anchor.diff:  					blinking = TRUE
   					var/oldcolor = color
   					animate(src, color = "#660099", time = 6)
  -					while(health && target && cross_counter)
  +					sleep(6)
  +					while(health && !QDELETED(target) && cross_counter)
   						cross_counter--
  -						var/delay = 7
   						if(prob(60))
   							INVOKE_ASYNC(src, .proc/cardinal_blasts, target)
   						else
   							INVOKE_ASYNC(src, .proc/diagonal_blasts, target)
  -							delay = 5 //this one isn't so mean, so do the next one faster(if there is one)
  -						sleep(delay)
  +						sleep(6 + target_slowness)
   					animate(src, color = oldcolor, time = 8)
   					addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 8)
   					sleep(8)
  
positive.code: 
  /mob/living/simple_animal/hostile/megafauna/hierophant/OpenFire()
  	calculate_rage()
  	var/target_is_slow = FALSE
  	if(isliving(target))
  		var/mob/living/L = target
  		if(!blinking && L.stat == DEAD && get_dist(src, L) > 2)
  			blink(L)
  			return
  		if(L.movement_delay() > 1.5)
  			target_is_slow = TRUE
  	chaser_speed = max(1, (3 - anger_modifier * 0.04) + target_is_slow * 0.5)
  	if(blinking)
  		return
  
  	arena_trap(target)
  	ranged_cooldown = world.time + max(5, ranged_cooldown_time - anger_modifier * 0.75) //scale cooldown lower with high anger.
  
negative.code: 
  The text this boss speaks is ROT4, use ROT22 to decode
  
  The Hierophant's attacks are as follows;
  - These attacks happen at a random, increasing chance:
  	If target is at least 2 tiles away; Blinks to the target after a very brief delay, damaging everything near the start and end points.
  		As above, but does so multiple times if below half health.
  	Rapidly creates cardinal and diagonal Cross Blasts under a target.
  	If chasers are off cooldown, creates 4 chasers.
  
  - IF TARGET IS OUTSIDE THE ARENA: Creates an arena around the target for 10 seconds, blinking to the target if not in the created arena.
  	The arena has a 20 second cooldown, giving people a small window to get the fuck out.
  
  - If no chasers exist, creates a chaser that will seek its target, leaving a trail of blasts.
  	Is more likely to create a second, slower, chaser if hurt.
  - If the target is at least 2 tiles away, may Blink to the target after a very brief delay, damaging everything near the start and end points.
  - Creates a cardinal or diagonal blast(Cross Blast) under its target, exploding after a short time.
  	If below half health, the created Cross Blast may fire in all directions.
  - Creates an expanding AoE burst.
  
  - IF TARGET WAS STRUCK IN MELEE: Creates a 3x3 square of blasts under the target.
  
  Cross Blasts and the AoE burst gain additional range as Hierophant loses health, while Chasers gain additional speed.
  
  