature is in the Amphibians class, Quara subclass.
 	Quara Mantassin 800 Hit points 
400 Experience points per kill
Summon/Convince: 	--/480
Abilities: 	Melee (0-140), Invisibility for 2 seconds, Strong Haste.
Pushable: 	?
Push Objects: 	?
Walks around: 	Energy, Poison
Est. Max. Damage:	140 hp per turn
Immune To: 	Fire, Ice, Drown, Life Drain
Strong To: 	
Neutral To: 	Physical, Holy, Death
Weak To: 	Energy (+25%), Earth (+10%)
Sounds: 	"Shrrrr"; "Zuerk Pachak!".
Behavior: 	This creature is extremely fast upon using haste, and runs away at 40 hp. It casts invisibility quite often also.
Field Notes: 	Quara Mantassins are used to destroy the leaders of the Quaras enemies (which basically means all non-quara and Hydro-Elementals) ranks, and are also used as spies and assassins for special operations. 
Location: 	
Strategy: 	This type of quara does not pose any major threat to an experienced player with the right runes and equipment, since its melee attack is relatively weak.
Knight: you should wait for them to get to you, and simply use melee with full attack and a shield. When it turns invisible use Groundshaker, Whirlwind Throw, or Thunderstorm to get it visible again or just wait because the invisibility lasts for a short amount of time unless it casts it again.
Mages: should use energy based attacks. If it runs away in deep red, shoot it with Heavy Magic Missile or area runes. It's safe to fight two at once, provided you're ready to cast a healing spell.
Paladins: should use shield and a throwing weapon as Mantassins are very fast and if you use crossbow or bow it could cause you significant damage.
Loot: 	0-129 gp, Halberd, Mantassin Tail, 0-5 Shrimp, Cape (rare), Fish Fin (rare), Small Sapphire (rare), Stealth Ring (rare), Two Handed Sword (rare), Strange Helmet (very rare), Blue Robe (extremely rare).