Quara Hydromancer

This creature is in the Amphibians class, Quara subclass.
 	Quara Hydromancer 1100 Hit points
800 Experience points per kill
Summon/Convince: 	--/--
Abilities: 	Melee ((0-80) poisons you for 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: 	?
Walks around: 	Energy, Poison
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 are already very slow underwater.
Field Notes: 	As the magic user of the quaras, it wields powerful cold bubble attacks which deal Ice Damage. In addition, it uses distance Life Drain and a Life Drain beam. 
Location: 	
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 out of its range and use Energy Strike/Terra Strike.
Paladins: should run away from it, hitting it with Bolts or Royal Spears. Be careful though, you might run into other Quaras.
Loot: 	0-110 gp, Quara Eye, 0-2 Small Emeralds, White Pearl, 0-5 Shrimp (semi-rare), Black Pearl (semi-rare), Great Mana Potion (semi-rare), Fish Fin (rare), Ring of Healing (rare), Wand of Cosmic Energy (rare), Knight Armor (very rare).