{
  "schemaVersion": 1,
  "recordType": "ninefold.monster-compendium",
  "title": "Approved Monster Compendium",
  "description": "Approved, playable Ninefold monster records.",
  "monsters": [
    {
      "id": "basilisk",
      "title": "Basilisk",
      "type": "monster",
      "status": "approved",
      "src_system": "Ninefold Arc",
      "src_rule": "Basilisk",
      "src_reference_url": "arc2/the-dungeon-delve/monster/7d29b4af-aeb6-5c97-b9ff-faca4d62b88e.html",
      "markdown": "template:monster.4\n\n# Basilisk — General Monster Card\n\n**unique_game_id:** 7d29b4af-aeb6-5c97-b9ff-faca4d62b88e\n\n> Rendered reference for [basilisk-generic.json](../../arc2/the-dungeon-delve/monster/7d29b4af-aeb6-5c97-b9ff-faca4d62b88e/basilisk-generic.json). The JSON is authoritative.\n\n![Armored Iron Compact basilisk](basilisk/basilisk-war-mount.png)\n\n## Base Creature\n\n- **D&D 2024 sources:** [D&D Beyond](https://www.dndbeyond.com/sources/dnd/mm-2024#Basilisk) · [D&D Wiki](https://dnd-wiki.org/wiki/Basilisk_(5e24)) · [Roll20](https://roll20.net/compendium/dnd5e/Monsters%3ABasilisk?expansion=33335&from_listings=true)\n- **Creature family:** Basilisk\n- **Natural identity:** Eight-legged subterranean predator with stone hide and a petrifying gaze.\n\n## Innate Actions\n\n- **Bite:** Natural close attack.\n- **Petrifying Gaze:** Escalates from slowed to restrained to petrified while sight is maintained.\n\n## Innate Traits\n\n- **Stone Hide:** Natural protection independent of worn barding.\n- **Gaze Predator:** Uses confined sight lines and breaks pursuit when prey escapes vision.\n\n## Available Jobs\n\nWild, Mount, and War Mount. A job supplies training, equipment, advancement spending, and encounter behavior; it does not replace this base creature card.\n\n##### Wild\n\n- **Armor modifier:** +0\n- **Required equipment:** None\n- **Possible trained skills:** Perception, Athletics, Stealth\n- **Added action:** None\n\n##### Mount\n\n- **Armor modifier:** +0\n- **Required equipment:** [Riding Saddle](../../arc2/the-dungeon-delve/item/d7439119-f8f6-5d22-b603-33ec6b3b9b80.html)\n- **Possible trained skills:** Perception, Athletics, Stealth\n- **Added action:** None\n\n##### War Mount\n\n- **Armor modifier:** +1\n- **Required equipment:** [Riding Saddle](../../arc2/the-dungeon-delve/item/d7439119-f8f6-5d22-b603-33ec6b3b9b80.html), [Spiked War-Mount Barding](../../arc2/the-dungeon-delve/item/c3dd65f2-703e-5fd9-ae5a-5e17e04bada4.html)\n- **Possible trained skills:** Athletics, Perception, Melee Weapons\n- **Added action:** Armored Charge\n\n\n## Training Conversion Reference\n\n| XP spent through training | Skill points produced |\n| ---: | ---: |\n| 0 | 0 |\n| 100 | 1 |\n| 500 | 5 |\n| 1,000 | 10 |\n| 1,500 | 15 |\n| 2,000 | 20 |\n| 2,500 | 25 |\n\nEvery 100 XP converted through use, practice, or instruction produces one skill point; these rows are examples rather than tiers. Earning XP is not enough by itself. Hit dice, attacks, and equipment are authored independently on each instance sheet.\n\n## Instance Sheets\n\n- [Iron Compact Basilisk — 2,500 XP War Mount](../../arc2/the-dungeon-delve/monster/0cd74024-c0ce-5e59-8508-b1f1e68b9965.html)\n\n## Skills and Combat Checks\n\n### Attack Skills\n\n`toHit = Stat + Skill + Buff Bonus - Debuff Bonus`\n\n##### [Untrained weapon or effect Skill](../player/roll-check.html)\n\n- **Type:** proficiency\n- **Stat:** REFLEXES\n- **Stat bonus:** +10%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 10 + 0 + 0 - 0\n- **`toHit` total:** **10%**\n- **SP spent:** 0\n\n\n### Defense Skills\n\n##### [Untrained Evasion](../player/combat/individual-combat.html)\n\n- **Type:** proficiency\n- **Stat:** DEX\n- **Stat bonus:** +10%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 10 + 0 + 0 - 0\n- **Active `toDefend` total:** **10%**\n- **SP spent:** 0\n\n\n##### None\n\n- **Modifier:** **+0%**\n- **Applies when:** While the listed armour or shield can answer the incoming effect\n\n\n### Utility Skills\n\n##### None recorded\n\n- **Type:** —\n- **Stat:** —\n- **Path bonus:** +0%\n- **SP spent:** 0\n- **Use:** No trained utility Skill on this card\n\nThe attacker rolls `toHit`. If it passes, the defender rolls active `toDefend` and adds applicable passive `toDefend` modifiers. Roll `toEffect` only when the offense passes and the defense fails.\n\n### Skill Funding Ledger\n\nNo trained Skills are recorded.\n\n### Skill Total Summary\n\n| Field | Value |\n| --- | --- |\n| Trained XP | 0 |\n| Total Skill Points | 0 |\n| Spent | 0 |\n| Unspent | 0 |\n\n## Attack Actions\n\n##### Basic attack\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One target in natural or weapon reach\n- **Attack Skill:** Untrained weapon or effect Skill\n- **`toEffect` / result:** Resolve the carried weapon or natural attack `toEffect`.\n\n\n## Defense Actions\n\n##### Defend\n\n- **Trigger:** A passed `toHit` targets this creature\n- **Cost:** Normal defense opportunity\n- **Defense Skill:** Untrained Evasion\n- **Result / limits:** Add passive `toDefend` (currently +0% from None); success prevents the hit unless stated otherwise.\n\n\n## Utility Actions\n\n##### No special utility action\n\n- **Cost:** —\n- **Target / range:** —\n- **Check:** —\n- **Result / limits:** Use ordinary movement, communication, and environment actions.\n\n\n## Passives and Effects\n\n- No additional passive Skill effect or ongoing condition is active.\n- Passive defense sources are recorded once under Defense Skills.\n\n## References\n",
      "tags": [
        "arc.2.1.1",
        "arc.2.2.4"
      ],
      "summary": "Eight-legged subterranean predator with stone hide and a petrifying gaze.",
      "images": [
        {
          "alt": "Armored Iron Compact basilisk",
          "path": "monster_compendium/basilisk/basilisk-war-mount.png"
        }
      ]
    },
    {
      "id": "blind-cavefish",
      "title": "Blind Cavefish",
      "type": "monster",
      "status": "approved",
      "src_system": "Ninefold Arc",
      "src_rule": "Blind Cavefish",
      "src_reference_url": "arc2/the-dungeon-delve/monster/d6c8cf31-1bfd-5313-98d8-456b2c403e8d.html",
      "markdown": "template:monster.4\n\n# Blind Cavefish\n\n**unique_game_id:** d6c8cf31-1bfd-5313-98d8-456b2c403e8d\n\n![Blind cavefish](blind-cavefish/blind-cavefish.png)\n\n\n> **1000 trained XP · 10 SP spent · Beast; beast.** Underground-lake prey animal and a sensitive sign of water quality.\n\n## Creature Profile\n\n- **D&D 2024 source — Quipper:** [D&D Wiki](https://dnd-wiki.org/wiki/Quipper_(5e24))\n\n| Field | Value |\n| --- | --- |\n| Creature type | Beast |\n| Faction | Iron Compact |\n| Job class | Beast |\n| Encounter role | Underground-lake prey animal and a sensitive sign of water quality. |\n| Size | Medium |\n| Base size | 5 ft. diameter |\n| Typical disposition | Instinctive or handler-directed |\n| Languages or signals | None; instinct and trained signals only |\n\n### Health and Resources\n\n| Value | Rating |\n| --- | --- |\n| Hit dice | 1 |\n| Average hit points | 3.5 |\n| Stamina | 2 maximum; normally recover 1 after 5 consecutive Idle ticks |\n\n### Attributes\n\n### Mind\n\n| Field | Value |\n| --- | --- |\n| [IQ](../player/stats.html#iq-intelligence-quotient) | +3% |\n| [EQ](../player/stats.html#eq-emotional-intelligence) | +3% |\n| [Will](../player/stats.html#will-willpower) | +8% |\n| [Reflexes](../player/stats.html#reflexes) | +10% |\n| [Perception](../player/stats.html#perception) | +10% |\n\n\n### Body\n\n| Field | Value |\n| --- | --- |\n| [STR](../player/stats.html#str-strength) | +10% |\n| [DEX](../player/stats.html#dex-dexterity) | +10% |\n| [CON](../player/stats.html#con-constitution) | +10% |\n\n\n## Traits\n\n### Cave Adapted\n\nIgnores ordinary darkness and natural rough-ground penalties in its home tunnels.\n\n## Embodiment Properties\n\n### `properties/physicality`\n\n| Property | Value |\n| --- | --- |\n| Base size | 5 ft. diameter |\n| Walking movement | None; swim 5 ft/s |\n\n### `properties/resistances`\n\n##### All unlisted\n\n- **Defense bonus:** +0%\n- **Meaning:** No typed armor\n\n\nAdd the highest applicable resistance to the contested defense roll. If an effect has multiple types, resistance bonuses never stack. See [Embodiment Properties](../player/embodiment-properties.html#properties-resistances).\n\n### `properties/senses`\n\n##### [Blindsight](../player/senses/blindsight.html)\n\n- **Range and conditions:** 30 ft.\n- **Effect or limit:** **Assistant-authored draft:** Underwater pressure sensing; works only through the same connected water, not through a solid barrier.\n\n\n\n## Skills and Combat Checks\n\n### Attack Skills\n\n`toHit = Stat + Skill + Buff Bonus - Debuff Bonus`\n\n##### [Untrained weapon or effect Skill](../player/roll-check.html)\n\n- **Type:** proficiency\n- **Stat:** REFLEXES\n- **Stat bonus:** +10%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 10 + 0 + 0 - 0\n- **`toHit` total:** **10%**\n- **SP spent:** 0\n\n\n### Defense Skills\n\n##### [Untrained Evasion](../player/combat/individual-combat.html)\n\n- **Type:** proficiency\n- **Stat:** DEX\n- **Stat bonus:** +10%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 10 + 0 + 0 - 0\n- **Active `toDefend` total:** **10%**\n- **SP spent:** 0\n\n\n##### None\n\n- **Modifier:** **+0%**\n- **Applies when:** While the listed armour or shield can answer the incoming effect\n\n\n### Utility Skills\n\n##### [Awareness and Investigation](../skill_compendium/awareness-and-investigation.html)\n\n- **Type:** proficiency\n- **Stat:** PERCEPTION\n- **Path bonus:** +5%\n- **SP spent:** 5\n- **Use:** Work, knowledge, movement, command, or other utility use from the Skill card\n\n##### [Perception](../skill_compendium/perception.html)\n\n- **Type:** proficiency\n- **Stat:** PERCEPTION\n- **Path bonus:** +9%\n- **SP spent:** 4\n- **Use:** Work, knowledge, movement, command, or other utility use from the Skill card\n\n##### [Movement and Coordination](../skill_compendium/movement-and-coordination.html)\n\n- **Type:** proficiency\n- **Stat:** REFLEXES\n- **Path bonus:** +1%\n- **SP spent:** 1\n- **Use:** Work, knowledge, movement, command, or other utility use from the Skill card\n\nThe attacker rolls `toHit`. If it passes, the defender rolls active `toDefend` and adds applicable passive `toDefend` modifiers. Roll `toEffect` only when the offense passes and the defense fails.\n\n### Skill Funding Ledger\n\n**Assistant-authored draft:** Prerequisites funded within the existing budget. [Training record](../../editorial/monster-skill-review/README.html).\n\n##### [Awareness and Investigation](../skill_compendium/awareness-and-investigation.html)\n\n- **Mind stat:** PERCEPTION\n- **SP / local rating:** 5 / +5%\n- **Path bonus:** +5%\n- **Required parents:** None\n- **Abilities:** Trained Use, Practiced Routine, Specialist Edge\n\n##### [Perception](../skill_compendium/perception.html)\n\n- **Mind stat:** PERCEPTION\n- **SP / local rating:** 4 / +4%\n- **Path bonus:** +9%\n- **Required parents:** [Awareness and Investigation](../skill_compendium/awareness-and-investigation.html) +5%\n- **Abilities:** Trained Use, Practiced Routine\n\n##### [Movement and Coordination](../skill_compendium/movement-and-coordination.html)\n\n- **Mind stat:** REFLEXES\n- **SP / local rating:** 1 / +1%\n- **Path bonus:** +1%\n- **Required parents:** None\n- **Abilities:** Trained Use\n\n\nPath bonuses use one applicable root-to-specialization path; unrelated branches do not stack.\n\n\n### Skill Total Summary\n\n| Field | Value |\n| --- | --- |\n| Trained XP | 1000 |\n| Total Skill Points | 10 |\n| Spent | 10 |\n| Unspent | 0 |\n\n## Attack Actions\n\n##### Basic attack\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One target in weapon or natural reach\n- **Attack Skill:** Untrained weapon or effect Skill\n- **`toEffect` / result:** `1d6 toEffect`. standard single-target damage.\n\n\n## Defense Actions\n\n##### Defend\n\n- **Trigger:** A passed `toHit` targets this creature\n- **Cost:** Normal defense opportunity\n- **Defense Skill:** Untrained Evasion\n- **Result / limits:** Add passive `toDefend` (currently +0% from None); success prevents the hit unless stated otherwise.\n\n\n## Utility Actions\n\n##### Frenzy in the Water\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One creature sharing its water\n- **Check:** 1d6\n- **Result / limits:** On a hit mark the target; other cavefish gain +1d6 against it until the end of the round.\n\n\n\n## Passives and Effects\n\nNo additional passive Skill effect or ongoing condition is active. Passive defense sources are recorded once under Defense Skills.\n\n## Equipment\n\n- None. Natural attacks and movement are included in the actions above.\n\nCarried equipment is limited to this job loadout. Worksite tools, room stock, and secured assets are not added to personal inventory unless the scene says this creature signed them out.\n\n## Running the Creature\n\n- **Job expression:** Underground-lake prey animal and a sensitive sign of water quality.\n\n**Assistant-authored draft — appearance / signals:** A pale school wheels toward water movement; the shore remains outside its pursuit.\n\n- **Opening / goal:** Circles drifting food in the underground lake before closing on a disturbance.\n- **Response:** Converges on struggling creatures sharing its water, using its existing water action.\n- **Morale:** The existing school-break conditions end the attack; it does not defend a handler or work crew.\n- **Social approach:** Offer bait or stop the disturbance rather than speak orders to the school.\n- **Knowledge:** A changed gathering point gives water tenders a visible reason to inspect the draw. Current duty: [Underground Lake](../../arc2/the-dungeon-delve/map/1d6402c5-61ca-5490-b607-40f37ae87ede.html).\n\n## Behavior\n\n- **Routine:** Schools around drifting food and vibration, retreating into deep water until blood, bait, or frantic movement draws it back.\n- **When threatened:** Attacks only creatures sharing its water, marks struggling prey, and converges as a school rather than pursuing onto land.\n- **Morale and de-escalation:** The school breaks when bright vibration, poison, or a larger aquatic predator disturbs the water.\n\n\n## Harvest and Crafting\n\n##### [Fish, oil, and scales](../../arc2/the-dungeon-delve/item/a7114741-f7eb-51e9-af13-183f4647f2f5.html)\n\n- **Check:** IQ (Survival) + DEX\n- **Time:** 10 minutes\n- **Yield:** 1 ration and 1 oil portion\n- **Crafting uses:** Fresh or smoked food, lamp oil, bait, or reflective scale paste\n- **Failure consequence:** A failed harvest taints the oil and leaves a scent that attracts aquatic predators.\n\n\nHarvesting requires a safe opportunity and suitable cutting, collecting, or preservation tools. The yield belongs to the harvested creature or patch instance and is spent when used in crafting.\n\n\n## Habitat and Organization\n\nThis creature appears where its assigned job is performed. The linked map controls headcount, room stock, alarms, and local conditions; this card controls the creature itself.\n\n## Where Found\n\n- [Underground Lake](../../arc2/the-dungeon-delve/map/1d6402c5-61ca-5490-b607-40f37ae87ede.html) — caught in fish baskets and used as food, oil, and bait.\n\n## Canonical Links\n\n- [Iron Compact monster index](../../arc2/the-dungeon-delve/monster/README.html)\n- [Iron Compact overview](../../arc2/the-dungeon-delve/biome/be7c5af7-4d80-50cf-80ba-0dfbe2953beb.html)\n\nMaps and encounters link here for creature rules. They should not copy this stat block or convert room stock into carried inventory.\n\n## References\n",
      "tags": [
        "arc.2.1.1",
        "arc.2.2.4"
      ],
      "summary": "Underground-lake prey animal and a sensitive sign of water quality.",
      "images": [
        {
          "alt": "Blind cavefish",
          "path": "monster_compendium/blind-cavefish/blind-cavefish.png"
        }
      ]
    },
    {
      "id": "blindcaps",
      "title": "Blindcaps",
      "type": "monster",
      "status": "approved",
      "src_system": "Ninefold Arc",
      "src_rule": "Blindcaps",
      "src_reference_url": "arc2/the-dungeon-delve/monster/41c3bba8-1f15-5abd-b047-d3fc99465417.html",
      "markdown": "template:monster.4\n\n# Blindcaps\n\n**unique_game_id:** 41c3bba8-1f15-5abd-b047-d3fc99465417\n\n![Blindcaps](blindcaps/blindcaps.png)\n\n\n> **1000 trained XP · 10 SP spent · Beast; beast.** A mature fungal cluster that releases bitter masking spores.\n\n## Creature Profile\n\n- **D&D 2024 source — Violet Fungus or environmental hazard:** [D&D Wiki](https://dnd-wiki.org/wiki/Publication:MM5e24)\n\n| Field | Value |\n| --- | --- |\n| Creature type | Beast |\n| Faction | Iron Compact |\n| Job class | Beast |\n| Encounter role | A mature fungal cluster that releases bitter masking spores. |\n| Size | Medium |\n| Base size | 5 ft. diameter |\n| Typical disposition | Instinctive or handler-directed |\n| Languages or signals | None; instinct and trained signals only |\n\n### Health and Resources\n\n| Value | Rating |\n| --- | --- |\n| Hit dice | 1 |\n| Average hit points | 3.5 |\n| Stamina | 2 maximum; normally recover 1 after 5 consecutive Idle ticks |\n\n### Attributes\n\n### Mind\n\n| Field | Value |\n| --- | --- |\n| [IQ](../player/stats.html#iq-intelligence-quotient) | +1% |\n| [EQ](../player/stats.html#eq-emotional-intelligence) | +1% |\n| [Will](../player/stats.html#will-willpower) | +6% |\n| [Reflexes](../player/stats.html#reflexes) | +6% |\n| [Perception](../player/stats.html#perception) | +8% |\n\n\n### Body\n\n| Field | Value |\n| --- | --- |\n| [STR](../player/stats.html#str-strength) | +6% |\n| [DEX](../player/stats.html#dex-dexterity) | +4% |\n| [CON](../player/stats.html#con-constitution) | +10% |\n\n\n## Traits\n\n### Cave Adapted\n\nIgnores ordinary darkness and natural rough-ground penalties in its home tunnels.\n\n## Embodiment Properties\n\n### `properties/physicality`\n\n| Property | Value |\n| --- | --- |\n| Base size | 5 ft. diameter |\n| Walking movement | None |\n\n### `properties/resistances`\n\n##### All unlisted\n\n- **Defense bonus:** +0%\n- **Meaning:** No typed armor\n\n\nAdd the highest applicable resistance to the contested defense roll. If an effect has multiple types, resistance bonuses never stack. See [Embodiment Properties](../player/embodiment-properties.html#properties-resistances).\n\n### `properties/senses`\n\n##### [Blindsight](../player/senses/blindsight.html)\n\n- **Range and conditions:** 30 ft.\n- **Effect or limit:** Violet Fungus sensory baseline; no physical eyes or ordinary hearing.\n\n\n\n## Skills and Combat Checks\n\n### Attack Skills\n\n`toHit = Stat + Skill + Buff Bonus - Debuff Bonus`\n\n##### [Untrained weapon or effect Skill](../player/roll-check.html)\n\n- **Type:** proficiency\n- **Stat:** REFLEXES\n- **Stat bonus:** +6%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 6 + 0 + 0 - 0\n- **`toHit` total:** **6%**\n- **SP spent:** 0\n\n\n### Defense Skills\n\n##### [Untrained Evasion](../player/combat/individual-combat.html)\n\n- **Type:** proficiency\n- **Stat:** DEX\n- **Stat bonus:** +4%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 4 + 0 + 0 - 0\n- **Active `toDefend` total:** **4%**\n- **SP spent:** 0\n\n\n##### None\n\n- **Modifier:** **+0%**\n- **Applies when:** While the listed armour or shield can answer the incoming effect\n\n\n### Utility Skills\n\n##### [Awareness and Investigation](../skill_compendium/awareness-and-investigation.html)\n\n- **Type:** proficiency\n- **Stat:** PERCEPTION\n- **Path bonus:** +5%\n- **SP spent:** 5\n- **Use:** Work, knowledge, movement, command, or other utility use from the Skill card\n\n##### [Perception](../skill_compendium/perception.html)\n\n- **Type:** proficiency\n- **Stat:** PERCEPTION\n- **Path bonus:** +9%\n- **SP spent:** 4\n- **Use:** Work, knowledge, movement, command, or other utility use from the Skill card\n\n##### [Movement and Coordination](../skill_compendium/movement-and-coordination.html)\n\n- **Type:** proficiency\n- **Stat:** REFLEXES\n- **Path bonus:** +1%\n- **SP spent:** 1\n- **Use:** Work, knowledge, movement, command, or other utility use from the Skill card\n\nThe attacker rolls `toHit`. If it passes, the defender rolls active `toDefend` and adds applicable passive `toDefend` modifiers. Roll `toEffect` only when the offense passes and the defense fails.\n\n### Skill Funding Ledger\n\n**Assistant-authored draft:** Prerequisites funded within the existing budget. [Training record](../../editorial/monster-skill-review/README.html).\n\n##### [Awareness and Investigation](../skill_compendium/awareness-and-investigation.html)\n\n- **Mind stat:** PERCEPTION\n- **SP / local rating:** 5 / +5%\n- **Path bonus:** +5%\n- **Required parents:** None\n- **Abilities:** Trained Use, Practiced Routine, Specialist Edge\n\n##### [Perception](../skill_compendium/perception.html)\n\n- **Mind stat:** PERCEPTION\n- **SP / local rating:** 4 / +4%\n- **Path bonus:** +9%\n- **Required parents:** [Awareness and Investigation](../skill_compendium/awareness-and-investigation.html) +5%\n- **Abilities:** Trained Use, Practiced Routine\n\n##### [Movement and Coordination](../skill_compendium/movement-and-coordination.html)\n\n- **Mind stat:** REFLEXES\n- **SP / local rating:** 1 / +1%\n- **Path bonus:** +1%\n- **Required parents:** None\n- **Abilities:** Trained Use\n\n\nPath bonuses use one applicable root-to-specialization path; unrelated branches do not stack.\n\n\n### Skill Total Summary\n\n| Field | Value |\n| --- | --- |\n| Trained XP | 1000 |\n| Total Skill Points | 10 |\n| Spent | 10 |\n| Unspent | 0 |\n\n## Attack Actions\n\n##### Basic attack\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One target in weapon or natural reach\n- **Attack Skill:** Untrained weapon or effect Skill\n- **`toEffect` / result:** `1d6 toEffect`. standard single-target damage.\n\n\n## Defense Actions\n\n##### Defend\n\n- **Trigger:** A passed `toHit` targets this creature\n- **Cost:** Normal defense opportunity\n- **Defense Skill:** Untrained Evasion\n- **Result / limits:** Add passive `toDefend` (currently +0% from None); success prevents the hit unless stated otherwise.\n\n\n## Utility Actions\n\n##### Masking Cloud\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** Creatures within 1 cube\n- **Check:** Contested CON, 1d6\n- **Result / limits:** On a hit the target cannot use scent and takes -1d6 on sight-based checks until it leaves the cloud.\n\n\n\n## Passives and Effects\n\nNo additional passive Skill effect or ongoing condition is active. Passive defense sources are recorded once under Defense Skills.\n\n## Equipment\n\n- None. Natural attacks and movement are included in the actions above.\n\nCarried equipment is limited to this job loadout. Worksite tools, room stock, and secured assets are not added to personal inventory unless the scene says this creature signed them out.\n\n## Running the Creature\n\n- **Job expression:** A mature fungal cluster that releases bitter masking spores.\n\n**Assistant-authored draft — appearance / signals:** Mature caps crowd the decaying bed; a close breath stirs their surface.\n\n- **Opening / goal:** Remains rooted while a collector chooses a place to work.\n- **Response:** Releases its masking cloud when disturbed and remains rooted as intruders back away.\n- **Morale:** Airflow, mist or time settles the released cloud as described below.\n- **Social approach:** Careful collection and distance matter; bargaining does not.\n- **Knowledge:** Its mature cluster identifies a patch of rich decay and a possible harvest.\n\n## Behavior\n\n- **Routine:** Feeds on rich decay and remains still until pressure or warm breath disturbs a mature cluster.\n- **When threatened:** Releases a bitter masking cloud that blinds scent and drives creatures away rather than pursuing.\n- **Morale and de-escalation:** Fresh airflow, water mist, or waiting for the cloud to settle ends the response.\n\n\n## Harvest and Crafting\n\n##### [Young caps or mature spores](../../arc2/the-dungeon-delve/item/0a596162-2936-5670-8d20-e91210189cbe.html)\n\n- **Check:** IQ (Survival) + DEX\n- **Time:** 10 minutes\n- **Yield:** 2 rations or 1 spore charge\n- **Crafting uses:** Boiled food, smoke-pot filler, spoor masking, or vermin bait\n- **Failure consequence:** A failed harvest releases the spore charge immediately and spoils the food.\n\n\nHarvesting requires a safe opportunity and suitable cutting, collecting, or preservation tools. The yield belongs to the harvested creature or patch instance and is spent when used in crafting.\n\n\n## Habitat and Organization\n\nThis creature appears where its assigned job is performed. The linked map controls headcount, room stock, alarms, and local conditions; this card controls the creature itself.\n\n## Where Found\n\n- [Iron Compact biome](../../arc2/the-dungeon-delve/map/7a65e43e-fa7e-5b0b-a195-27f9964e576f/biome/ebe14ee7-f8b4-5efb-b222-0bf60f777f43.html#blindcaps)\n\n## Canonical Links\n\n- [Iron Compact monster index](../../arc2/the-dungeon-delve/monster/README.html)\n- [Iron Compact overview](../../arc2/the-dungeon-delve/biome/be7c5af7-4d80-50cf-80ba-0dfbe2953beb.html)\n\nMaps and encounters link here for creature rules. They should not copy this stat block or convert room stock into carried inventory.\n\n## References\n",
      "tags": [
        "arc.2.1.1",
        "arc.2.2.4"
      ],
      "summary": "A mature fungal cluster that releases bitter masking spores.",
      "images": [
        {
          "alt": "Blindcaps",
          "path": "monster_compendium/blindcaps/blindcaps.png"
        }
      ]
    },
    {
      "id": "cave-bat",
      "title": "Cave Bat",
      "type": "monster",
      "status": "approved",
      "src_system": "Ninefold Arc",
      "src_rule": "Cave Bat",
      "src_reference_url": "arc2/the-dungeon-delve/monster/0a6cfeb4-77ef-4d20-a8a0-84f61cf8cc16.html",
      "markdown": "template:monster.4\n\n## Summary\n\n**name:** Cave Bat\n\n**unique_game_id:** 0a6cfeb4-77ef-4d20-a8a0-84f61cf8cc16\n\n**images:**\n\n![Cave Bat](cave-bat/cave-bat.png)\n\n**summary:** Small cavern bats whose movement and sudden silence serve as natural alarms around Goblin Host roosts.\n\n## Individual Combat Card\n\n| Field | Value |\n| --- | --- |\n| HP | 3.5 / 3.5 |\n| Hit dice | 1 / 1 HD |\n| Active toDefend | One d6 per remaining HD; each result below 3 removes one HD |\n| 15% | 2 ft/s walking; 8 ft/s flying |\n\n##### Stamina\n\n- **Current / maximum:** 2 / 2\n- **Recovery:** Recover 1 after 5 consecutive Idle ticks\n\n\n### Stats\n\n#### Mind\n\n| Field | Value |\n| --- | --- |\n| IQ | +1% |\n| EQ | +2% |\n| Will | +4% |\n| Reflexes | +12% |\n| Perception | +15% |\n\n#### Embodiment\n\n| Field | Value |\n| --- | --- |\n| STR | +1% |\n| DEX | +15% |\n| CON | +3% |\n\n### Senses\n\n##### [Common Sight](../player/senses/common-sight.html)\n\n- **Range and conditions:** See canonical method\n- **Effect or limit:** Ordinary visual range and obstruction rules.\n\n##### [Common Hearing](../player/senses/common-hearing.html)\n\n- **Range and conditions:** See canonical method\n- **Effect or limit:** Ordinary auditory range and obstruction rules.\n\n##### [Blindsight](../player/senses/blindsight.html)\n\n- **Range and conditions:** 30 ft.; sound-dependent\n- **Effect or limit:** Deafening or sound-blocking barriers disable it.\n\n\n## Skills and Combat Checks\n\n### Attack Skills\n\n`toHit = Stat + Skill + Buff Bonus - Debuff Bonus`\n\n##### [Untrained weapon or effect Skill](../player/roll-check.html)\n\n- **Type:** proficiency\n- **Stat:** REFLEXES\n- **Stat bonus:** +12%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 12 + 0 + 0 - 0\n- **`toHit` total:** **12%**\n- **SP spent:** 0\n\n\n### Defense Skills\n\n##### [Untrained Evasion](../player/combat/individual-combat.html)\n\n- **Type:** proficiency\n- **Stat:** DEX\n- **Stat bonus:** +15%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 15 + 0 + 0 - 0\n- **Active `toDefend` total:** **15%**\n- **SP spent:** 0\n\n\n##### None\n\n- **Modifier:** **+0%**\n- **Applies when:** While the listed armour or shield can answer the incoming effect\n\n\n### Utility Skills\n\n##### None recorded\n\n- **Type:** —\n- **Stat:** —\n- **Path bonus:** +0%\n- **SP spent:** 0\n- **Use:** No trained utility Skill on this card\n\nThe attacker rolls `toHit`. If it passes, the defender rolls active `toDefend` and adds applicable passive `toDefend` modifiers. Roll `toEffect` only when the offense passes and the defense fails.\n\n### Skill Funding Ledger\n\nThis base card is an untrained baseline. Learned work, weapon, command, handling, and specialist abilities come from a selected role card and remain Mind skills; they are not embodiment upgrades.\n\n### Embodiment Properties\n\n| Property | Value or rule |\n| --- | --- |\n| Base size | Tiny; 2.5-ft diameter |\n| Armour | 0 intrinsic protection |\n| Movement | 2 ft/s walking; 8 ft/s flying |\n| Faction context | Goblin Host |\n\n##### All unlisted\n\n- **Passive toDefend modifier:** +0%\n- **Limit:** No intrinsic typed resistance or immunity\n\n\n### Skill Total Summary\n\n| Field | Value |\n| --- | --- |\n| Trained XP | 0 |\n| Total Skill Points | 0 |\n| Spent | 0 |\n| Unspent | 0 |\n\n## Attack Actions\n\n##### Bite\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One creature in natural reach\n- **Attack Skill:** Untrained weapon or effect Skill\n- **`toEffect` / result:** `1d6 toEffect`. Standard single-target damage.\n\n\n## Defense Actions\n\n##### Defend\n\n- **Trigger:** A passed `toHit` targets this creature\n- **Cost:** Normal defense opportunity\n- **Defense Skill:** Untrained Evasion\n- **Result / limits:** Add passive `toDefend` (currently +0% from None); success prevents the hit unless stated otherwise.\n\n\n## Utility Actions\n\n##### No special utility action\n\n- **Cost:** —\n- **Target / range:** —\n- **Check:** —\n- **Result / limits:** Use ordinary movement, communication, and environment actions.\n\n\n#### Reactions and Interrupts\n\nUses only the normal shared reactions and interrupts unless a role card grants another one.\n\n### Passives and Effects\n\nNo persistent effect is active on the base creature. Equipment, training, saddles, rank, and assignment effects belong to the deployed role card.\n\n### Traits\n\n| Trait | Rule |\n| --- | --- |\n| Echo Navigation | Uses sound-dependent Blindsight within 30 ft.; it cannot identify colour or writing. |\n\n## Unit Card\n\n| Unit status | Value |\n| --- | --- |\n| Organization | One-model baseline unit |\n| Members | 1 Cave Bat |\n| Unit hit dice | 1 / 1 HD |\n| Speed | 2 ft/s walking; 8 ft/s flying |\n| Footprint / exposure | Tiny; 2.5-ft diameter |\n| Morale / cohesion | Use the deployed role, handler, faction, and location conditions |\n\n##### Bite\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One adjacent unit or creature\n- **Skill:** Untrained weapon or effect Skill\n- **`toEffect` / result:** `1d6 toEffect`. Standard single-target damage.\n\n\n## Information\n\n### Description\n\nA palm-sized pale bat with broad ears and thin wings adapted to dense cave roosts.\n\n### Habitat and Ecology\n\nSmall cave bats gather in dense southwest roosts. Goblin handlers use their movement and sudden silence as alarms; disturbed colonies reveal intruders and hidden openings.\n\n### Behaviour\n\nCircle above intruders, scatter toward a familiar roost, and avoid sustained fighting.\n\n### Equipment\n\nNone inherent. Clothing, tools, armor, weapons, harness, and recoverable items come from the deployed role or location record.\n\n### Harvesting\n\nNo standard harvesting entry is assigned by this base card.\n\n### Other Information\n\n**Assistant-authored draft:** This card supplies the missing canonical base creature or embodiment requested for the Delve. No trained job; this is the wild base creature.\n\n## References\n\n**src_reference:**\n\n- [Delve biome entry](../../arc2/the-dungeon-delve/map/7a65e43e-fa7e-5b0b-a195-27f9964e576f/biome/ebe14ee7-f8b4-5efb-b222-0bf60f777f43.html#cave-bat)\n\n**Game records:** [Monster and NPC index](../../arc2/the-dungeon-delve/monster/README.html)\n\n**Canonical links:** [Monster index](../../arc2/the-dungeon-delve/monster/README.html) · [Shared Delve biome](../../arc2/the-dungeon-delve/map/7a65e43e-fa7e-5b0b-a195-27f9964e576f/biome/ebe14ee7-f8b4-5efb-b222-0bf60f777f43.html) · [Faction context](../../arc2/the-dungeon-delve/biome/f88c4a25-c15a-5f16-86d1-e7b919c02928.html)\n",
      "tags": [
        "arc.2.1.1",
        "arc.2.2.4"
      ],
      "summary": "Small cavern bats whose movement and sudden silence serve as natural alarms around Goblin Host roosts.",
      "images": [
        {
          "alt": "Cave Bat",
          "path": "monster_compendium/cave-bat/cave-bat.png"
        }
      ]
    },
    {
      "id": "cave-cricket",
      "title": "Cave Cricket",
      "type": "monster",
      "status": "approved",
      "src_system": "Ninefold Arc",
      "src_rule": "Cave Cricket",
      "src_reference_url": "arc2/the-dungeon-delve/monster/6b5ec708-f242-5aac-b6b0-d732c8e3a496.html",
      "markdown": "template:monster.4\n\n# Cave Cricket\n\n**unique_game_id:** 6b5ec708-f242-5aac-b6b0-d732c8e3a496\n\n![Cave cricket](cave-cricket/cave-cricket.png)\n\n\n> **1000 trained XP · 10 SP spent · Beast; beast.** A skittish food animal that can become a distracting defensive swarm when trapped.\n\n## Creature Profile\n\n- **D&D 2024 source — Boar:** [D&D Wiki](https://dnd-wiki.org/wiki/Publication:MM5e24)\n\n| Field | Value |\n| --- | --- |\n| Creature type | Beast |\n| Faction | Iron Compact |\n| Job class | Beast |\n| Encounter role | A skittish food animal that can become a distracting defensive swarm when trapped. |\n| Size | Medium |\n| Base size | 5 ft. diameter |\n| Typical disposition | Instinctive or handler-directed |\n| Languages or signals | None; instinct and trained signals only |\n\n### Health and Resources\n\n| Value | Rating |\n| --- | --- |\n| Hit dice | 1 |\n| Average hit points | 3.5 |\n| Stamina | 2 maximum; normally recover 1 after 5 consecutive Idle ticks |\n\n### Attributes\n\n### Mind\n\n| Field | Value |\n| --- | --- |\n| [IQ](../player/stats.html#iq-intelligence-quotient) | +3% |\n| [EQ](../player/stats.html#eq-emotional-intelligence) | +3% |\n| [Will](../player/stats.html#will-willpower) | +8% |\n| [Reflexes](../player/stats.html#reflexes) | +10% |\n| [Perception](../player/stats.html#perception) | +10% |\n\n\n### Body\n\n| Field | Value |\n| --- | --- |\n| [STR](../player/stats.html#str-strength) | +10% |\n| [DEX](../player/stats.html#dex-dexterity) | +10% |\n| [CON](../player/stats.html#con-constitution) | +10% |\n\n\n## Traits\n\n### Cave Adapted\n\nIgnores ordinary darkness and natural rough-ground penalties in its home tunnels.\n\n## Embodiment Properties\n\n### `properties/physicality`\n\n| Property | Value |\n| --- | --- |\n| Base size | 5 ft. diameter |\n| Walking movement | 5 ft/s |\n\n### `properties/resistances`\n\n##### All unlisted\n\n- **Defense bonus:** +0%\n- **Meaning:** No typed armor\n\n\nAdd the highest applicable resistance to the contested defense roll. If an effect has multiple types, resistance bonuses never stack. See [Embodiment Properties](../player/embodiment-properties.html#properties-resistances).\n\n### `properties/senses`\n\n##### [Common Sight](../player/senses/common-sight.html)\n\n- **Range and conditions:** See canonical method\n- **Effect or limit:** Ordinary visual range and obstruction rules.\n\n##### [Common Hearing](../player/senses/common-hearing.html)\n\n- **Range and conditions:** See canonical method\n- **Effect or limit:** Ordinary auditory range and obstruction rules.\n\n\n\n## Skills and Combat Checks\n\n### Attack Skills\n\n`toHit = Stat + Skill + Buff Bonus - Debuff Bonus`\n\n##### [Untrained weapon or effect Skill](../player/roll-check.html)\n\n- **Type:** proficiency\n- **Stat:** REFLEXES\n- **Stat bonus:** +10%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 10 + 0 + 0 - 0\n- **`toHit` total:** **10%**\n- **SP spent:** 0\n\n\n### Defense Skills\n\n##### [Untrained Evasion](../player/combat/individual-combat.html)\n\n- **Type:** proficiency\n- **Stat:** DEX\n- **Stat bonus:** +10%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 10 + 0 + 0 - 0\n- **Active `toDefend` total:** **10%**\n- **SP spent:** 0\n\n\n##### None\n\n- **Modifier:** **+0%**\n- **Applies when:** While the listed armour or shield can answer the incoming effect\n\n\n### Utility Skills\n\n##### [Awareness and Investigation](../skill_compendium/awareness-and-investigation.html)\n\n- **Type:** proficiency\n- **Stat:** PERCEPTION\n- **Path bonus:** +5%\n- **SP spent:** 5\n- **Use:** Work, knowledge, movement, command, or other utility use from the Skill card\n\n##### [Perception](../skill_compendium/perception.html)\n\n- **Type:** proficiency\n- **Stat:** PERCEPTION\n- **Path bonus:** +9%\n- **SP spent:** 4\n- **Use:** Work, knowledge, movement, command, or other utility use from the Skill card\n\n##### [Movement and Coordination](../skill_compendium/movement-and-coordination.html)\n\n- **Type:** proficiency\n- **Stat:** REFLEXES\n- **Path bonus:** +1%\n- **SP spent:** 1\n- **Use:** Work, knowledge, movement, command, or other utility use from the Skill card\n\nThe attacker rolls `toHit`. If it passes, the defender rolls active `toDefend` and adds applicable passive `toDefend` modifiers. Roll `toEffect` only when the offense passes and the defense fails.\n\n### Skill Funding Ledger\n\n**Assistant-authored draft:** Prerequisites funded within the existing budget. [Training record](../../editorial/monster-skill-review/README.html).\n\n##### [Awareness and Investigation](../skill_compendium/awareness-and-investigation.html)\n\n- **Mind stat:** PERCEPTION\n- **SP / local rating:** 5 / +5%\n- **Path bonus:** +5%\n- **Required parents:** None\n- **Abilities:** Trained Use, Practiced Routine, Specialist Edge\n\n##### [Perception](../skill_compendium/perception.html)\n\n- **Mind stat:** PERCEPTION\n- **SP / local rating:** 4 / +4%\n- **Path bonus:** +9%\n- **Required parents:** [Awareness and Investigation](../skill_compendium/awareness-and-investigation.html) +5%\n- **Abilities:** Trained Use, Practiced Routine\n\n##### [Movement and Coordination](../skill_compendium/movement-and-coordination.html)\n\n- **Mind stat:** REFLEXES\n- **SP / local rating:** 1 / +1%\n- **Path bonus:** +1%\n- **Required parents:** None\n- **Abilities:** Trained Use\n\n\nPath bonuses use one applicable root-to-specialization path; unrelated branches do not stack.\n\n\n### Skill Total Summary\n\n| Field | Value |\n| --- | --- |\n| Trained XP | 1000 |\n| Total Skill Points | 10 |\n| Spent | 10 |\n| Unspent | 0 |\n\n## Attack Actions\n\n##### Basic attack\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One target in weapon or natural reach\n- **Attack Skill:** Untrained weapon or effect Skill\n- **`toEffect` / result:** `1d6 toEffect`. standard single-target damage.\n\n\n## Defense Actions\n\n##### Defend\n\n- **Trigger:** A passed `toHit` targets this creature\n- **Cost:** Normal defense opportunity\n- **Defense Skill:** Untrained Evasion\n- **Result / limits:** Add passive `toDefend` (currently +0% from None); success prevents the hit unless stated otherwise.\n\n\n## Utility Actions\n\n##### Startle Swarm\n\n- **Cost:** 1 ticks; 1 Stamina\n- **Target / range:** Self and one adjacent creature\n- **Check:** Contested DEX, 1d6\n- **Result / limits:** Move 2 cubes through occupied spaces toward cover. On a hit the adjacent creature takes -1d6 on its next action from the distracting swarm; this does not deal damage.\n\n\n\n## Passives and Effects\n\nNo additional passive Skill effect or ongoing condition is active. Passive defense sources are recorded once under Defense Skills.\n\n## Equipment\n\n- None. Natural attacks and movement are included in the actions above.\n\nCarried equipment is limited to this job loadout. Worksite tools, room stock, and secured assets are not added to personal inventory unless the scene says this creature signed them out.\n\n## Running the Creature\n\n- **Job expression:** A skittish food animal that can become a distracting defensive swarm when trapped.\n\n**Assistant-authored draft — appearance / signals:** The crevice falls quiet before the colony is visible; scattered feet brush the stone.\n\n- **Opening / goal:** Feeds near the existing moss, lichen and scraps until the approach disturbs it.\n- **Response:** Escapes through cracks; a cornered colony uses its existing swarm action.\n- **Morale:** An open crevice, smoke or sudden light redirects the frightened colony.\n- **Social approach:** Leave a way out rather than crowd it away from its eggs.\n- **Knowledge:** The silence warns workers that something has disturbed this part of the passage.\n\n## Behavior\n\n- **Routine:** Clusters in dark crevices near moss, lichen, and food scraps; a colony falls silent when it senses vibration or a nearby predator.\n- **When threatened:** Scatters from light and open fighting. A cornered swarm leaps across faces and exposed food before escaping into cracks.\n- **Morale and de-escalation:** It fights only when trapped, protecting eggs, or driven into a feeding frenzy; smoke, sudden light, or an open crevice makes it flee.\n\n\n## Harvest and Crafting\n\n##### [Cricket meal and chitin](../../arc2/the-dungeon-delve/item/0d22a299-d6ed-58ba-8a7d-861c79c3705f.html)\n\n- **Check:** IQ (Survival) + DEX\n- **Time:** 10 minutes\n- **Yield:** 2 feed portions\n- **Crafting uses:** Ration flour, beast feed, bait, or light chitin filler\n- **Failure consequence:** A failed harvest scatters the colony and yields only 1 bait portion.\n\n\nHarvesting requires a safe opportunity and suitable cutting, collecting, or preservation tools. The yield belongs to the harvested creature or patch instance and is spent when used in crafting.\n\n\n## Habitat and Organization\n\nThis creature appears where its assigned job is performed. The linked map controls headcount, room stock, alarms, and local conditions; this card controls the creature itself.\n\n## Where Found\n\n- [Iron Compact biome](../../arc2/the-dungeon-delve/map/7a65e43e-fa7e-5b0b-a195-27f9964e576f/biome/ebe14ee7-f8b4-5efb-b222-0bf60f777f43.html#cave-cricket)\n\n## Canonical Links\n\n- [Iron Compact monster index](../../arc2/the-dungeon-delve/monster/README.html)\n- [Iron Compact overview](../../arc2/the-dungeon-delve/biome/be7c5af7-4d80-50cf-80ba-0dfbe2953beb.html)\n\nMaps and encounters link here for creature rules. They should not copy this stat block or convert room stock into carried inventory.\n\n## References\n",
      "tags": [
        "arc.2.1.1",
        "arc.2.2.4"
      ],
      "summary": "A skittish food animal that can become a distracting defensive swarm when trapped.",
      "images": [
        {
          "alt": "Cave cricket",
          "path": "monster_compendium/cave-cricket/cave-cricket.png"
        }
      ]
    },
    {
      "id": "chitine",
      "title": "Chitine",
      "type": "monster",
      "status": "approved",
      "src_system": "Ninefold Arc",
      "src_rule": "Chitine",
      "src_reference_url": "arc2/the-dungeon-delve/monster/7caa5e19-e878-42de-bd65-f7f99bab6da8.html",
      "markdown": "template:monster.4\n\n## Summary\n\n**name:** Chitine\n\n**unique_game_id:** 7caa5e19-e878-42de-bd65-f7f99bab6da8\n\n**images:**\n\n![Chitine](chitine/chitine.png)\n\n**summary:** A Small four-armed Web Brood person whose embodiment supports life and work across silk routes and warrens.\n\n## Individual Combat Card\n\n| Field | Value |\n| --- | --- |\n| HP | 7 / 7 |\n| Hit dice | 2 / 2 HD |\n| Active toDefend | One d6 per remaining HD; each result below 3 removes one HD |\n| 11% | 5 ft/s walking |\n\n##### Stamina\n\n- **Current / maximum:** 3 / 3\n- **Recovery:** Recover 1 after 5 consecutive Idle ticks\n\n\n### Stats\n\n#### Mind\n\n| Field | Value |\n| --- | --- |\n| IQ | +10% |\n| EQ | +8% |\n| Will | +9% |\n| Reflexes | +10% |\n| Perception | +10% |\n\n#### Embodiment\n\n| Field | Value |\n| --- | --- |\n| STR | +7% |\n| DEX | +11% |\n| CON | +8% |\n\n### Senses\n\n##### [Common Sight](../player/senses/common-sight.html)\n\n- **Range and conditions:** See canonical method\n- **Effect or limit:** Ordinary visual range and obstruction rules.\n\n##### [Common Hearing](../player/senses/common-hearing.html)\n\n- **Range and conditions:** See canonical method\n- **Effect or limit:** Ordinary auditory range and obstruction rules.\n\n##### [Darkvision](../player/senses/darkvision.html)\n\n- **Range and conditions:** 60 ft.\n- **Effect or limit:** Chitine embodiment baseline.\n\n\n## Skills and Combat Checks\n\n### Attack Skills\n\n`toHit = Stat + Skill + Buff Bonus - Debuff Bonus`\n\n##### [Untrained weapon or effect Skill](../player/roll-check.html)\n\n- **Type:** proficiency\n- **Stat:** REFLEXES\n- **Stat bonus:** +10%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 10 + 0 + 0 - 0\n- **`toHit` total:** **10%**\n- **SP spent:** 0\n\n\n### Defense Skills\n\n##### [Untrained Evasion](../player/combat/individual-combat.html)\n\n- **Type:** proficiency\n- **Stat:** DEX\n- **Stat bonus:** +11%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 11 + 0 + 0 - 0\n- **Active `toDefend` total:** **11%**\n- **SP spent:** 0\n\n\n##### None\n\n- **Modifier:** **+0%**\n- **Applies when:** While the listed armour or shield can answer the incoming effect\n\n\n### Utility Skills\n\n##### None recorded\n\n- **Type:** —\n- **Stat:** —\n- **Path bonus:** +0%\n- **SP spent:** 0\n- **Use:** No trained utility Skill on this card\n\nThe attacker rolls `toHit`. If it passes, the defender rolls active `toDefend` and adds applicable passive `toDefend` modifiers. Roll `toEffect` only when the offense passes and the defense fails.\n\n### Skill Funding Ledger\n\nThis base card is an untrained baseline. Learned work, weapon, command, handling, and specialist abilities come from a selected role card and remain Mind skills; they are not embodiment upgrades.\n\n### Embodiment Properties\n\n| Property | Value or rule |\n| --- | --- |\n| Base size | Small; 5-ft diameter |\n| Armour | 0 intrinsic protection |\n| Movement | 5 ft/s walking |\n| Faction context | Web Brood |\n\n##### All unlisted\n\n- **Passive toDefend modifier:** +0%\n- **Limit:** No intrinsic typed resistance or immunity\n\n\n### Skill Total Summary\n\n| Field | Value |\n| --- | --- |\n| Trained XP | 0 |\n| Total Skill Points | 0 |\n| Spent | 0 |\n| Unspent | 0 |\n\n## Attack Actions\n\n##### Unarmed strike\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One creature in natural reach\n- **Attack Skill:** Untrained weapon or effect Skill\n- **`toEffect` / result:** Four-arm cluster: resolve four separate `toHit → toDefend → toEffect` sequences, one for each usable arm. `1d6 toEffect`. Standard single-target damage; weapon and web-working use belong to trained roles.\n\n\n## Defense Actions\n\n##### Defend\n\n- **Trigger:** A passed `toHit` targets this creature\n- **Cost:** Normal defense opportunity\n- **Defense Skill:** Untrained Evasion\n- **Result / limits:** Add passive `toDefend` (currently +0% from None); success prevents the hit unless stated otherwise.\n\n\n## Utility Actions\n\n##### No special utility action\n\n- **Cost:** —\n- **Target / range:** —\n- **Check:** —\n- **Result / limits:** Use ordinary movement, communication, and environment actions.\n\n\n#### Reactions and Interrupts\n\nUses only the normal shared reactions and interrupts unless a role card grants another one.\n\n### Passives and Effects\n\nNo persistent effect is active on the base creature. Equipment, training, saddles, rank, and assignment effects belong to the deployed role card.\n\n### Traits\n\n| Trait | Rule |\n| --- | --- |\n| Four-Armed Embodiment | Has four manipulatory arms. Its four usable arms enable the Four-arm cluster and block-and-counter actions listed on this card; training still supplies their percentages. |\n\n## Unit Card\n\n| Unit status | Value |\n| --- | --- |\n| Organization | One-model baseline unit |\n| Members | 1 Chitine |\n| Unit hit dice | 2 / 2 HD |\n| Speed | 5 ft/s walking |\n| Footprint / exposure | Small; 5-ft diameter |\n| Morale / cohesion | Use the deployed role, handler, faction, and location conditions |\n\n##### Unarmed strike\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One adjacent unit or creature\n- **Skill:** Untrained weapon or effect Skill\n- **`toEffect` / result:** Four-arm cluster: resolve four separate `toHit → toDefend → toEffect` sequences, one for each usable arm. `1d6 toEffect`. Standard single-target damage; weapon and web-working use belong to trained roles.\n\n\n## Information\n\n### Description\n\nA Small four-armed spider-humanoid of the Web Brood. Clothing, tools, and learned silk work depend on the role.\n\n### Habitat and Ecology\n\nChitines build the silk routes, warrens, traps, and mounted raiding parties of the southeast Web Brood. They operate the entry outposts and most lower-level sites.\n\n### Behaviour\n\nUse the deployed role card for tactics, morale, knowledge, and equipment.\n\n### Equipment\n\nNone inherent. Clothing, tools, armor, weapons, harness, and recoverable items come from the deployed role or location record.\n\n### Harvesting\n\nNo standard harvesting entry is assigned by this base card.\n\n### Other Information\n\n**Assistant-authored draft:** This card supplies the missing canonical base creature or embodiment requested for the Delve. Choose a linked Chitine role for an encounter-ready individual.\n\n## References\n\n**src_reference:**\n\n- [Chitine Forester role example](../../arc2/the-dungeon-delve/monster/488199b5-e190-5ff7-987c-c295a2b3fe48.html)\n\n**Game records:** [Monster and NPC index](../../arc2/the-dungeon-delve/monster/README.html)\n\n**Canonical links:** [Monster index](../../arc2/the-dungeon-delve/monster/README.html) · [Shared Delve biome](../../arc2/the-dungeon-delve/map/7a65e43e-fa7e-5b0b-a195-27f9964e576f/biome/ebe14ee7-f8b4-5efb-b222-0bf60f777f43.html) · [Faction context](../../arc2/the-dungeon-delve/biome/6b8d9e84-3e5a-536a-9bcb-21f13e1e58e1.html)\n",
      "tags": [
        "arc.2.1.1",
        "arc.2.2.4"
      ],
      "summary": "A Small four-armed Web Brood person whose embodiment supports life and work across silk routes and warrens.",
      "images": [
        {
          "alt": "Chitine",
          "path": "monster_compendium/chitine/chitine.png"
        }
      ]
    },
    {
      "id": "ettercap",
      "title": "Ettercap",
      "type": "monster",
      "status": "approved",
      "src_system": "Ninefold Arc",
      "src_rule": "Ettercap",
      "src_reference_url": "arc2/the-dungeon-delve/monster/ed463c9e-555f-4bc9-b968-5292a9948947.html",
      "markdown": "template:monster.4\n\n## Summary\n\n**name:** Ettercap\n\n**unique_game_id:** ed463c9e-555f-4bc9-b968-5292a9948947\n\n**images:**\n\n![Ettercap](ettercap/ettercap.png)\n\n**summary:** A Medium Web Brood spider-humanoid whose larger embodiment supports deep-web hunting, spider tending, and command roles.\n\n## Individual Combat Card\n\n| Field | Value |\n| --- | --- |\n| HP | 14 / 14 |\n| Hit dice | 4 / 4 HD |\n| Active toDefend | One d6 per remaining HD; each result below 3 removes one HD |\n| 10% | 5 ft/s walking |\n\n##### Stamina\n\n- **Current / maximum:** 5 / 5\n- **Recovery:** Recover 1 after 5 consecutive Idle ticks\n\n\n### Stats\n\n#### Mind\n\n| Field | Value |\n| --- | --- |\n| IQ | +14% |\n| EQ | +12% |\n| Will | +13% |\n| Reflexes | +14% |\n| Perception | +14% |\n\n#### Embodiment\n\n| Field | Value |\n| --- | --- |\n| STR | +16% |\n| DEX | +10% |\n| CON | +12% |\n\n### Senses\n\n##### [Common Sight](../player/senses/common-sight.html)\n\n- **Range and conditions:** See canonical method\n- **Effect or limit:** Ordinary visual range and obstruction rules.\n\n##### [Common Hearing](../player/senses/common-hearing.html)\n\n- **Range and conditions:** See canonical method\n- **Effect or limit:** Ordinary auditory range and obstruction rules.\n\n##### [Darkvision](../player/senses/darkvision.html)\n\n- **Range and conditions:** 60 ft.\n- **Effect or limit:** Ettercap embodiment baseline.\n\n\n## Skills and Combat Checks\n\n### Attack Skills\n\n`toHit = Stat + Skill + Buff Bonus - Debuff Bonus`\n\n##### [Untrained weapon or effect Skill](../player/roll-check.html)\n\n- **Type:** proficiency\n- **Stat:** REFLEXES\n- **Stat bonus:** +14%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 14 + 0 + 0 - 0\n- **`toHit` total:** **14%**\n- **SP spent:** 0\n\n\n### Defense Skills\n\n##### [Untrained Evasion](../player/combat/individual-combat.html)\n\n- **Type:** proficiency\n- **Stat:** DEX\n- **Stat bonus:** +10%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 10 + 0 + 0 - 0\n- **Active `toDefend` total:** **10%**\n- **SP spent:** 0\n\n\n##### None\n\n- **Modifier:** **+0%**\n- **Applies when:** While the listed armour or shield can answer the incoming effect\n\n\n### Utility Skills\n\n##### None recorded\n\n- **Type:** —\n- **Stat:** —\n- **Path bonus:** +0%\n- **SP spent:** 0\n- **Use:** No trained utility Skill on this card\n\nThe attacker rolls `toHit`. If it passes, the defender rolls active `toDefend` and adds applicable passive `toDefend` modifiers. Roll `toEffect` only when the offense passes and the defense fails.\n\n### Skill Funding Ledger\n\nThis base card is an untrained baseline. Learned work, weapon, command, handling, and specialist abilities come from a selected role card and remain Mind skills; they are not embodiment upgrades.\n\n### Embodiment Properties\n\n| Property | Value or rule |\n| --- | --- |\n| Base size | Medium; 5-ft diameter |\n| Armour | 0 intrinsic protection |\n| Movement | 5 ft/s walking |\n| Faction context | Web Brood |\n\n##### All unlisted\n\n- **Passive toDefend modifier:** +0%\n- **Limit:** No intrinsic typed resistance or immunity\n\n\n### Skill Total Summary\n\n| Field | Value |\n| --- | --- |\n| Trained XP | 0 |\n| Total Skill Points | 0 |\n| Spent | 0 |\n| Unspent | 0 |\n\n## Attack Actions\n\n##### Unarmed strike\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One creature in natural reach\n- **Attack Skill:** Untrained weapon or effect Skill\n- **`toEffect` / result:** `1d6 toEffect`. Standard single-target damage; weapon use belongs to a trained role.\n\n\n## Defense Actions\n\n##### Defend\n\n- **Trigger:** A passed `toHit` targets this creature\n- **Cost:** Normal defense opportunity\n- **Defense Skill:** Untrained Evasion\n- **Result / limits:** Add passive `toDefend` (currently +0% from None); success prevents the hit unless stated otherwise.\n\n\n## Utility Actions\n\n##### No special utility action\n\n- **Cost:** —\n- **Target / range:** —\n- **Check:** —\n- **Result / limits:** Use ordinary movement, communication, and environment actions.\n\n\n#### Reactions and Interrupts\n\nUses only the normal shared reactions and interrupts unless a role card grants another one.\n\n### Passives and Effects\n\nNo persistent effect is active on the base creature. Equipment, training, saddles, rank, and assignment effects belong to the deployed role card.\n\n### Traits\n\n| Trait | Rule |\n| --- | --- |\n| Web Contact Sensing | Senses vibration through connected web it touches within 60 ft.; unconnected web transmits nothing. |\n\n## Unit Card\n\n| Unit status | Value |\n| --- | --- |\n| Organization | One-model baseline unit |\n| Members | 1 Ettercap |\n| Unit hit dice | 4 / 4 HD |\n| Speed | 5 ft/s walking |\n| Footprint / exposure | Medium; 5-ft diameter |\n| Morale / cohesion | Use the deployed role, handler, faction, and location conditions |\n\n##### Unarmed strike\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One adjacent unit or creature\n- **Skill:** Untrained weapon or effect Skill\n- **`toEffect` / result:** `1d6 toEffect`. Standard single-target damage; weapon use belongs to a trained role.\n\n\n## Information\n\n### Description\n\nA large, strong spider-humanoid of the Web Brood. Hunting, tending, and command are learned roles rather than inherent skills.\n\n### Habitat and Ecology\n\nEttercaps direct hunts, tend giant spiders, control deeper web groves, and hold command roles in the Web Brood.\n\n### Behaviour\n\nUse the deployed role card for tactics, morale, knowledge, and equipment.\n\n### Equipment\n\nNone inherent. Clothing, tools, armor, weapons, harness, and recoverable items come from the deployed role or location record.\n\n### Harvesting\n\nNo standard harvesting entry is assigned by this base card.\n\n### Other Information\n\n**Assistant-authored draft:** This card supplies the missing canonical base creature or embodiment requested for the Delve. Choose a linked Ettercap role for an encounter-ready individual.\n\n## References\n\n**src_reference:**\n\n- [Ettercap Soldier role example](../../arc2/the-dungeon-delve/monster/c6236b27-0fad-5289-87e7-44e4c6bed0a4.html)\n\n**Game records:** [Monster and NPC index](../../arc2/the-dungeon-delve/monster/README.html)\n\n**Canonical links:** [Monster index](../../arc2/the-dungeon-delve/monster/README.html) · [Shared Delve biome](../../arc2/the-dungeon-delve/map/7a65e43e-fa7e-5b0b-a195-27f9964e576f/biome/ebe14ee7-f8b4-5efb-b222-0bf60f777f43.html) · [Faction context](../../arc2/the-dungeon-delve/biome/6b8d9e84-3e5a-536a-9bcb-21f13e1e58e1.html)\n",
      "tags": [
        "arc.2.1.1",
        "arc.2.2.4"
      ],
      "summary": "A Medium Web Brood spider-humanoid whose larger embodiment supports deep-web hunting, spider tending, and command roles.",
      "images": [
        {
          "alt": "Ettercap",
          "path": "monster_compendium/ettercap/ettercap.png"
        }
      ]
    },
    {
      "id": "giant-bat",
      "title": "Giant Bat",
      "type": "monster",
      "status": "approved",
      "src_system": "Ninefold Arc",
      "src_rule": "Giant Bat",
      "src_reference_url": "arc2/the-dungeon-delve/monster/7af9cf2b-63eb-4f33-a9b7-427dccd3d43f.html",
      "markdown": "template:monster.4\n\n## Summary\n\n**name:** Giant Bat\n\n**unique_game_id:** 7af9cf2b-63eb-4f33-a9b7-427dccd3d43f\n\n**images:**\n\n![Giant Bat](giant-bat/giant-bat.png)\n\n**summary:** A large cavern bat used by the Goblin Host as a scout, pursuit animal, and flying mount.\n\n## Individual Combat Card\n\n| Field | Value |\n| --- | --- |\n| HP | 10.5 / 10.5 |\n| Hit dice | 3 / 3 HD |\n| Active toDefend | One d6 per remaining HD; each result below 3 removes one HD |\n| 9% | 8 ft/s walking; 12 ft/s flying |\n\n##### Stamina\n\n- **Current / maximum:** 4 / 4\n- **Recovery:** Recover 1 after 5 consecutive Idle ticks\n\n\n### Stats\n\n#### Mind\n\n| Field | Value |\n| --- | --- |\n| IQ | +12% |\n| EQ | +10% |\n| Will | +11% |\n| Reflexes | +12% |\n| Perception | +12% |\n\n#### Embodiment\n\n| Field | Value |\n| --- | --- |\n| STR | +14% |\n| DEX | +9% |\n| CON | +11% |\n\n### Senses\n\n##### [Common Sight](../player/senses/common-sight.html)\n\n- **Range and conditions:** See canonical method\n- **Effect or limit:** Ordinary visual range and obstruction rules.\n\n##### [Common Hearing](../player/senses/common-hearing.html)\n\n- **Range and conditions:** See canonical method\n- **Effect or limit:** Ordinary auditory range and obstruction rules.\n\n##### [Blindsight](../player/senses/blindsight.html)\n\n- **Range and conditions:** 60 ft.; sound-dependent\n- **Effect or limit:** Deafening or sound-blocking barriers disable it.\n\n\n## Skills and Combat Checks\n\n### Attack Skills\n\n`toHit = Stat + Skill + Buff Bonus - Debuff Bonus`\n\n##### [Untrained weapon or effect Skill](../player/roll-check.html)\n\n- **Type:** proficiency\n- **Stat:** REFLEXES\n- **Stat bonus:** +12%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 12 + 0 + 0 - 0\n- **`toHit` total:** **12%**\n- **SP spent:** 0\n\n\n### Defense Skills\n\n##### [Untrained Evasion](../player/combat/individual-combat.html)\n\n- **Type:** proficiency\n- **Stat:** DEX\n- **Stat bonus:** +9%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 9 + 0 + 0 - 0\n- **Active `toDefend` total:** **9%**\n- **SP spent:** 0\n\n\n##### None\n\n- **Modifier:** **+0%**\n- **Applies when:** While the listed armour or shield can answer the incoming effect\n\n\n### Utility Skills\n\n##### None recorded\n\n- **Type:** —\n- **Stat:** —\n- **Path bonus:** +0%\n- **SP spent:** 0\n- **Use:** No trained utility Skill on this card\n\nThe attacker rolls `toHit`. If it passes, the defender rolls active `toDefend` and adds applicable passive `toDefend` modifiers. Roll `toEffect` only when the offense passes and the defense fails.\n\n### Skill Funding Ledger\n\nThis base card is an untrained baseline. Learned work, weapon, command, handling, and specialist abilities come from a selected role card and remain Mind skills; they are not embodiment upgrades.\n\n### Embodiment Properties\n\n| Property | Value or rule |\n| --- | --- |\n| Base size | Large; 10-ft diameter |\n| Armour | 0 intrinsic protection |\n| Movement | 8 ft/s walking; 12 ft/s flying |\n| Faction context | Goblin Host |\n\n##### All unlisted\n\n- **Passive toDefend modifier:** +0%\n- **Limit:** No intrinsic typed resistance or immunity\n\n\n### Skill Total Summary\n\n| Field | Value |\n| --- | --- |\n| Trained XP | 0 |\n| Total Skill Points | 0 |\n| Spent | 0 |\n| Unspent | 0 |\n\n## Attack Actions\n\n##### Bite\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One creature in natural reach\n- **Attack Skill:** Untrained weapon or effect Skill\n- **`toEffect` / result:** `2d6 toEffect`. Standard single-target damage.\n\n\n## Defense Actions\n\n##### Defend\n\n- **Trigger:** A passed `toHit` targets this creature\n- **Cost:** Normal defense opportunity\n- **Defense Skill:** Untrained Evasion\n- **Result / limits:** Add passive `toDefend` (currently +0% from None); success prevents the hit unless stated otherwise.\n\n\n## Utility Actions\n\n##### No special utility action\n\n- **Cost:** —\n- **Target / range:** —\n- **Check:** —\n- **Result / limits:** Use ordinary movement, communication, and environment actions.\n\n\n#### Reactions and Interrupts\n\nUses only the normal shared reactions and interrupts unless a role card grants another one.\n\n### Passives and Effects\n\nNo persistent effect is active on the base creature. Equipment, training, saddles, rank, and assignment effects belong to the deployed role card.\n\n### Traits\n\n| Trait | Rule |\n| --- | --- |\n| Echo Navigation | Uses sound-dependent Blindsight within 60 ft.; it cannot identify colour or writing. |\n\n## Unit Card\n\n| Unit status | Value |\n| --- | --- |\n| Organization | One-model baseline unit |\n| Members | 1 Giant Bat |\n| Unit hit dice | 3 / 3 HD |\n| Speed | 8 ft/s walking; 12 ft/s flying |\n| Footprint / exposure | Large; 10-ft diameter |\n| Morale / cohesion | Use the deployed role, handler, faction, and location conditions |\n\n##### Bite\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One adjacent unit or creature\n- **Skill:** Untrained weapon or effect Skill\n- **`toEffect` / result:** `2d6 toEffect`. Standard single-target damage.\n\n\n## Information\n\n### Description\n\nAn enormous dark-furred cave bat with the wing strength to carry a properly harnessed Small rider.\n\n### Habitat and Ecology\n\nThe Goblin Host trains giant bats as scouts, pursuit animals, and fast mounts across broken shafts. Roost towers and feeding platforms mark active goblin sites.\n\n### Behaviour\n\nSeek an open flight path and familiar roost; trained individuals use the separate mount role.\n\n### Equipment\n\nNone inherent. Clothing, tools, armor, weapons, harness, and recoverable items come from the deployed role or location record.\n\n### Harvesting\n\nNo standard harvesting entry is assigned by this base card.\n\n### Other Information\n\n**Assistant-authored draft:** This card supplies the missing canonical base creature or embodiment requested for the Delve. Training and harness use come from the Giant Bat Mount role.\n\n## References\n\n**src_reference:**\n\n- [Giant Bat Mount](../../arc2/the-dungeon-delve/monster/ae57d4d0-2af2-5d8d-b8fd-88dab17ee716.html)\n\n**Game records:** [Monster and NPC index](../../arc2/the-dungeon-delve/monster/README.html)\n\n**Canonical links:** [Monster index](../../arc2/the-dungeon-delve/monster/README.html) · [Shared Delve biome](../../arc2/the-dungeon-delve/map/7a65e43e-fa7e-5b0b-a195-27f9964e576f/biome/ebe14ee7-f8b4-5efb-b222-0bf60f777f43.html) · [Faction context](../../arc2/the-dungeon-delve/biome/f88c4a25-c15a-5f16-86d1-e7b919c02928.html)\n",
      "tags": [
        "arc.2.1.1",
        "arc.2.2.4"
      ],
      "summary": "A large cavern bat used by the Goblin Host as a scout, pursuit animal, and flying mount.",
      "images": [
        {
          "alt": "Giant Bat",
          "path": "monster_compendium/giant-bat/giant-bat.png"
        }
      ]
    },
    {
      "id": "giant-lizard",
      "title": "Giant Lizard",
      "type": "monster",
      "status": "approved",
      "src_system": "Ninefold Arc",
      "src_rule": "Giant Lizard",
      "src_reference_url": "arc2/the-dungeon-delve/monster/3006a7cb-9d76-5966-93c8-de16aad998ae.html",
      "markdown": "template:monster.4\n\n# Giant Lizard — General Monster Card\n\n**unique_game_id:** 3006a7cb-9d76-5966-93c8-de16aad998ae\n\n![Iron Compact giant riding lizard](giant-lizard/giant-riding-lizard-mount.png)\n\n## Base Creature\n\n- **D&D 2024 sources:** [D&D Beyond](https://www.dndbeyond.com/monsters/5195022-giant-lizard) · [D&D Wiki](https://dnd-wiki.org/wiki/Giant_Lizard_(5e24)) · [Roll20](https://roll20.net/compendium/dnd5e/Monsters%3AGiant%20Lizard?expansion=33335)\n- **Creature family:** Giant Lizard\n- **Natural identity:** Large climbing reptile suited to caverns, hauling, riding, and pursuit.\n\n## Innate Actions\n\n- **Bite:** Natural close attack.\n- **Wall Scramble:** Crosses rough walls and ceilings without ordinary movement penalties.\n\n## Innate Traits\n\n- **Cave Adapted:** Functions in darkness and rough subterranean terrain.\n\n## Available Jobs\n\nWild, Mount, and War Mount. A job supplies training, equipment, advancement spending, and encounter behavior; it does not replace this base creature card.\n\n## Instance Sheets\n\n- [Iron Compact Giant Riding Lizard — 1,500 XP Mount](../../arc2/the-dungeon-delve/monster/1866dda2-8c04-56db-91fb-8c2691464132.html)\n\n## Skills and Combat Checks\n\n### Attack Skills\n\n`toHit = Stat + Skill + Buff Bonus - Debuff Bonus`\n\n##### [Untrained weapon or effect Skill](../player/roll-check.html)\n\n- **Type:** proficiency\n- **Stat:** REFLEXES\n- **Stat bonus:** +10%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 10 + 0 + 0 - 0\n- **`toHit` total:** **10%**\n- **SP spent:** 0\n\n\n### Defense Skills\n\n##### [Untrained Evasion](../player/combat/individual-combat.html)\n\n- **Type:** proficiency\n- **Stat:** DEX\n- **Stat bonus:** +10%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 10 + 0 + 0 - 0\n- **Active `toDefend` total:** **10%**\n- **SP spent:** 0\n\n\n##### None\n\n- **Modifier:** **+0%**\n- **Applies when:** While the listed armour or shield can answer the incoming effect\n\n\n### Utility Skills\n\n##### None recorded\n\n- **Type:** —\n- **Stat:** —\n- **Path bonus:** +0%\n- **SP spent:** 0\n- **Use:** No trained utility Skill on this card\n\nThe attacker rolls `toHit`. If it passes, the defender rolls active `toDefend` and adds applicable passive `toDefend` modifiers. Roll `toEffect` only when the offense passes and the defense fails.\n\n### Skill Funding Ledger\n\nNo trained Skills are recorded.\n\n### Skill Total Summary\n\n| Field | Value |\n| --- | --- |\n| Trained XP | 0 |\n| Total Skill Points | 0 |\n| Spent | 0 |\n| Unspent | 0 |\n\n## Attack Actions\n\n##### Basic attack\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One target in natural or weapon reach\n- **Attack Skill:** Untrained weapon or effect Skill\n- **`toEffect` / result:** Resolve the carried weapon or natural attack `toEffect`.\n\n\n## Defense Actions\n\n##### Defend\n\n- **Trigger:** A passed `toHit` targets this creature\n- **Cost:** Normal defense opportunity\n- **Defense Skill:** Untrained Evasion\n- **Result / limits:** Add passive `toDefend` (currently +0% from None); success prevents the hit unless stated otherwise.\n\n\n## Utility Actions\n\n##### No special utility action\n\n- **Cost:** —\n- **Target / range:** —\n- **Check:** —\n- **Result / limits:** Use ordinary movement, communication, and environment actions.\n\n\n## Passives and Effects\n\n- No additional passive Skill effect or ongoing condition is active.\n- Passive defense sources are recorded once under Defense Skills.\n\n## References\n",
      "tags": [
        "arc.2.1.1",
        "arc.2.2.4"
      ],
      "summary": "Large climbing reptile suited to caverns, hauling, riding, and pursuit.",
      "images": [
        {
          "alt": "Iron Compact giant riding lizard",
          "path": "monster_compendium/giant-lizard/giant-riding-lizard-mount.png"
        }
      ]
    },
    {
      "id": "giant-spider",
      "title": "Giant Spider",
      "type": "monster",
      "status": "approved",
      "src_system": "Ninefold Arc",
      "src_rule": "Giant Spider",
      "src_reference_url": "arc2/the-dungeon-delve/monster/e2a1ec64-fb37-4b48-a7e8-6ce41d1c91ba.html",
      "markdown": "template:monster.4\n\n## Summary\n\n**name:** Giant Spider\n\n**unique_game_id:** e2a1ec64-fb37-4b48-a7e8-6ce41d1c91ba\n\n**images:**\n\n![Giant Spider](giant-spider/giant-spider.png)\n\n**summary:** A massive web-footed cave predator used by the Web Brood as a guard, hauler, and mount.\n\n## Individual Combat Card\n\n| Field | Value |\n| --- | --- |\n| HP | 10.5 / 10.5 |\n| Hit dice | 3 / 3 HD |\n| Active toDefend | One d6 per remaining HD; each result below 3 removes one HD |\n| 9% | 8 ft/s walking or climbing |\n\n##### Stamina\n\n- **Current / maximum:** 4 / 4\n- **Recovery:** Recover 1 after 5 consecutive Idle ticks\n\n\n### Stats\n\n#### Mind\n\n| Field | Value |\n| --- | --- |\n| IQ | +12% |\n| EQ | +10% |\n| Will | +11% |\n| Reflexes | +12% |\n| Perception | +12% |\n\n#### Embodiment\n\n| Field | Value |\n| --- | --- |\n| STR | +14% |\n| DEX | +9% |\n| CON | +11% |\n\n### Senses\n\n##### [Common Sight](../player/senses/common-sight.html)\n\n- **Range and conditions:** See canonical method\n- **Effect or limit:** Ordinary visual range and obstruction rules.\n\n##### [Common Hearing](../player/senses/common-hearing.html)\n\n- **Range and conditions:** See canonical method\n- **Effect or limit:** Ordinary auditory range and obstruction rules.\n\n##### [Darkvision](../player/senses/darkvision.html)\n\n- **Range and conditions:** 60 ft.\n- **Effect or limit:** Giant Spider embodiment baseline.\n\n\n## Skills and Combat Checks\n\n### Attack Skills\n\n`toHit = Stat + Skill + Buff Bonus - Debuff Bonus`\n\n##### [Untrained weapon or effect Skill](../player/roll-check.html)\n\n- **Type:** proficiency\n- **Stat:** REFLEXES\n- **Stat bonus:** +12%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 12 + 0 + 0 - 0\n- **`toHit` total:** **12%**\n- **SP spent:** 0\n\n\n### Defense Skills\n\n##### [Untrained Evasion](../player/combat/individual-combat.html)\n\n- **Type:** proficiency\n- **Stat:** DEX\n- **Stat bonus:** +9%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 9 + 0 + 0 - 0\n- **Active `toDefend` total:** **9%**\n- **SP spent:** 0\n\n\n##### None\n\n- **Modifier:** **+0%**\n- **Applies when:** While the listed armour or shield can answer the incoming effect\n\n\n### Utility Skills\n\n##### None recorded\n\n- **Type:** —\n- **Stat:** —\n- **Path bonus:** +0%\n- **SP spent:** 0\n- **Use:** No trained utility Skill on this card\n\nThe attacker rolls `toHit`. If it passes, the defender rolls active `toDefend` and adds applicable passive `toDefend` modifiers. Roll `toEffect` only when the offense passes and the defense fails.\n\n### Skill Funding Ledger\n\nThis base card is an untrained baseline. Learned work, weapon, command, handling, and specialist abilities come from a selected role card and remain Mind skills; they are not embodiment upgrades.\n\n### Embodiment Properties\n\n| Property | Value or rule |\n| --- | --- |\n| Base size | Large; 10-ft diameter |\n| Armour | 0 intrinsic protection |\n| Movement | 8 ft/s walking or climbing |\n| Faction context | Web Brood |\n\n##### All unlisted\n\n- **Passive toDefend modifier:** +0%\n- **Limit:** No intrinsic typed resistance or immunity\n\n\n### Skill Total Summary\n\n| Field | Value |\n| --- | --- |\n| Trained XP | 0 |\n| Total Skill Points | 0 |\n| Spent | 0 |\n| Unspent | 0 |\n\n## Attack Actions\n\n##### Venomous bite\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One creature in natural reach\n- **Attack Skill:** Untrained weapon or effect Skill\n- **`toEffect` / result:** Each unblocked bite deals standard bite damage plus 2d6 Poison hit-point damage; Poison immunity prevents the poison component.\n\n\n## Defense Actions\n\n##### Defend\n\n- **Trigger:** A passed `toHit` targets this creature\n- **Cost:** Normal defense opportunity\n- **Defense Skill:** Untrained Evasion\n- **Result / limits:** Add passive `toDefend` (currently +0% from None); success prevents the hit unless stated otherwise.\n\n\n## Utility Actions\n\n##### No special utility action\n\n- **Cost:** —\n- **Target / range:** —\n- **Check:** —\n- **Result / limits:** Use ordinary movement, communication, and environment actions.\n\n\n#### Reactions and Interrupts\n\nUses only the normal shared reactions and interrupts unless a role card grants another one.\n\n### Passives and Effects\n\nNo persistent effect is active on the base creature. Equipment, training, saddles, rank, and assignment effects belong to the deployed role card.\n\n### Traits\n\n| Trait | Rule |\n| --- | --- |\n| Venom | The bite carries the listed Poison component; it adds no unstated paralysis or ongoing condition. |\n| Web Footing | Crosses supported web without a movement penalty and senses vibration through connected web it touches within 60 ft. |\n\n## Unit Card\n\n| Unit status | Value |\n| --- | --- |\n| Organization | One-model baseline unit |\n| Members | 1 Giant Spider |\n| Unit hit dice | 3 / 3 HD |\n| Speed | 8 ft/s walking or climbing |\n| Footprint / exposure | Large; 10-ft diameter |\n| Morale / cohesion | Use the deployed role, handler, faction, and location conditions |\n\n##### Venomous bite\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One adjacent unit or creature\n- **Skill:** Untrained weapon or effect Skill\n- **`toEffect` / result:** `2d6 toEffect`. Each unblocked bite deals standard bite damage plus 2d6 Poison hit-point damage; Poison immunity prevents the poison component.\n\n\n## Information\n\n### Description\n\nA heavy cave spider with venomous fangs, strong climbing limbs, and a body large enough to carry a trained rider.\n\n### Habitat and Ecology\n\nGiant spiders hunt throughout the southeast webs. The Web Brood uses them as guards, hauling animals, and mounts; silk bridges and anchor lines form routes that other creatures cannot safely use.\n\n### Behaviour\n\nHold connected web routes and retreat along secure anchors; trained individuals use the separate mount role.\n\n### Equipment\n\nNone inherent. Clothing, tools, armor, weapons, harness, and recoverable items come from the deployed role or location record.\n\n### Harvesting\n\nNo standard harvesting entry is assigned by this base card.\n\n### Other Information\n\n**Assistant-authored draft:** This card supplies the missing canonical base creature or embodiment requested for the Delve. Training and harness use come from the Giant Spider Mount role.\n\n## References\n\n**src_reference:**\n\n- [Giant Spider Mount](../../arc2/the-dungeon-delve/monster/bb02d370-79cc-55d3-aed3-7e16cde7cd06.html)\n\n**Game records:** [Monster and NPC index](../../arc2/the-dungeon-delve/monster/README.html)\n\n**Canonical links:** [Monster index](../../arc2/the-dungeon-delve/monster/README.html) · [Shared Delve biome](../../arc2/the-dungeon-delve/map/7a65e43e-fa7e-5b0b-a195-27f9964e576f/biome/ebe14ee7-f8b4-5efb-b222-0bf60f777f43.html) · [Faction context](../../arc2/the-dungeon-delve/biome/6b8d9e84-3e5a-536a-9bcb-21f13e1e58e1.html)\n",
      "tags": [
        "arc.2.1.1",
        "arc.2.2.4"
      ],
      "summary": "A massive web-footed cave predator used by the Web Brood as a guard, hauler, and mount.",
      "images": [
        {
          "alt": "Giant Spider",
          "path": "monster_compendium/giant-spider/giant-spider.png"
        }
      ]
    },
    {
      "id": "goblin",
      "title": "Goblin",
      "type": "monster",
      "status": "approved",
      "src_system": "Ninefold Arc",
      "src_rule": "Goblin",
      "src_reference_url": "arc2/the-dungeon-delve/monster/2f51aa66-9f51-4db8-8e4b-6dc0d2dad9f7.html",
      "markdown": "template:monster.4\n\n## Summary\n\n**name:** Goblin\n\n**unique_game_id:** 2f51aa66-9f51-4db8-8e4b-6dc0d2dad9f7\n\n**images:**\n\n![Goblin](goblin/goblin.png)\n\n**summary:** The Small-bodied people who make up most Goblin Host workers, scavengers, trappers, raiders, and bat handlers.\n\n## Individual Combat Card\n\n| Field | Value |\n| --- | --- |\n| HP | 10.5 / 10.5 |\n| Hit dice | 3 / 3 HD |\n| Active toDefend | One d6 per remaining HD; each result below 3 removes one HD |\n| 12% | 5 ft/s walking |\n\n##### Stamina\n\n- **Current / maximum:** 4 / 4\n- **Recovery:** Recover 1 after 5 consecutive Idle ticks\n\n\n### Stats\n\n#### Mind\n\n| Field | Value |\n| --- | --- |\n| IQ | +12% |\n| EQ | +10% |\n| Will | +11% |\n| Reflexes | +12% |\n| Perception | +12% |\n\n#### Embodiment\n\n| Field | Value |\n| --- | --- |\n| STR | +8% |\n| DEX | +12% |\n| CON | +9% |\n\n### Senses\n\n##### [Common Sight](../player/senses/common-sight.html)\n\n- **Range and conditions:** See canonical method\n- **Effect or limit:** Ordinary visual range and obstruction rules.\n\n##### [Common Hearing](../player/senses/common-hearing.html)\n\n- **Range and conditions:** See canonical method\n- **Effect or limit:** Ordinary auditory range and obstruction rules.\n\n##### [Darkvision](../player/senses/darkvision.html)\n\n- **Range and conditions:** 60 ft.\n- **Effect or limit:** Goblin embodiment baseline.\n\n\n## Skills and Combat Checks\n\n### Attack Skills\n\n`toHit = Stat + Skill + Buff Bonus - Debuff Bonus`\n\n##### [Untrained weapon or effect Skill](../player/roll-check.html)\n\n- **Type:** proficiency\n- **Stat:** REFLEXES\n- **Stat bonus:** +12%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 12 + 0 + 0 - 0\n- **`toHit` total:** **12%**\n- **SP spent:** 0\n\n\n### Defense Skills\n\n##### [Quick Evasion / Uncanny Dodge](../skill_compendium/movement-and-coordination.html)\n\n- **Type:** proficiency\n- **Stat:** DEX\n- **Stat bonus:** +12%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 12 + 0 + 0 - 0\n- **Active `toDefend` total:** **12%**\n- **SP spent:** 0\n\n\n##### None\n\n- **Modifier:** **+0%**\n- **Applies when:** While the listed armour or shield can answer the incoming effect\n\n\n### Utility Skills\n\n##### None recorded\n\n- **Type:** —\n- **Stat:** —\n- **Path bonus:** +0%\n- **SP spent:** 0\n- **Use:** No trained utility Skill on this card\n\nThe attacker rolls `toHit`. If it passes, the defender rolls active `toDefend` and adds applicable passive `toDefend` modifiers. Roll `toEffect` only when the offense passes and the defense fails.\n\n### Skill Funding Ledger\n\nThis base card is an untrained baseline. Learned work, weapon, command, handling, and specialist abilities come from a selected role card and remain Mind skills; they are not embodiment upgrades.\n\n### Embodiment Properties\n\n| Property | Value or rule |\n| --- | --- |\n| Base size | Small; 5-ft diameter |\n| Armour | 0 intrinsic protection |\n| Movement | 5 ft/s walking |\n| Faction context | Goblin Host |\n\n##### All unlisted\n\n- **Passive toDefend modifier:** +0%\n- **Limit:** No intrinsic typed resistance or immunity\n\n\n### Skill Total Summary\n\n| Field | Value |\n| --- | --- |\n| Trained XP | 0 |\n| Total Skill Points | 0 |\n| Spent | 0 |\n| Unspent | 0 |\n\n## Attack Actions\n\n##### Unarmed strike\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One creature in natural reach\n- **Attack Skill:** Untrained weapon or effect Skill\n- **`toEffect` / result:** `1d6 toEffect`. Standard single-target damage; weapon use belongs to a trained role.\n\n\n## Defense Actions\n\n##### Defend\n\n- **Trigger:** A passed `toHit` targets this creature\n- **Cost:** Normal defense opportunity\n- **Defense Skill:** Quick Evasion / Uncanny Dodge\n- **Result / limits:** Add passive `toDefend` (currently +0% from None); success prevents the hit unless stated otherwise.\n\n##### Quick Evasion / Uncanny Dodge\n\n- **Trigger:** A visible attack or area includes this creature\n- **Cost:** Normal defense opportunity\n- **Defense Skill:** Quick Evasion / Uncanny Dodge\n- **Result / limits:** Use DEX plus the listed evasion Skill; cover may add its normal modifier.\n\n\n## Utility Actions\n\n##### No special utility action\n\n- **Cost:** —\n- **Target / range:** —\n- **Check:** —\n- **Result / limits:** Use ordinary movement, communication, and environment actions.\n\n\n#### Reactions and Interrupts\n\nUses only the normal shared reactions and interrupts unless a role card grants another one.\n\n### Passives and Effects\n\nNo persistent effect is active on the base creature. Equipment, training, saddles, rank, and assignment effects belong to the deployed role card.\n\n### Traits\n\n| Trait | Rule |\n| --- | --- |\n| Cave Adapted | Darkvision is embodied; learned work and weapon abilities come from the mind and role card. |\n\n## Unit Card\n\n| Unit status | Value |\n| --- | --- |\n| Organization | One-model baseline unit |\n| Members | 1 Goblin |\n| Unit hit dice | 3 / 3 HD |\n| Speed | 5 ft/s walking |\n| Footprint / exposure | Small; 5-ft diameter |\n| Morale / cohesion | Use the deployed role, handler, faction, and location conditions |\n\n##### Unarmed strike\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One adjacent unit or creature\n- **Skill:** Untrained weapon or effect Skill\n- **`toEffect` / result:** `1d6 toEffect`. Standard single-target damage; weapon use belongs to a trained role.\n\n\n## Information\n\n### Description\n\nA wiry cave-dwelling Goblin Host adult. Clothing and carried gear depend on the actual work assignment.\n\n### Habitat and Ecology\n\nGoblins form the workers, scavengers, trappers, raiders, and bat handlers of the southwest Goblin Host. Entry outposts contain workers protected by Level 1-2 guards.\n\n### Behaviour\n\nUse the deployed role card for tactics, morale, knowledge, and equipment.\n\n### Equipment\n\nNone inherent. Clothing, tools, armor, weapons, harness, and recoverable items come from the deployed role or location record.\n\n### Harvesting\n\nNo standard harvesting entry is assigned by this base card.\n\n### Other Information\n\n**Assistant-authored draft:** This card supplies the missing canonical base creature or embodiment requested for the Delve. Choose a linked Goblin role for an encounter-ready individual.\n\n## References\n\n**src_reference:**\n\n- [Goblin Cook role example](../../arc2/the-dungeon-delve/monster/fbeaeca8-9af7-5576-858a-28683b5b9912.html)\n\n**Game records:** [Monster and NPC index](../../arc2/the-dungeon-delve/monster/README.html)\n\n**Canonical links:** [Monster index](../../arc2/the-dungeon-delve/monster/README.html) · [Shared Delve biome](../../arc2/the-dungeon-delve/map/7a65e43e-fa7e-5b0b-a195-27f9964e576f/biome/ebe14ee7-f8b4-5efb-b222-0bf60f777f43.html) · [Faction context](../../arc2/the-dungeon-delve/biome/f88c4a25-c15a-5f16-86d1-e7b919c02928.html)\n",
      "tags": [
        "arc.2.1.1",
        "arc.2.2.4"
      ],
      "summary": "The Small-bodied people who make up most Goblin Host workers, scavengers, trappers, raiders, and bat handlers.",
      "images": [
        {
          "alt": "Goblin",
          "path": "monster_compendium/goblin/goblin.png"
        }
      ]
    },
    {
      "id": "hobgoblin",
      "title": "Hobgoblin",
      "type": "monster",
      "status": "approved",
      "src_system": "Ninefold Arc",
      "src_rule": "Hobgoblin",
      "src_reference_url": "arc2/the-dungeon-delve/monster/f8f3d01c-f753-4a8a-8ed6-2cf937f841cb.html",
      "markdown": "template:monster.4\n\n## Summary\n\n**name:** Hobgoblin\n\n**unique_game_id:** f8f3d01c-f753-4a8a-8ed6-2cf937f841cb\n\n**images:**\n\n![Hobgoblin](hobgoblin/hobgoblin.png)\n\n**summary:** The Medium-bodied people who supply organized soldiers and upper command within the Goblin Host.\n\n## Individual Combat Card\n\n| Field | Value |\n| --- | --- |\n| HP | 14 / 14 |\n| Hit dice | 4 / 4 HD |\n| Active toDefend | One d6 per remaining HD; each result below 3 removes one HD |\n| 10% | 5 ft/s walking |\n\n##### Stamina\n\n- **Current / maximum:** 5 / 5\n- **Recovery:** Recover 1 after 5 consecutive Idle ticks\n\n\n### Stats\n\n#### Mind\n\n| Field | Value |\n| --- | --- |\n| IQ | +14% |\n| EQ | +12% |\n| Will | +13% |\n| Reflexes | +14% |\n| Perception | +14% |\n\n#### Embodiment\n\n| Field | Value |\n| --- | --- |\n| STR | +16% |\n| DEX | +10% |\n| CON | +12% |\n\n### Senses\n\n##### [Common Sight](../player/senses/common-sight.html)\n\n- **Range and conditions:** See canonical method\n- **Effect or limit:** Ordinary visual range and obstruction rules.\n\n##### [Common Hearing](../player/senses/common-hearing.html)\n\n- **Range and conditions:** See canonical method\n- **Effect or limit:** Ordinary auditory range and obstruction rules.\n\n##### [Darkvision](../player/senses/darkvision.html)\n\n- **Range and conditions:** 60 ft.\n- **Effect or limit:** Hobgoblin embodiment baseline.\n\n\n## Skills and Combat Checks\n\n### Attack Skills\n\n`toHit = Stat + Skill + Buff Bonus - Debuff Bonus`\n\n##### [Untrained weapon or effect Skill](../player/roll-check.html)\n\n- **Type:** proficiency\n- **Stat:** REFLEXES\n- **Stat bonus:** +14%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 14 + 0 + 0 - 0\n- **`toHit` total:** **14%**\n- **SP spent:** 0\n\n\n### Defense Skills\n\n##### [Untrained Evasion](../player/combat/individual-combat.html)\n\n- **Type:** proficiency\n- **Stat:** DEX\n- **Stat bonus:** +10%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 10 + 0 + 0 - 0\n- **Active `toDefend` total:** **10%**\n- **SP spent:** 0\n\n\n##### None\n\n- **Modifier:** **+0%**\n- **Applies when:** While the listed armour or shield can answer the incoming effect\n\n\n### Utility Skills\n\n##### None recorded\n\n- **Type:** —\n- **Stat:** —\n- **Path bonus:** +0%\n- **SP spent:** 0\n- **Use:** No trained utility Skill on this card\n\nThe attacker rolls `toHit`. If it passes, the defender rolls active `toDefend` and adds applicable passive `toDefend` modifiers. Roll `toEffect` only when the offense passes and the defense fails.\n\n### Skill Funding Ledger\n\nThis base card is an untrained baseline. Learned work, weapon, command, handling, and specialist abilities come from a selected role card and remain Mind skills; they are not embodiment upgrades.\n\n### Embodiment Properties\n\n| Property | Value or rule |\n| --- | --- |\n| Base size | Medium; 5-ft diameter |\n| Armour | 0 intrinsic protection |\n| Movement | 5 ft/s walking |\n| Faction context | Goblin Host |\n\n##### All unlisted\n\n- **Passive toDefend modifier:** +0%\n- **Limit:** No intrinsic typed resistance or immunity\n\n\n### Skill Total Summary\n\n| Field | Value |\n| --- | --- |\n| Trained XP | 0 |\n| Total Skill Points | 0 |\n| Spent | 0 |\n| Unspent | 0 |\n\n## Attack Actions\n\n##### Unarmed strike\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One creature in natural reach\n- **Attack Skill:** Untrained weapon or effect Skill\n- **`toEffect` / result:** `1d6 toEffect`. Standard single-target damage; weapon use belongs to a trained role.\n\n\n## Defense Actions\n\n##### Defend\n\n- **Trigger:** A passed `toHit` targets this creature\n- **Cost:** Normal defense opportunity\n- **Defense Skill:** Untrained Evasion\n- **Result / limits:** Add passive `toDefend` (currently +0% from None); success prevents the hit unless stated otherwise.\n\n\n## Utility Actions\n\n##### No special utility action\n\n- **Cost:** —\n- **Target / range:** —\n- **Check:** —\n- **Result / limits:** Use ordinary movement, communication, and environment actions.\n\n\n#### Reactions and Interrupts\n\nUses only the normal shared reactions and interrupts unless a role card grants another one.\n\n### Passives and Effects\n\nNo persistent effect is active on the base creature. Equipment, training, saddles, rank, and assignment effects belong to the deployed role card.\n\n### Traits\n\n| Trait | Rule |\n| --- | --- |\n| Cave Adapted | Darkvision is embodied; discipline, command, and weapon abilities come from the mind and role card. |\n\n## Unit Card\n\n| Unit status | Value |\n| --- | --- |\n| Organization | One-model baseline unit |\n| Members | 1 Hobgoblin |\n| Unit hit dice | 4 / 4 HD |\n| Speed | 5 ft/s walking |\n| Footprint / exposure | Medium; 5-ft diameter |\n| Morale / cohesion | Use the deployed role, handler, faction, and location conditions |\n\n##### Unarmed strike\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One adjacent unit or creature\n- **Skill:** Untrained weapon or effect Skill\n- **`toEffect` / result:** `1d6 toEffect`. Standard single-target damage; weapon use belongs to a trained role.\n\n\n## Information\n\n### Description\n\nA tall, powerfully built Goblin Host adult. Rank, armor, weapons, and command authority are not inherent to the embodiment.\n\n### Habitat and Ecology\n\nHobgoblins supply the organized soldiers and upper command of the Goblin Host. They become common from Level 3 onward and hold the Level 5 boss redoubt.\n\n### Behaviour\n\nUse the deployed role card for tactics, morale, knowledge, and equipment.\n\n### Equipment\n\nNone inherent. Clothing, tools, armor, weapons, harness, and recoverable items come from the deployed role or location record.\n\n### Harvesting\n\nNo standard harvesting entry is assigned by this base card.\n\n### Other Information\n\n**Assistant-authored draft:** This card supplies the missing canonical base creature or embodiment requested for the Delve. Choose a linked Hobgoblin role for an encounter-ready individual.\n\n## References\n\n**src_reference:**\n\n- [Hobgoblin Soldier role example](../../arc2/the-dungeon-delve/monster/d71f8076-b744-52ff-8ae4-651ef1add5bf.html)\n\n**Game records:** [Monster and NPC index](../../arc2/the-dungeon-delve/monster/README.html)\n\n**Canonical links:** [Monster index](../../arc2/the-dungeon-delve/monster/README.html) · [Shared Delve biome](../../arc2/the-dungeon-delve/map/7a65e43e-fa7e-5b0b-a195-27f9964e576f/biome/ebe14ee7-f8b4-5efb-b222-0bf60f777f43.html) · [Faction context](../../arc2/the-dungeon-delve/biome/f88c4a25-c15a-5f16-86d1-e7b919c02928.html)\n",
      "tags": [
        "arc.2.1.1",
        "arc.2.2.4"
      ],
      "summary": "The Medium-bodied people who supply organized soldiers and upper command within the Goblin Host.",
      "images": [
        {
          "alt": "Hobgoblin",
          "path": "monster_compendium/hobgoblin/hobgoblin.png"
        }
      ]
    },
    {
      "id": "ironleaf-fern",
      "title": "Ironleaf Fern",
      "type": "monster",
      "status": "approved",
      "src_system": "Ninefold Arc",
      "src_rule": "Ironleaf Fern",
      "src_reference_url": "arc2/the-dungeon-delve/monster/d7f6150a-ffc5-5bfd-9966-466337f3d557.html",
      "markdown": "template:monster.4\n\n# Ironleaf Fern\n\n**unique_game_id:** d7f6150a-ffc5-5bfd-9966-466337f3d557\n\n![Ironleaf fern](ironleaf-fern/ironleaf-fern.png)\n\n\n> **1000 trained XP · 10 SP spent · Beast; beast.** A heat-loving fern that snaps out bitter spores under threat.\n\n## Creature Profile\n\n- **D&D 2024 source — Awakened Shrub or environmental hazard:** [D&D Wiki](https://dnd-wiki.org/wiki/Publication:MM5e24)\n\n| Field | Value |\n| --- | --- |\n| Creature type | Beast |\n| Faction | Iron Compact |\n| Job class | Beast |\n| Encounter role | A heat-loving fern that snaps out bitter spores under threat. |\n| Size | Medium |\n| Base size | 5 ft. diameter |\n| Typical disposition | Instinctive or handler-directed |\n| Languages or signals | None; instinct and trained signals only |\n\n### Health and Resources\n\n| Value | Rating |\n| --- | --- |\n| Hit dice | 1 |\n| Average hit points | 3.5 |\n| Stamina | 2 maximum; normally recover 1 after 5 consecutive Idle ticks |\n\n### Attributes\n\n### Mind\n\n| Field | Value |\n| --- | --- |\n| [IQ](../player/stats.html#iq-intelligence-quotient) | +1% |\n| [EQ](../player/stats.html#eq-emotional-intelligence) | +1% |\n| [Will](../player/stats.html#will-willpower) | +6% |\n| [Reflexes](../player/stats.html#reflexes) | +6% |\n| [Perception](../player/stats.html#perception) | +8% |\n\n\n### Body\n\n| Field | Value |\n| --- | --- |\n| [STR](../player/stats.html#str-strength) | +6% |\n| [DEX](../player/stats.html#dex-dexterity) | +4% |\n| [CON](../player/stats.html#con-constitution) | +10% |\n\n\n## Traits\n\n### Cave Adapted\n\nIgnores ordinary darkness and natural rough-ground penalties in its home tunnels.\n\n## Embodiment Properties\n\n### `properties/physicality`\n\n| Property | Value |\n| --- | --- |\n| Base size | 5 ft. diameter |\n| Walking movement | None |\n\n### `properties/resistances`\n\n##### All unlisted\n\n- **Defense bonus:** +0%\n- **Meaning:** No typed armor\n\n\nAdd the highest applicable resistance to the contested defense roll. If an effect has multiple types, resistance bonuses never stack. See [Embodiment Properties](../player/embodiment-properties.html#properties-resistances).\n\n### `properties/senses`\n\n##### [Common Sight](../player/senses/common-sight.html)\n\n- **Range and conditions:** See canonical method\n- **Effect or limit:** Ordinary visual range and obstruction rules.\n\n##### [Common Hearing](../player/senses/common-hearing.html)\n\n- **Range and conditions:** See canonical method\n- **Effect or limit:** Ordinary auditory range and obstruction rules.\n\n\n\n## Skills and Combat Checks\n\n### Attack Skills\n\n`toHit = Stat + Skill + Buff Bonus - Debuff Bonus`\n\n##### [Untrained weapon or effect Skill](../player/roll-check.html)\n\n- **Type:** proficiency\n- **Stat:** REFLEXES\n- **Stat bonus:** +6%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 6 + 0 + 0 - 0\n- **`toHit` total:** **6%**\n- **SP spent:** 0\n\n\n### Defense Skills\n\n##### [Untrained Evasion](../player/combat/individual-combat.html)\n\n- **Type:** proficiency\n- **Stat:** DEX\n- **Stat bonus:** +4%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 4 + 0 + 0 - 0\n- **Active `toDefend` total:** **4%**\n- **SP spent:** 0\n\n\n##### None\n\n- **Modifier:** **+0%**\n- **Applies when:** While the listed armour or shield can answer the incoming effect\n\n\n### Utility Skills\n\n##### [Awareness and Investigation](../skill_compendium/awareness-and-investigation.html)\n\n- **Type:** proficiency\n- **Stat:** PERCEPTION\n- **Path bonus:** +5%\n- **SP spent:** 5\n- **Use:** Work, knowledge, movement, command, or other utility use from the Skill card\n\n##### [Perception](../skill_compendium/perception.html)\n\n- **Type:** proficiency\n- **Stat:** PERCEPTION\n- **Path bonus:** +9%\n- **SP spent:** 4\n- **Use:** Work, knowledge, movement, command, or other utility use from the Skill card\n\n##### [Movement and Coordination](../skill_compendium/movement-and-coordination.html)\n\n- **Type:** proficiency\n- **Stat:** REFLEXES\n- **Path bonus:** +1%\n- **SP spent:** 1\n- **Use:** Work, knowledge, movement, command, or other utility use from the Skill card\n\nThe attacker rolls `toHit`. If it passes, the defender rolls active `toDefend` and adds applicable passive `toDefend` modifiers. Roll `toEffect` only when the offense passes and the defense fails.\n\n### Skill Funding Ledger\n\n**Assistant-authored draft:** Prerequisites funded within the existing budget. [Training record](../../editorial/monster-skill-review/README.html).\n\n##### [Awareness and Investigation](../skill_compendium/awareness-and-investigation.html)\n\n- **Mind stat:** PERCEPTION\n- **SP / local rating:** 5 / +5%\n- **Path bonus:** +5%\n- **Required parents:** None\n- **Abilities:** Trained Use, Practiced Routine, Specialist Edge\n\n##### [Perception](../skill_compendium/perception.html)\n\n- **Mind stat:** PERCEPTION\n- **SP / local rating:** 4 / +4%\n- **Path bonus:** +9%\n- **Required parents:** [Awareness and Investigation](../skill_compendium/awareness-and-investigation.html) +5%\n- **Abilities:** Trained Use, Practiced Routine\n\n##### [Movement and Coordination](../skill_compendium/movement-and-coordination.html)\n\n- **Mind stat:** REFLEXES\n- **SP / local rating:** 1 / +1%\n- **Path bonus:** +1%\n- **Required parents:** None\n- **Abilities:** Trained Use\n\n\nPath bonuses use one applicable root-to-specialization path; unrelated branches do not stack.\n\n\n### Skill Total Summary\n\n| Field | Value |\n| --- | --- |\n| Trained XP | 1000 |\n| Total Skill Points | 10 |\n| Spent | 10 |\n| Unspent | 0 |\n\n## Attack Actions\n\n##### Basic attack\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One target in weapon or natural reach\n- **Attack Skill:** Untrained weapon or effect Skill\n- **`toEffect` / result:** `1d6 toEffect`. standard single-target damage.\n\n\n## Defense Actions\n\n##### Defend\n\n- **Trigger:** A passed `toHit` targets this creature\n- **Cost:** Normal defense opportunity\n- **Defense Skill:** Untrained Evasion\n- **Result / limits:** Add passive `toDefend` (currently +0% from None); success prevents the hit unless stated otherwise.\n\n\n## Utility Actions\n\n##### Bitter Spore Snap\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** Creatures in its cube\n- **Check:** Contested CON, 1d6\n- **Result / limits:** On a hit a target takes -1d6 on its next action and cannot benefit from scent until then.\n\n\n\n## Passives and Effects\n\nNo additional passive Skill effect or ongoing condition is active. Passive defense sources are recorded once under Defense Skills.\n\n## Equipment\n\n- None. Natural attacks and movement are included in the actions above.\n\nCarried equipment is limited to this job loadout. Worksite tools, room stock, and secured assets are not added to personal inventory unless the scene says this creature signed them out.\n\n## Running the Creature\n\n- **Job expression:** A heat-loving fern that snaps out bitter spores under threat.\n\n**Assistant-authored draft — appearance / signals:** Tough fronds angle toward warm airflow and fold against a sudden heat change.\n\n- **Opening / goal:** Remains on its heated growing surface while collectors approach.\n- **Response:** Snaps its fronds and scatters spores when scorched or trampled, remaining rooted.\n- **Morale:** Cooling the vent or wetting the fronds settles the response.\n- **Social approach:** Control heat and footing before cutting; a spoken threat changes nothing.\n- **Knowledge:** Its frond angle gives nearby workers a visible sign that the airflow has changed.\n\n## Behavior\n\n- **Routine:** Turns its tough fronds toward warm airflow and folds them against sudden heat.\n- **When threatened:** When scorched or trampled, mature fronds snap outward and scatter bitter, eye-watering spores.\n- **Morale and de-escalation:** Cooling the vent, wetting the fronds, or backing away settles the patch.\n\n\n## Harvest and Crafting\n\n##### [Young shoots and intact fronds](../../arc2/the-dungeon-delve/item/4a5df594-2929-58ad-ac93-c795fe8c41ca.html)\n\n- **Check:** IQ (Survival) + DEX\n- **Time:** 10 minutes\n- **Yield:** 1 ration and 1 heat-sensing frond\n- **Crafting uses:** Boiled greens, bitter tonic, wrapping, or a one-use warm-air indicator\n- **Failure consequence:** A failed harvest releases irritating spores and spoils the shoots.\n\n\nHarvesting requires a safe opportunity and suitable cutting, collecting, or preservation tools. The yield belongs to the harvested creature or patch instance and is spent when used in crafting.\n\n\n## Habitat and Organization\n\nThis creature appears where its assigned job is performed. The linked map controls headcount, room stock, alarms, and local conditions; this card controls the creature itself.\n\n## Where Found\n\n- [Iron Compact biome](../../arc2/the-dungeon-delve/map/7a65e43e-fa7e-5b0b-a195-27f9964e576f/biome/ebe14ee7-f8b4-5efb-b222-0bf60f777f43.html#ironleaf-fern)\n\n## Canonical Links\n\n- [Iron Compact monster index](../../arc2/the-dungeon-delve/monster/README.html)\n- [Iron Compact overview](../../arc2/the-dungeon-delve/biome/be7c5af7-4d80-50cf-80ba-0dfbe2953beb.html)\n\nMaps and encounters link here for creature rules. They should not copy this stat block or convert room stock into carried inventory.\n\n## References\n",
      "tags": [
        "arc.2.1.1",
        "arc.2.2.4"
      ],
      "summary": "A heat-loving fern that snaps out bitter spores under threat.",
      "images": [
        {
          "alt": "Ironleaf fern",
          "path": "monster_compendium/ironleaf-fern/ironleaf-fern.png"
        }
      ]
    },
    {
      "id": "kobold",
      "title": "Kobold",
      "type": "monster",
      "status": "approved",
      "src_system": "Ninefold Arc",
      "src_rule": "Kobold",
      "src_reference_url": "arc2/the-dungeon-delve/monster/97c5c07c-5a8d-4d10-8c29-4ed35c665fca.html",
      "markdown": "template:monster.4\n\n## Summary\n\n**name:** Kobold\n\n**unique_game_id:** 97c5c07c-5a8d-4d10-8c29-4ed35c665fca\n\n**images:**\n\n![Kobold](kobold/kobold.png)\n\n**summary:** The Small-bodied workers, engineers, trappers, scouts, and logistical specialists of the Iron Compact.\n\n## Individual Combat Card\n\n| Field | Value |\n| --- | --- |\n| HP | 3.5 / 3.5 |\n| Hit dice | 1 / 1 HD |\n| Active toDefend | One d6 per remaining HD; each result below 3 removes one HD |\n| 15% | 5 ft/s walking |\n\n##### Stamina\n\n- **Current / maximum:** 3 / 3\n- **Recovery:** Recover 1 after 5 consecutive Idle ticks\n\n\n### Stats\n\n#### Mind\n\n| Field | Value |\n| --- | --- |\n| IQ | +9% |\n| EQ | +8% |\n| Will | +8% |\n| Reflexes | +15% |\n| Perception | +7% |\n\n#### Embodiment\n\n| Field | Value |\n| --- | --- |\n| STR | +7% |\n| DEX | +15% |\n| CON | +9% |\n\n### Senses\n\n##### [Common Sight](../player/senses/common-sight.html)\n\n- **Range and conditions:** See canonical method\n- **Effect or limit:** Ordinary visual range and obstruction rules.\n\n##### [Common Hearing](../player/senses/common-hearing.html)\n\n- **Range and conditions:** See canonical method\n- **Effect or limit:** Ordinary auditory range and obstruction rules.\n\n##### [Darkvision](../player/senses/darkvision.html)\n\n- **Range and conditions:** 60 ft.\n- **Effect or limit:** Kobold embodiment baseline.\n\n\n## Skills and Combat Checks\n\n### Attack Skills\n\n`toHit = Stat + Skill + Buff Bonus - Debuff Bonus`\n\n##### [Untrained weapon or effect Skill](../player/roll-check.html)\n\n- **Type:** proficiency\n- **Stat:** REFLEXES\n- **Stat bonus:** +15%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 15 + 0 + 0 - 0\n- **`toHit` total:** **15%**\n- **SP spent:** 0\n\n\n### Defense Skills\n\n##### [Quick Evasion / Uncanny Dodge](../skill_compendium/movement-and-coordination.html)\n\n- **Type:** proficiency\n- **Stat:** DEX\n- **Stat bonus:** +15%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 15 + 0 + 0 - 0\n- **Active `toDefend` total:** **15%**\n- **SP spent:** 0\n\n\n##### None\n\n- **Modifier:** **+0%**\n- **Applies when:** While the listed armour or shield can answer the incoming effect\n\n\n### Utility Skills\n\n##### None recorded\n\n- **Type:** —\n- **Stat:** —\n- **Path bonus:** +0%\n- **SP spent:** 0\n- **Use:** No trained utility Skill on this card\n\nThe attacker rolls `toHit`. If it passes, the defender rolls active `toDefend` and adds applicable passive `toDefend` modifiers. Roll `toEffect` only when the offense passes and the defense fails.\n\n### Skill Funding Ledger\n\nThis base card is an untrained baseline. Learned work, weapon, command, handling, and specialist abilities come from a selected role card and remain Mind skills; they are not embodiment upgrades.\n\n### Embodiment Properties\n\n| Property | Value or rule |\n| --- | --- |\n| Base size | Small; 5-ft diameter |\n| Armour | 0 intrinsic protection |\n| Movement | 5 ft/s walking |\n| Faction context | Iron Compact |\n\n##### All unlisted\n\n- **Passive toDefend modifier:** +0%\n- **Limit:** No intrinsic typed resistance or immunity\n\n\n### Skill Total Summary\n\n| Field | Value |\n| --- | --- |\n| Trained XP | 0 |\n| Total Skill Points | 0 |\n| Spent | 0 |\n| Unspent | 0 |\n\n## Attack Actions\n\n##### Unarmed strike\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One creature in natural reach\n- **Attack Skill:** Untrained weapon or effect Skill\n- **`toEffect` / result:** `1d6 toEffect`. Standard single-target damage; tool and weapon use belong to trained roles.\n\n\n## Defense Actions\n\n##### Defend\n\n- **Trigger:** A passed `toHit` targets this creature\n- **Cost:** Normal defense opportunity\n- **Defense Skill:** Quick Evasion / Uncanny Dodge\n- **Result / limits:** Add passive `toDefend` (currently +0% from None); success prevents the hit unless stated otherwise.\n\n##### Quick Evasion / Uncanny Dodge\n\n- **Trigger:** A visible attack or area includes this creature\n- **Cost:** Normal defense opportunity\n- **Defense Skill:** Quick Evasion / Uncanny Dodge\n- **Result / limits:** Use DEX plus the listed evasion Skill; cover may add its normal modifier.\n\n\n## Utility Actions\n\n##### No special utility action\n\n- **Cost:** —\n- **Target / range:** —\n- **Check:** —\n- **Result / limits:** Use ordinary movement, communication, and environment actions.\n\n\n#### Reactions and Interrupts\n\nUses only the normal shared reactions and interrupts unless a role card grants another one.\n\n### Passives and Effects\n\nNo persistent effect is active on the base creature. Equipment, training, saddles, rank, and assignment effects belong to the deployed role card.\n\n### Traits\n\n| Trait | Rule |\n| --- | --- |\n| Cave Adapted | Darkvision is embodied; trade, engineering, and combat procedures are learned Mind skills. |\n\n## Unit Card\n\n| Unit status | Value |\n| --- | --- |\n| Organization | One-model baseline unit |\n| Members | 1 Kobold |\n| Unit hit dice | 1 / 1 HD |\n| Speed | 5 ft/s walking |\n| Footprint / exposure | Small; 5-ft diameter |\n| Morale / cohesion | Use the deployed role, handler, faction, and location conditions |\n\n##### Unarmed strike\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One adjacent unit or creature\n- **Skill:** Untrained weapon or effect Skill\n- **`toEffect` / result:** `1d6 toEffect`. Standard single-target damage; tool and weapon use belong to trained roles.\n\n\n## Information\n\n### Description\n\nA wiry scaled Kobold adult of the Iron Compact. Job tools, weapons, armor, and authority come from the deployed role.\n\n### Habitat and Ecology\n\nKobolds maintain the Iron Compact mines, lifts, workshops, traps, records, stores, farms, and transport routes.\n\n### Behaviour\n\nUse the deployed role card for tactics, morale, knowledge, and equipment.\n\n### Equipment\n\nNone inherent. Clothing, tools, armor, weapons, harness, and recoverable items come from the deployed role or location record.\n\n### Harvesting\n\nNo standard harvesting entry is assigned by this base card.\n\n### Other Information\n\n**Assistant-authored draft:** This card supplies the missing canonical base creature or embodiment requested for the Delve. Choose a linked Kobold role for an encounter-ready individual.\n\n## References\n\n**src_reference:**\n\n- [Kobold Cook role example](../../arc2/the-dungeon-delve/monster/16be5d26-982d-5aad-bf5e-fc503a34f83b.html)\n\n**Game records:** [Monster and NPC index](../../arc2/the-dungeon-delve/monster/README.html)\n\n**Canonical links:** [Monster index](../../arc2/the-dungeon-delve/monster/README.html) · [Shared Delve biome](../../arc2/the-dungeon-delve/map/7a65e43e-fa7e-5b0b-a195-27f9964e576f/biome/ebe14ee7-f8b4-5efb-b222-0bf60f777f43.html) · [Faction context](../../arc2/the-dungeon-delve/biome/be7c5af7-4d80-50cf-80ba-0dfbe2953beb.html)\n",
      "tags": [
        "arc.2.1.1",
        "arc.2.2.4"
      ],
      "summary": "The Small-bodied workers, engineers, trappers, scouts, and logistical specialists of the Iron Compact.",
      "images": [
        {
          "alt": "Kobold",
          "path": "monster_compendium/kobold/kobold.png"
        }
      ]
    },
    {
      "id": "lantern-lichen",
      "title": "Lantern Lichen",
      "type": "monster",
      "status": "approved",
      "src_system": "Ninefold Arc",
      "src_rule": "Lantern Lichen",
      "src_reference_url": "arc2/the-dungeon-delve/monster/f8fdadfa-77a4-5fe5-82dc-672610832933.html",
      "markdown": "template:monster.4\n\n# Lantern Lichen\n\n**unique_game_id:** f8fdadfa-77a4-5fe5-82dc-672610832933\n\n![Lantern lichen](lantern-lichen/lantern-lichen.png)\n\n\n> **1000 trained XP · 10 SP spent · Beast; beast.** A luminous colony that sheds revealing dust when struck.\n\n## Creature Profile\n\n- **D&D 2024 source — Awakened Shrub or environmental hazard:** [D&D Wiki](https://dnd-wiki.org/wiki/Publication:MM5e24)\n\n| Field | Value |\n| --- | --- |\n| Creature type | Beast |\n| Faction | Iron Compact |\n| Job class | Beast |\n| Encounter role | A luminous colony that sheds revealing dust when struck. |\n| Size | Medium |\n| Base size | 5 ft. diameter |\n| Typical disposition | Instinctive or handler-directed |\n| Languages or signals | None; instinct and trained signals only |\n\n### Health and Resources\n\n| Value | Rating |\n| --- | --- |\n| Hit dice | 1 |\n| Average hit points | 3.5 |\n| Stamina | 2 maximum; normally recover 1 after 5 consecutive Idle ticks |\n\n### Attributes\n\n### Mind\n\n| Field | Value |\n| --- | --- |\n| [IQ](../player/stats.html#iq-intelligence-quotient) | +1% |\n| [EQ](../player/stats.html#eq-emotional-intelligence) | +1% |\n| [Will](../player/stats.html#will-willpower) | +6% |\n| [Reflexes](../player/stats.html#reflexes) | +6% |\n| [Perception](../player/stats.html#perception) | +8% |\n\n\n### Body\n\n| Field | Value |\n| --- | --- |\n| [STR](../player/stats.html#str-strength) | +6% |\n| [DEX](../player/stats.html#dex-dexterity) | +4% |\n| [CON](../player/stats.html#con-constitution) | +10% |\n\n\n## Traits\n\n### Cave Adapted\n\nIgnores ordinary darkness and natural rough-ground penalties in its home tunnels.\n\n## Embodiment Properties\n\n### `properties/physicality`\n\n| Property | Value |\n| --- | --- |\n| Base size | 5 ft. diameter |\n| Walking movement | None |\n\n### `properties/resistances`\n\n##### All unlisted\n\n- **Defense bonus:** +0%\n- **Meaning:** No typed armor\n\n\nAdd the highest applicable resistance to the contested defense roll. If an effect has multiple types, resistance bonuses never stack. See [Embodiment Properties](../player/embodiment-properties.html#properties-resistances).\n\n### `properties/senses`\n\n##### [Common Sight](../player/senses/common-sight.html)\n\n- **Range and conditions:** See canonical method\n- **Effect or limit:** Ordinary visual range and obstruction rules.\n\n##### [Common Hearing](../player/senses/common-hearing.html)\n\n- **Range and conditions:** See canonical method\n- **Effect or limit:** Ordinary auditory range and obstruction rules.\n\n\n\n## Skills and Combat Checks\n\n### Attack Skills\n\n`toHit = Stat + Skill + Buff Bonus - Debuff Bonus`\n\n##### [Untrained weapon or effect Skill](../player/roll-check.html)\n\n- **Type:** proficiency\n- **Stat:** REFLEXES\n- **Stat bonus:** +6%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 6 + 0 + 0 - 0\n- **`toHit` total:** **6%**\n- **SP spent:** 0\n\n\n### Defense Skills\n\n##### [Untrained Evasion](../player/combat/individual-combat.html)\n\n- **Type:** proficiency\n- **Stat:** DEX\n- **Stat bonus:** +4%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 4 + 0 + 0 - 0\n- **Active `toDefend` total:** **4%**\n- **SP spent:** 0\n\n\n##### None\n\n- **Modifier:** **+0%**\n- **Applies when:** While the listed armour or shield can answer the incoming effect\n\n\n### Utility Skills\n\n##### [Awareness and Investigation](../skill_compendium/awareness-and-investigation.html)\n\n- **Type:** proficiency\n- **Stat:** PERCEPTION\n- **Path bonus:** +5%\n- **SP spent:** 5\n- **Use:** Work, knowledge, movement, command, or other utility use from the Skill card\n\n##### [Perception](../skill_compendium/perception.html)\n\n- **Type:** proficiency\n- **Stat:** PERCEPTION\n- **Path bonus:** +9%\n- **SP spent:** 4\n- **Use:** Work, knowledge, movement, command, or other utility use from the Skill card\n\n##### [Movement and Coordination](../skill_compendium/movement-and-coordination.html)\n\n- **Type:** proficiency\n- **Stat:** REFLEXES\n- **Path bonus:** +1%\n- **SP spent:** 1\n- **Use:** Work, knowledge, movement, command, or other utility use from the Skill card\n\nThe attacker rolls `toHit`. If it passes, the defender rolls active `toDefend` and adds applicable passive `toDefend` modifiers. Roll `toEffect` only when the offense passes and the defense fails.\n\n### Skill Funding Ledger\n\n**Assistant-authored draft:** Prerequisites funded within the existing budget. [Training record](../../editorial/monster-skill-review/README.html).\n\n##### [Awareness and Investigation](../skill_compendium/awareness-and-investigation.html)\n\n- **Mind stat:** PERCEPTION\n- **SP / local rating:** 5 / +5%\n- **Path bonus:** +5%\n- **Required parents:** None\n- **Abilities:** Trained Use, Practiced Routine, Specialist Edge\n\n##### [Perception](../skill_compendium/perception.html)\n\n- **Mind stat:** PERCEPTION\n- **SP / local rating:** 4 / +4%\n- **Path bonus:** +9%\n- **Required parents:** [Awareness and Investigation](../skill_compendium/awareness-and-investigation.html) +5%\n- **Abilities:** Trained Use, Practiced Routine\n\n##### [Movement and Coordination](../skill_compendium/movement-and-coordination.html)\n\n- **Mind stat:** REFLEXES\n- **SP / local rating:** 1 / +1%\n- **Path bonus:** +1%\n- **Required parents:** None\n- **Abilities:** Trained Use\n\n\nPath bonuses use one applicable root-to-specialization path; unrelated branches do not stack.\n\n\n### Skill Total Summary\n\n| Field | Value |\n| --- | --- |\n| Trained XP | 1000 |\n| Total Skill Points | 10 |\n| Spent | 10 |\n| Unspent | 0 |\n\n## Attack Actions\n\n##### Basic attack\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One target in weapon or natural reach\n- **Attack Skill:** Untrained weapon or effect Skill\n- **`toEffect` / result:** `1d6 toEffect`. standard single-target damage.\n\n\n## Defense Actions\n\n##### Defend\n\n- **Trigger:** A passed `toHit` targets this creature\n- **Cost:** Normal defense opportunity\n- **Defense Skill:** Untrained Evasion\n- **Result / limits:** Add passive `toDefend` (currently +0% from None); success prevents the hit unless stated otherwise.\n\n\n## Utility Actions\n\n##### Revealing Dust\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One creature disturbing its cube\n- **Check:** Contested DEX, 1d6\n- **Result / limits:** On a hit luminous dust outlines the target until it spends 2 ticks cleaning itself.\n\n\n\n## Passives and Effects\n\nNo additional passive Skill effect or ongoing condition is active. Passive defense sources are recorded once under Defense Skills.\n\n## Equipment\n\n- None. Natural attacks and movement are included in the actions above.\n\nCarried equipment is limited to this job loadout. Worksite tools, room stock, and secured assets are not added to personal inventory unless the scene says this creature signed them out.\n\n## Running the Creature\n\n- **Job expression:** A luminous colony that sheds revealing dust when struck.\n\n**Assistant-authored draft — appearance / signals:** The mineral-grown light dims under disturbance; loose dust glints on nearby stone.\n\n- **Opening / goal:** Clings to its warm surface while passing workers disturb the light.\n- **Response:** A struck colony sheds revealing dust onto whatever movement disturbed it.\n- **Morale:** Water and leaving the growth still prevent further disturbance as described below.\n- **Social approach:** Cut carefully and give loose dust room to settle instead of wrenching at the colony.\n- **Knowledge:** Fresh luminous dust identifies a recently disturbed patch or passage.\n\n## Behavior\n\n- **Routine:** Grows toward mineral warmth and dims when disturbed, recovering after the vibration stops.\n- **When threatened:** A struck colony sheds irritating luminous dust that outlines nearby movement.\n- **Morale and de-escalation:** Water, careful cutting, or leaving the colony undisturbed prevents further release.\n\n\n## Harvest and Crafting\n\n##### [Living lichen scrap](../../arc2/the-dungeon-delve/item/09a874a4-488c-5928-a7df-7f1911196106.html)\n\n- **Check:** IQ (Survival) + DEX\n- **Time:** 10 minutes\n- **Yield:** 1 glowing culture\n- **Crafting uses:** A dim route marker, lantern starter, or ingredient for revealing dust\n- **Failure consequence:** A failed cut kills the glow and releases dust that outlines the harvester.\n\n\nHarvesting requires a safe opportunity and suitable cutting, collecting, or preservation tools. The yield belongs to the harvested creature or patch instance and is spent when used in crafting.\n\n\n## Habitat and Organization\n\nThis creature appears where its assigned job is performed. The linked map controls headcount, room stock, alarms, and local conditions; this card controls the creature itself.\n\n## Where Found\n\n- [Iron Compact biome](../../arc2/the-dungeon-delve/map/7a65e43e-fa7e-5b0b-a195-27f9964e576f/biome/ebe14ee7-f8b4-5efb-b222-0bf60f777f43.html#lantern-lichen)\n\n## Canonical Links\n\n- [Iron Compact monster index](../../arc2/the-dungeon-delve/monster/README.html)\n- [Iron Compact overview](../../arc2/the-dungeon-delve/biome/be7c5af7-4d80-50cf-80ba-0dfbe2953beb.html)\n\nMaps and encounters link here for creature rules. They should not copy this stat block or convert room stock into carried inventory.\n\n## References\n",
      "tags": [
        "arc.2.1.1",
        "arc.2.2.4"
      ],
      "summary": "A luminous colony that sheds revealing dust when struck.",
      "images": [
        {
          "alt": "Lantern lichen",
          "path": "monster_compendium/lantern-lichen/lantern-lichen.png"
        }
      ]
    },
    {
      "id": "lizardfolk",
      "title": "Lizardfolk",
      "type": "monster",
      "status": "approved",
      "src_system": "Ninefold Arc",
      "src_rule": "Lizardfolk",
      "src_reference_url": "arc2/the-dungeon-delve/monster/5f826c71-42c6-4c9c-a201-a5c4b928cbad.html",
      "markdown": "template:monster.4\n\n## Summary\n\n**name:** Lizardfolk\n\n**unique_game_id:** 5f826c71-42c6-4c9c-a201-a5c4b928cbad\n\n**images:**\n\n![Lizardfolk](lizardfolk/lizardfolk.png)\n\n**summary:** The Medium-bodied guards, soldiers, administrators, and stewards who form the disciplined core of the Iron Compact.\n\n## Individual Combat Card\n\n| Field | Value |\n| --- | --- |\n| HP | 7 / 7 |\n| Hit dice | 2 / 2 HD |\n| Active toDefend | One d6 per remaining HD; each result below 3 removes one HD |\n| 10% | 5 ft/s walking |\n\n##### Stamina\n\n- **Current / maximum:** 3 / 3\n- **Recovery:** Recover 1 after 5 consecutive Idle ticks\n\n\n### Stats\n\n#### Mind\n\n| Field | Value |\n| --- | --- |\n| IQ | +8% |\n| EQ | +9% |\n| Will | +10% |\n| Reflexes | +10% |\n| Perception | +11% |\n\n#### Embodiment\n\n| Field | Value |\n| --- | --- |\n| STR | +15% |\n| DEX | +10% |\n| CON | +13% |\n\n### Senses\n\n##### [Common Sight](../player/senses/common-sight.html)\n\n- **Range and conditions:** See canonical method\n- **Effect or limit:** Ordinary visual range and obstruction rules.\n\n##### [Common Hearing](../player/senses/common-hearing.html)\n\n- **Range and conditions:** See canonical method\n- **Effect or limit:** Ordinary auditory range and obstruction rules.\n\n\n## Skills and Combat Checks\n\n### Attack Skills\n\n`toHit = Stat + Skill + Buff Bonus - Debuff Bonus`\n\n##### [Untrained weapon or effect Skill](../player/roll-check.html)\n\n- **Type:** proficiency\n- **Stat:** REFLEXES\n- **Stat bonus:** +10%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 10 + 0 + 0 - 0\n- **`toHit` total:** **10%**\n- **SP spent:** 0\n\n\n### Defense Skills\n\n##### [Untrained Evasion](../player/combat/individual-combat.html)\n\n- **Type:** proficiency\n- **Stat:** DEX\n- **Stat bonus:** +10%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 10 + 0 + 0 - 0\n- **Active `toDefend` total:** **10%**\n- **SP spent:** 0\n\n\n##### None\n\n- **Modifier:** **+0%**\n- **Applies when:** While the listed armour or shield can answer the incoming effect\n\n\n### Utility Skills\n\n##### None recorded\n\n- **Type:** —\n- **Stat:** —\n- **Path bonus:** +0%\n- **SP spent:** 0\n- **Use:** No trained utility Skill on this card\n\nThe attacker rolls `toHit`. If it passes, the defender rolls active `toDefend` and adds applicable passive `toDefend` modifiers. Roll `toEffect` only when the offense passes and the defense fails.\n\n### Skill Funding Ledger\n\nThis base card is an untrained baseline. Learned work, weapon, command, handling, and specialist abilities come from a selected role card and remain Mind skills; they are not embodiment upgrades.\n\n### Embodiment Properties\n\n| Property | Value or rule |\n| --- | --- |\n| Base size | Medium; 5-ft diameter |\n| Armour | 0 intrinsic protection |\n| Movement | 5 ft/s walking |\n| Faction context | Iron Compact |\n\n##### All unlisted\n\n- **Passive toDefend modifier:** +0%\n- **Limit:** No intrinsic typed resistance or immunity\n\n\n### Skill Total Summary\n\n| Field | Value |\n| --- | --- |\n| Trained XP | 0 |\n| Total Skill Points | 0 |\n| Spent | 0 |\n| Unspent | 0 |\n\n## Attack Actions\n\n##### Unarmed strike\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One creature in natural reach\n- **Attack Skill:** Untrained weapon or effect Skill\n- **`toEffect` / result:** `1d6 toEffect`. Standard single-target damage; spear and shield use belong to trained roles.\n\n\n## Defense Actions\n\n##### Defend\n\n- **Trigger:** A passed `toHit` targets this creature\n- **Cost:** Normal defense opportunity\n- **Defense Skill:** Untrained Evasion\n- **Result / limits:** Add passive `toDefend` (currently +0% from None); success prevents the hit unless stated otherwise.\n\n\n## Utility Actions\n\n##### No special utility action\n\n- **Cost:** —\n- **Target / range:** —\n- **Check:** —\n- **Result / limits:** Use ordinary movement, communication, and environment actions.\n\n\n#### Reactions and Interrupts\n\nUses only the normal shared reactions and interrupts unless a role card grants another one.\n\n### Passives and Effects\n\nNo persistent effect is active on the base creature. Equipment, training, saddles, rank, and assignment effects belong to the deployed role card.\n\n### Traits\n\n| Trait | Rule |\n| --- | --- |\n| Reptilian Embodiment | The scaled body supplies the listed physical stats; discipline, duty, and weapon use are learned Mind skills. |\n\n## Unit Card\n\n| Unit status | Value |\n| --- | --- |\n| Organization | One-model baseline unit |\n| Members | 1 Lizardfolk |\n| Unit hit dice | 2 / 2 HD |\n| Speed | 5 ft/s walking |\n| Footprint / exposure | Medium; 5-ft diameter |\n| Morale / cohesion | Use the deployed role, handler, faction, and location conditions |\n\n##### Unarmed strike\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One adjacent unit or creature\n- **Skill:** Untrained weapon or effect Skill\n- **`toEffect` / result:** `1d6 toEffect`. Standard single-target damage; spear and shield use belong to trained roles.\n\n\n## Information\n\n### Description\n\nA strong scaled Lizardfolk adult of the Iron Compact. Rank, formation discipline, weapons, and armor come from role training and issue.\n\n### Habitat and Ecology\n\nLizardfolk hold the Iron Compact guard posts, military formations, administration, workshops, and command structure.\n\n### Behaviour\n\nUse the deployed role card for tactics, morale, knowledge, and equipment.\n\n### Equipment\n\nNone inherent. Clothing, tools, armor, weapons, harness, and recoverable items come from the deployed role or location record.\n\n### Harvesting\n\nNo standard harvesting entry is assigned by this base card.\n\n### Other Information\n\n**Assistant-authored draft:** This card supplies the missing canonical base creature or embodiment requested for the Delve. Choose a linked Lizardfolk role for an encounter-ready individual.\n\n## References\n\n**src_reference:**\n\n- [Lizardfolk Barracks Soldier role example](../../arc2/the-dungeon-delve/monster/88a87b0e-73cc-5748-a69c-1c0cbc81ab0f.html)\n\n**Game records:** [Monster and NPC index](../../arc2/the-dungeon-delve/monster/README.html)\n\n**Canonical links:** [Monster index](../../arc2/the-dungeon-delve/monster/README.html) · [Shared Delve biome](../../arc2/the-dungeon-delve/map/7a65e43e-fa7e-5b0b-a195-27f9964e576f/biome/ebe14ee7-f8b4-5efb-b222-0bf60f777f43.html) · [Faction context](../../arc2/the-dungeon-delve/biome/be7c5af7-4d80-50cf-80ba-0dfbe2953beb.html)\n",
      "tags": [
        "arc.2.1.1",
        "arc.2.2.4"
      ],
      "summary": "The Medium-bodied guards, soldiers, administrators, and stewards who form the disciplined core of the Iron Compact.",
      "images": [
        {
          "alt": "Lizardfolk",
          "path": "monster_compendium/lizardfolk/lizardfolk.png"
        }
      ]
    },
    {
      "id": "pale-cave-moss",
      "title": "Pale Cave Moss",
      "type": "monster",
      "status": "approved",
      "src_system": "Ninefold Arc",
      "src_rule": "Pale Cave Moss",
      "src_reference_url": "arc2/the-dungeon-delve/monster/520c7700-a0b6-566e-b46d-b5bf24ea7774.html",
      "markdown": "template:monster.4\n\n# Pale Cave Moss\n\n**unique_game_id:** 520c7700-a0b6-566e-b46d-b5bf24ea7774\n\n![Pale cave moss](pale-cave-moss/pale-cave-moss.png)\n\n\n> **1000 trained XP · 10 SP spent · Beast; beast.** A living slick that reacts to pressure and can be harvested for useful fiber.\n\n## Creature Profile\n\n- **D&D 2024 source — Awakened Shrub or environmental hazard:** [D&D Wiki](https://dnd-wiki.org/wiki/Publication:MM5e24)\n\n| Field | Value |\n| --- | --- |\n| Creature type | Beast |\n| Faction | Iron Compact |\n| Job class | Beast |\n| Encounter role | A living slick that reacts to pressure and can be harvested for useful fiber. |\n| Size | Medium |\n| Base size | 5 ft. diameter |\n| Typical disposition | Instinctive or handler-directed |\n| Languages or signals | None; instinct and trained signals only |\n\n### Health and Resources\n\n| Value | Rating |\n| --- | --- |\n| Hit dice | 1 |\n| Average hit points | 3.5 |\n| Stamina | 2 maximum; normally recover 1 after 5 consecutive Idle ticks |\n\n### Attributes\n\n### Mind\n\n| Field | Value |\n| --- | --- |\n| [IQ](../player/stats.html#iq-intelligence-quotient) | +1% |\n| [EQ](../player/stats.html#eq-emotional-intelligence) | +1% |\n| [Will](../player/stats.html#will-willpower) | +6% |\n| [Reflexes](../player/stats.html#reflexes) | +6% |\n| [Perception](../player/stats.html#perception) | +8% |\n\n\n### Body\n\n| Field | Value |\n| --- | --- |\n| [STR](../player/stats.html#str-strength) | +6% |\n| [DEX](../player/stats.html#dex-dexterity) | +4% |\n| [CON](../player/stats.html#con-constitution) | +10% |\n\n\n## Traits\n\n### Cave Adapted\n\nIgnores ordinary darkness and natural rough-ground penalties in its home tunnels.\n\n## Embodiment Properties\n\n### `properties/physicality`\n\n| Property | Value |\n| --- | --- |\n| Base size | 5 ft. diameter |\n| Walking movement | None |\n\n### `properties/resistances`\n\n##### All unlisted\n\n- **Defense bonus:** +0%\n- **Meaning:** No typed armor\n\n\nAdd the highest applicable resistance to the contested defense roll. If an effect has multiple types, resistance bonuses never stack. See [Embodiment Properties](../player/embodiment-properties.html#properties-resistances).\n\n### `properties/senses`\n\n##### [Common Sight](../player/senses/common-sight.html)\n\n- **Range and conditions:** See canonical method\n- **Effect or limit:** Ordinary visual range and obstruction rules.\n\n##### [Common Hearing](../player/senses/common-hearing.html)\n\n- **Range and conditions:** See canonical method\n- **Effect or limit:** Ordinary auditory range and obstruction rules.\n\n\n\n## Skills and Combat Checks\n\n### Attack Skills\n\n`toHit = Stat + Skill + Buff Bonus - Debuff Bonus`\n\n##### [Untrained weapon or effect Skill](../player/roll-check.html)\n\n- **Type:** proficiency\n- **Stat:** REFLEXES\n- **Stat bonus:** +6%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 6 + 0 + 0 - 0\n- **`toHit` total:** **6%**\n- **SP spent:** 0\n\n\n### Defense Skills\n\n##### [Untrained Evasion](../player/combat/individual-combat.html)\n\n- **Type:** proficiency\n- **Stat:** DEX\n- **Stat bonus:** +4%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 4 + 0 + 0 - 0\n- **Active `toDefend` total:** **4%**\n- **SP spent:** 0\n\n\n##### None\n\n- **Modifier:** **+0%**\n- **Applies when:** While the listed armour or shield can answer the incoming effect\n\n\n### Utility Skills\n\n##### [Awareness and Investigation](../skill_compendium/awareness-and-investigation.html)\n\n- **Type:** proficiency\n- **Stat:** PERCEPTION\n- **Path bonus:** +5%\n- **SP spent:** 5\n- **Use:** Work, knowledge, movement, command, or other utility use from the Skill card\n\n##### [Perception](../skill_compendium/perception.html)\n\n- **Type:** proficiency\n- **Stat:** PERCEPTION\n- **Path bonus:** +9%\n- **SP spent:** 4\n- **Use:** Work, knowledge, movement, command, or other utility use from the Skill card\n\n##### [Movement and Coordination](../skill_compendium/movement-and-coordination.html)\n\n- **Type:** proficiency\n- **Stat:** REFLEXES\n- **Path bonus:** +1%\n- **SP spent:** 1\n- **Use:** Work, knowledge, movement, command, or other utility use from the Skill card\n\nThe attacker rolls `toHit`. If it passes, the defender rolls active `toDefend` and adds applicable passive `toDefend` modifiers. Roll `toEffect` only when the offense passes and the defense fails.\n\n### Skill Funding Ledger\n\n**Assistant-authored draft:** Prerequisites funded within the existing budget. [Training record](../../editorial/monster-skill-review/README.html).\n\n##### [Awareness and Investigation](../skill_compendium/awareness-and-investigation.html)\n\n- **Mind stat:** PERCEPTION\n- **SP / local rating:** 5 / +5%\n- **Path bonus:** +5%\n- **Required parents:** None\n- **Abilities:** Trained Use, Practiced Routine, Specialist Edge\n\n##### [Perception](../skill_compendium/perception.html)\n\n- **Mind stat:** PERCEPTION\n- **SP / local rating:** 4 / +4%\n- **Path bonus:** +9%\n- **Required parents:** [Awareness and Investigation](../skill_compendium/awareness-and-investigation.html) +5%\n- **Abilities:** Trained Use, Practiced Routine\n\n##### [Movement and Coordination](../skill_compendium/movement-and-coordination.html)\n\n- **Mind stat:** REFLEXES\n- **SP / local rating:** 1 / +1%\n- **Path bonus:** +1%\n- **Required parents:** None\n- **Abilities:** Trained Use\n\n\nPath bonuses use one applicable root-to-specialization path; unrelated branches do not stack.\n\n\n### Skill Total Summary\n\n| Field | Value |\n| --- | --- |\n| Trained XP | 1000 |\n| Total Skill Points | 10 |\n| Spent | 10 |\n| Unspent | 0 |\n\n## Attack Actions\n\n##### Basic attack\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One target in weapon or natural reach\n- **Attack Skill:** Untrained weapon or effect Skill\n- **`toEffect` / result:** `1d6 toEffect`. standard single-target damage.\n\n\n## Defense Actions\n\n##### Defend\n\n- **Trigger:** A passed `toHit` targets this creature\n- **Cost:** Normal defense opportunity\n- **Defense Skill:** Untrained Evasion\n- **Result / limits:** Add passive `toDefend` (currently +0% from None); success prevents the hit unless stated otherwise.\n\n\n## Utility Actions\n\n##### Slick Bed\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One creature entering its cube\n- **Check:** Contested DEX, 1d6\n- **Result / limits:** On a hit the target falls prone; careful movement ignores this effect.\n\n\n\n## Passives and Effects\n\nNo additional passive Skill effect or ongoing condition is active. Passive defense sources are recorded once under Defense Skills.\n\n## Equipment\n\n- None. Natural attacks and movement are included in the actions above.\n\nCarried equipment is limited to this job loadout. Worksite tools, room stock, and secured assets are not added to personal inventory unless the scene says this creature signed them out.\n\n## Running the Creature\n\n- **Job expression:** A living slick that reacts to pressure and can be harvested for useful fiber.\n\n**Assistant-authored draft — appearance / signals:** Pale growth darkens with moisture; compressed edges show where feet have crossed.\n\n- **Opening / goal:** Remains against the damp stone until weight compresses the bed.\n- **Response:** Releases slick pulp beneath a compressing foot, remaining against the damp stone.\n- **Morale:** Drying, salt or avoiding pressure ends the hazard according to its existing behavior.\n- **Social approach:** Keep footing off the bed and work from a stable edge when collecting it.\n- **Knowledge:** The crushed trail can show workers which part of the damp path was recently used.\n\n## Behavior\n\n- **Routine:** Spreads slowly toward moisture and remains inert until compressed or torn.\n- **When threatened:** Crushed beds release slick pulp, making hurried movement hazardous rather than attacking directly.\n- **Morale and de-escalation:** Drying the stone, applying salt, or avoiding the bed ends the hazard.\n\n\n## Harvest and Crafting\n\n##### [Clean moss mat](../../arc2/the-dungeon-delve/item/76642fbf-2f61-5fb6-8c9a-46106a3e9fa5.html)\n\n- **Check:** IQ (Survival) + DEX\n- **Time:** 10 minutes\n- **Yield:** 2 bundles\n- **Crafting uses:** Bedding, tinder, sound-damping wrap, or one application of slick paste\n- **Failure consequence:** A failed cut contaminates the mat and makes the harvester's cube slick.\n\n\nHarvesting requires a safe opportunity and suitable cutting, collecting, or preservation tools. The yield belongs to the harvested creature or patch instance and is spent when used in crafting.\n\n\n## Habitat and Organization\n\nThis creature appears where its assigned job is performed. The linked map controls headcount, room stock, alarms, and local conditions; this card controls the creature itself.\n\n## Where Found\n\n- [Iron Compact biome](../../arc2/the-dungeon-delve/map/7a65e43e-fa7e-5b0b-a195-27f9964e576f/biome/ebe14ee7-f8b4-5efb-b222-0bf60f777f43.html#pale-cave-moss)\n\n## Canonical Links\n\n- [Iron Compact monster index](../../arc2/the-dungeon-delve/monster/README.html)\n- [Iron Compact overview](../../arc2/the-dungeon-delve/biome/be7c5af7-4d80-50cf-80ba-0dfbe2953beb.html)\n\nMaps and encounters link here for creature rules. They should not copy this stat block or convert room stock into carried inventory.\n\n## References\n",
      "tags": [
        "arc.2.1.1",
        "arc.2.2.4"
      ],
      "summary": "A living slick that reacts to pressure and can be harvested for useful fiber.",
      "images": [
        {
          "alt": "Pale cave moss",
          "path": "monster_compendium/pale-cave-moss/pale-cave-moss.png"
        }
      ]
    },
    {
      "id": "seep-root",
      "title": "Seep-root",
      "type": "monster",
      "status": "approved",
      "src_system": "Ninefold Arc",
      "src_rule": "Seep-root",
      "src_reference_url": "arc2/the-dungeon-delve/monster/0cecbb22-50b5-583d-95ec-57ffa07a9a3c.html",
      "markdown": "template:monster.4\n\n# Seep-root\n\n**unique_game_id:** 0cecbb22-50b5-583d-95ec-57ffa07a9a3c\n\n![Seep-root](seep-root/seep-root.png)\n\n\n> **1000 trained XP · 10 SP spent · Beast; beast.** A water-storing root patch whose tendrils tighten when damaged.\n\n## Creature Profile\n\n- **D&D 2024 source — Awakened Shrub or environmental hazard:** [D&D Wiki](https://dnd-wiki.org/wiki/Publication:MM5e24)\n\n| Field | Value |\n| --- | --- |\n| Creature type | Beast |\n| Faction | Iron Compact |\n| Job class | Beast |\n| Encounter role | A water-storing root patch whose tendrils tighten when damaged. |\n| Size | Medium |\n| Base size | 5 ft. diameter |\n| Typical disposition | Instinctive or handler-directed |\n| Languages or signals | None; instinct and trained signals only |\n\n### Health and Resources\n\n| Value | Rating |\n| --- | --- |\n| Hit dice | 1 |\n| Average hit points | 3.5 |\n| Stamina | 2 maximum; normally recover 1 after 5 consecutive Idle ticks |\n\n### Attributes\n\n### Mind\n\n| Field | Value |\n| --- | --- |\n| [IQ](../player/stats.html#iq-intelligence-quotient) | +1% |\n| [EQ](../player/stats.html#eq-emotional-intelligence) | +1% |\n| [Will](../player/stats.html#will-willpower) | +6% |\n| [Reflexes](../player/stats.html#reflexes) | +6% |\n| [Perception](../player/stats.html#perception) | +8% |\n\n\n### Body\n\n| Field | Value |\n| --- | --- |\n| [STR](../player/stats.html#str-strength) | +6% |\n| [DEX](../player/stats.html#dex-dexterity) | +4% |\n| [CON](../player/stats.html#con-constitution) | +10% |\n\n\n## Traits\n\n### Cave Adapted\n\nIgnores ordinary darkness and natural rough-ground penalties in its home tunnels.\n\n## Embodiment Properties\n\n### `properties/physicality`\n\n| Property | Value |\n| --- | --- |\n| Base size | 5 ft. diameter |\n| Walking movement | None |\n\n### `properties/resistances`\n\n##### All unlisted\n\n- **Defense bonus:** +0%\n- **Meaning:** No typed armor\n\n\nAdd the highest applicable resistance to the contested defense roll. If an effect has multiple types, resistance bonuses never stack. See [Embodiment Properties](../player/embodiment-properties.html#properties-resistances).\n\n### `properties/senses`\n\n##### [Common Sight](../player/senses/common-sight.html)\n\n- **Range and conditions:** See canonical method\n- **Effect or limit:** Ordinary visual range and obstruction rules.\n\n##### [Common Hearing](../player/senses/common-hearing.html)\n\n- **Range and conditions:** See canonical method\n- **Effect or limit:** Ordinary auditory range and obstruction rules.\n\n\n\n## Skills and Combat Checks\n\n### Attack Skills\n\n`toHit = Stat + Skill + Buff Bonus - Debuff Bonus`\n\n##### [Untrained weapon or effect Skill](../player/roll-check.html)\n\n- **Type:** proficiency\n- **Stat:** REFLEXES\n- **Stat bonus:** +6%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 6 + 0 + 0 - 0\n- **`toHit` total:** **6%**\n- **SP spent:** 0\n\n\n### Defense Skills\n\n##### [Untrained Evasion](../player/combat/individual-combat.html)\n\n- **Type:** proficiency\n- **Stat:** DEX\n- **Stat bonus:** +4%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 4 + 0 + 0 - 0\n- **Active `toDefend` total:** **4%**\n- **SP spent:** 0\n\n\n##### None\n\n- **Modifier:** **+0%**\n- **Applies when:** While the listed armour or shield can answer the incoming effect\n\n\n### Utility Skills\n\n##### [Awareness and Investigation](../skill_compendium/awareness-and-investigation.html)\n\n- **Type:** proficiency\n- **Stat:** PERCEPTION\n- **Path bonus:** +5%\n- **SP spent:** 5\n- **Use:** Work, knowledge, movement, command, or other utility use from the Skill card\n\n##### [Perception](../skill_compendium/perception.html)\n\n- **Type:** proficiency\n- **Stat:** PERCEPTION\n- **Path bonus:** +9%\n- **SP spent:** 4\n- **Use:** Work, knowledge, movement, command, or other utility use from the Skill card\n\n##### [Movement and Coordination](../skill_compendium/movement-and-coordination.html)\n\n- **Type:** proficiency\n- **Stat:** REFLEXES\n- **Path bonus:** +1%\n- **SP spent:** 1\n- **Use:** Work, knowledge, movement, command, or other utility use from the Skill card\n\nThe attacker rolls `toHit`. If it passes, the defender rolls active `toDefend` and adds applicable passive `toDefend` modifiers. Roll `toEffect` only when the offense passes and the defense fails.\n\n### Skill Funding Ledger\n\n**Assistant-authored draft:** Prerequisites funded within the existing budget. [Training record](../../editorial/monster-skill-review/README.html).\n\n##### [Awareness and Investigation](../skill_compendium/awareness-and-investigation.html)\n\n- **Mind stat:** PERCEPTION\n- **SP / local rating:** 5 / +5%\n- **Path bonus:** +5%\n- **Required parents:** None\n- **Abilities:** Trained Use, Practiced Routine, Specialist Edge\n\n##### [Perception](../skill_compendium/perception.html)\n\n- **Mind stat:** PERCEPTION\n- **SP / local rating:** 4 / +4%\n- **Path bonus:** +9%\n- **Required parents:** [Awareness and Investigation](../skill_compendium/awareness-and-investigation.html) +5%\n- **Abilities:** Trained Use, Practiced Routine\n\n##### [Movement and Coordination](../skill_compendium/movement-and-coordination.html)\n\n- **Mind stat:** REFLEXES\n- **SP / local rating:** 1 / +1%\n- **Path bonus:** +1%\n- **Required parents:** None\n- **Abilities:** Trained Use\n\n\nPath bonuses use one applicable root-to-specialization path; unrelated branches do not stack.\n\n\n### Skill Total Summary\n\n| Field | Value |\n| --- | --- |\n| Trained XP | 1000 |\n| Total Skill Points | 10 |\n| Spent | 10 |\n| Unspent | 0 |\n\n## Attack Actions\n\n##### Basic attack\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One target in weapon or natural reach\n- **Attack Skill:** Untrained weapon or effect Skill\n- **`toEffect` / result:** `1d6 toEffect`. standard single-target damage.\n\n\n## Defense Actions\n\n##### Defend\n\n- **Trigger:** A passed `toHit` targets this creature\n- **Cost:** Normal defense opportunity\n- **Defense Skill:** Untrained Evasion\n- **Result / limits:** Add passive `toDefend` (currently +0% from None); success prevents the hit unless stated otherwise.\n\n\n## Utility Actions\n\n##### Tangle Tendrils\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One creature harvesting in its cube\n- **Check:** Contested STR, 1d6\n- **Result / limits:** On a hit the target is restrained until it spends 2 ticks cutting or easing the roots.\n\n\n\n## Passives and Effects\n\nNo additional passive Skill effect or ongoing condition is active. Passive defense sources are recorded once under Defense Skills.\n\n## Equipment\n\n- None. Natural attacks and movement are included in the actions above.\n\nCarried equipment is limited to this job loadout. Worksite tools, room stock, and secured assets are not added to personal inventory unless the scene says this creature signed them out.\n\n## Running the Creature\n\n- **Job expression:** A water-storing root patch whose tendrils tighten when damaged.\n\n**Assistant-authored draft — appearance / signals:** Fine feeder tendrils draw back from vibration; cut surfaces show the existing starchy sap.\n\n- **Opening / goal:** Anchors at the water source while collectors choose a root.\n- **Response:** Tightens damaged tendrils around the tool or ankle disturbing the patch.\n- **Morale:** Slow pressure, clean cutting or restored water releases the existing grip.\n- **Social approach:** Control the cut and the water flow instead of pulling harder against a caught tool.\n- **Knowledge:** Damaged growth tells farmers where a hurried harvest interrupted the bed.\n\n## Behavior\n\n- **Routine:** Anchors around water and withdraws fine feeder tendrils from vibration.\n- **When threatened:** A damaged mature patch tightens around tools and ankles while leaking starchy sap.\n- **Morale and de-escalation:** Slow pressure, clean cutting, or restoring water flow releases its grip.\n\n\n## Harvest and Crafting\n\n##### [Starchy tuber and sap](../../arc2/the-dungeon-delve/item/f1b23a08-071b-5206-8009-abc65818fcd4.html)\n\n- **Check:** IQ (Survival) + STR\n- **Time:** 10 minutes\n- **Yield:** 1 ration or 2 bait portions\n- **Crafting uses:** Food mash, trap bait, thickener, or water-finding sample\n- **Failure consequence:** A failed pull ruptures the seep and reduces later harvests until repaired.\n\n\nHarvesting requires a safe opportunity and suitable cutting, collecting, or preservation tools. The yield belongs to the harvested creature or patch instance and is spent when used in crafting.\n\n\n## Habitat and Organization\n\nThis creature appears where its assigned job is performed. The linked map controls headcount, room stock, alarms, and local conditions; this card controls the creature itself.\n\n## Where Found\n\n- [Iron Compact biome](../../arc2/the-dungeon-delve/map/7a65e43e-fa7e-5b0b-a195-27f9964e576f/biome/ebe14ee7-f8b4-5efb-b222-0bf60f777f43.html#seep-root)\n\n## Canonical Links\n\n- [Iron Compact monster index](../../arc2/the-dungeon-delve/monster/README.html)\n- [Iron Compact overview](../../arc2/the-dungeon-delve/biome/be7c5af7-4d80-50cf-80ba-0dfbe2953beb.html)\n\nMaps and encounters link here for creature rules. They should not copy this stat block or convert room stock into carried inventory.\n\n## References\n",
      "tags": [
        "arc.2.1.1",
        "arc.2.2.4"
      ],
      "summary": "A water-storing root patch whose tendrils tighten when damaged.",
      "images": [
        {
          "alt": "Seep-root",
          "path": "monster_compendium/seep-root/seep-root.png"
        }
      ]
    },
    {
      "id": "stoneback-grazer",
      "title": "Stoneback Grazer",
      "type": "monster",
      "status": "approved",
      "src_system": "Ninefold Arc",
      "src_rule": "Stoneback Grazer",
      "src_reference_url": "arc2/the-dungeon-delve/monster/09617ff9-a5b7-5276-b0d9-167038892a5d.html",
      "markdown": "template:monster.4\n\n# Stoneback Grazer\n\n**unique_game_id:** 09617ff9-a5b7-5276-b0d9-167038892a5d\n\n![Stoneback grazer](stoneback-grazer/stoneback-grazer.png)\n\n\n> **1000 trained XP · 10 SP spent · Beast; beast.** Wild prey animal, stubborn quarry, and living sign of nearby seep-root.\n\n## Creature Profile\n\n- **D&D 2024 source — Boar:** [D&D Wiki](https://dnd-wiki.org/wiki/Publication:MM5e24)\n\n| Field | Value |\n| --- | --- |\n| Creature type | Beast |\n| Faction | Iron Compact |\n| Job class | Beast |\n| Encounter role | Wild prey animal, stubborn quarry, and living sign of nearby seep-root. |\n| Size | Medium |\n| Base size | 5 ft. diameter |\n| Typical disposition | Instinctive or handler-directed |\n| Languages or signals | None; instinct and trained signals only |\n\n### Health and Resources\n\n| Value | Rating |\n| --- | --- |\n| Hit dice | 1 |\n| Average hit points | 3.5 |\n| Stamina | 2 maximum; normally recover 1 after 5 consecutive Idle ticks |\n\n### Attributes\n\n### Mind\n\n| Field | Value |\n| --- | --- |\n| [IQ](../player/stats.html#iq-intelligence-quotient) | +3% |\n| [EQ](../player/stats.html#eq-emotional-intelligence) | +3% |\n| [Will](../player/stats.html#will-willpower) | +8% |\n| [Reflexes](../player/stats.html#reflexes) | +10% |\n| [Perception](../player/stats.html#perception) | +10% |\n\n\n### Body\n\n| Field | Value |\n| --- | --- |\n| [STR](../player/stats.html#str-strength) | +10% |\n| [DEX](../player/stats.html#dex-dexterity) | +10% |\n| [CON](../player/stats.html#con-constitution) | +10% |\n\n\n## Traits\n\n### Cave Adapted\n\nIgnores ordinary darkness and natural rough-ground penalties in its home tunnels.\n\n## Embodiment Properties\n\n### `properties/physicality`\n\n| Property | Value |\n| --- | --- |\n| Base size | 5 ft. diameter |\n| Walking movement | 5 ft/s |\n\n### `properties/resistances`\n\n##### All unlisted\n\n- **Defense bonus:** +0%\n- **Meaning:** No typed armor\n\n\nAdd the highest applicable resistance to the contested defense roll. If an effect has multiple types, resistance bonuses never stack. See [Embodiment Properties](../player/embodiment-properties.html#properties-resistances).\n\n### `properties/senses`\n\n##### [Common Sight](../player/senses/common-sight.html)\n\n- **Range and conditions:** See canonical method\n- **Effect or limit:** Ordinary visual range and obstruction rules.\n\n##### [Common Hearing](../player/senses/common-hearing.html)\n\n- **Range and conditions:** See canonical method\n- **Effect or limit:** Ordinary auditory range and obstruction rules.\n\n\n\n## Skills and Combat Checks\n\n### Attack Skills\n\n`toHit = Stat + Skill + Buff Bonus - Debuff Bonus`\n\n##### [Untrained weapon or effect Skill](../player/roll-check.html)\n\n- **Type:** proficiency\n- **Stat:** REFLEXES\n- **Stat bonus:** +10%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 10 + 0 + 0 - 0\n- **`toHit` total:** **10%**\n- **SP spent:** 0\n\n\n### Defense Skills\n\n##### [Untrained Evasion](../player/combat/individual-combat.html)\n\n- **Type:** proficiency\n- **Stat:** DEX\n- **Stat bonus:** +10%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 10 + 0 + 0 - 0\n- **Active `toDefend` total:** **10%**\n- **SP spent:** 0\n\n\n##### Natural stone plates\n\n- **Modifier:** **+50%**\n- **Applies when:** While the listed armour or shield can answer the incoming effect\n\n\n### Utility Skills\n\n##### [Awareness and Investigation](../skill_compendium/awareness-and-investigation.html)\n\n- **Type:** proficiency\n- **Stat:** PERCEPTION\n- **Path bonus:** +5%\n- **SP spent:** 5\n- **Use:** Work, knowledge, movement, command, or other utility use from the Skill card\n\n##### [Perception](../skill_compendium/perception.html)\n\n- **Type:** proficiency\n- **Stat:** PERCEPTION\n- **Path bonus:** +9%\n- **SP spent:** 4\n- **Use:** Work, knowledge, movement, command, or other utility use from the Skill card\n\n##### [Movement and Coordination](../skill_compendium/movement-and-coordination.html)\n\n- **Type:** proficiency\n- **Stat:** REFLEXES\n- **Path bonus:** +1%\n- **SP spent:** 1\n- **Use:** Work, knowledge, movement, command, or other utility use from the Skill card\n\nThe attacker rolls `toHit`. If it passes, the defender rolls active `toDefend` and adds applicable passive `toDefend` modifiers. Roll `toEffect` only when the offense passes and the defense fails.\n\n### Skill Funding Ledger\n\n**Assistant-authored draft:** Prerequisites funded within the existing budget. [Training record](../../editorial/monster-skill-review/README.html).\n\n##### [Awareness and Investigation](../skill_compendium/awareness-and-investigation.html)\n\n- **Mind stat:** PERCEPTION\n- **SP / local rating:** 5 / +5%\n- **Path bonus:** +5%\n- **Required parents:** None\n- **Abilities:** Trained Use, Practiced Routine, Specialist Edge\n\n##### [Perception](../skill_compendium/perception.html)\n\n- **Mind stat:** PERCEPTION\n- **SP / local rating:** 4 / +4%\n- **Path bonus:** +9%\n- **Required parents:** [Awareness and Investigation](../skill_compendium/awareness-and-investigation.html) +5%\n- **Abilities:** Trained Use, Practiced Routine\n\n##### [Movement and Coordination](../skill_compendium/movement-and-coordination.html)\n\n- **Mind stat:** REFLEXES\n- **SP / local rating:** 1 / +1%\n- **Path bonus:** +1%\n- **Required parents:** None\n- **Abilities:** Trained Use\n\n\nPath bonuses use one applicable root-to-specialization path; unrelated branches do not stack.\n\n\n### Skill Total Summary\n\n| Field | Value |\n| --- | --- |\n| Trained XP | 1000 |\n| Total Skill Points | 10 |\n| Spent | 10 |\n| Unspent | 0 |\n\n## Attack Actions\n\n##### Basic attack\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One target in weapon or natural reach\n- **Attack Skill:** Untrained weapon or effect Skill\n- **`toEffect` / result:** `1d6 toEffect`. standard single-target damage.\n\n##### Stoneback Shove\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One adjacent creature\n- **Attack Skill:** Untrained weapon or effect Skill\n- **`toEffect` / result:** `2d6 toEffect`. On a hit push the target 1 cube. The grazer then moves 1 cube away if a route is open.\n\n\n## Defense Actions\n\n##### Defend\n\n- **Trigger:** A passed `toHit` targets this creature\n- **Cost:** Normal defense opportunity\n- **Defense Skill:** Untrained Evasion\n- **Result / limits:** Add passive `toDefend` (currently +50% from Natural stone plates); success prevents the hit unless stated otherwise.\n\n\n## Utility Actions\n\n##### No special utility action\n\n- **Cost:** —\n- **Target / range:** —\n- **Check:** —\n- **Result / limits:** Use ordinary movement, communication, and environment actions.\n\n\n\n## Passives and Effects\n\nNo additional passive Skill effect or ongoing condition is active. Passive defense sources are recorded once under Defense Skills.\n\n## Equipment\n\n- None. Natural attacks and movement are included in the actions above.\n\nCarried equipment is limited to this job loadout. Worksite tools, room stock, and secured assets are not added to personal inventory unless the scene says this creature signed them out.\n\n## Running the Creature\n\n- **Job expression:** Wild prey animal, stubborn quarry, and living sign of nearby seep-root.\n\n**Assistant-authored draft — appearance / signals:** A plated back scrapes the stone while another adult watches the open approach.\n\n- **Opening / goal:** Browses seep-root with its existing family group between feeding ground and open passage.\n- **Response:** Uses its existing shove to move threats away from calves, then seeks broken ground.\n- **Morale:** A clear retreat or separation from calves ends the pressure to stand and fight.\n- **Social approach:** Scattered feed and room to withdraw are more useful than a handler’s shouted order.\n- **Knowledge:** Its feeding marks help the hunters locate nearby seep-root.\n\n## Behavior\n\n- **Routine:** Browses seep-root in small family groups, scraping stone with its plated back and posting one adult toward open approaches.\n- **When threatened:** Shoves threats away from calves or feeding ground, then uses broken terrain to withdraw rather than chasing.\n- **Morale and de-escalation:** It fights while cornered or protecting young; scattered feed, a clear retreat, or separation from calves ends its aggression.\n\n\n## Harvest and Crafting\n\n##### [Meat, hide, plate, and bone](../../arc2/the-dungeon-delve/item/db9b24f3-1c94-506e-81c4-8fbb353f8dc6.html)\n\n- **Check:** IQ (Survival) + STR\n- **Time:** 30 minutes\n- **Yield:** 4 rations and 2 material bundles\n- **Crafting uses:** Cured meat, hide gear, armor patches, bone tools, or trap components\n- **Failure consequence:** A failed harvest damages one plate bundle and attracts scavengers.\n\n\nHarvesting requires a safe opportunity and suitable cutting, collecting, or preservation tools. The yield belongs to the harvested creature or patch instance and is spent when used in crafting.\n\n\n## Habitat and Organization\n\nThis creature appears where its assigned job is performed. The linked map controls headcount, room stock, alarms, and local conditions; this card controls the creature itself.\n\n## Where Found\n\n- [Iron Compact biome](../../arc2/the-dungeon-delve/map/7a65e43e-fa7e-5b0b-a195-27f9964e576f/biome/ebe14ee7-f8b4-5efb-b222-0bf60f777f43.html#stoneback-grazer) — hunted in surrounding caverns and brought into Compact supply lines.\n\n## Canonical Links\n\n- [Iron Compact monster index](../../arc2/the-dungeon-delve/monster/README.html)\n- [Iron Compact overview](../../arc2/the-dungeon-delve/biome/be7c5af7-4d80-50cf-80ba-0dfbe2953beb.html)\n\nMaps and encounters link here for creature rules. They should not copy this stat block or convert room stock into carried inventory.\n\n## References\n",
      "tags": [
        "arc.2.1.1",
        "arc.2.2.4"
      ],
      "summary": "Wild prey animal, stubborn quarry, and living sign of nearby seep-root.",
      "images": [
        {
          "alt": "Stoneback grazer",
          "path": "monster_compendium/stoneback-grazer/stoneback-grazer.png"
        }
      ]
    },
    {
      "id": "troglodyte",
      "title": "Troglodyte",
      "type": "monster",
      "status": "approved",
      "src_system": "Ninefold Arc",
      "src_rule": "Troglodyte",
      "src_reference_url": "arc2/the-dungeon-delve/monster/1a87d854-49c1-47d7-9fcc-ef6395a0b1c2.html",
      "markdown": "template:monster.4\n\n## Summary\n\n**name:** Troglodyte\n\n**unique_game_id:** 1a87d854-49c1-47d7-9fcc-ef6395a0b1c2\n\n**images:**\n\n![Troglodyte](troglodyte/troglodyte.png)\n\n**summary:** The Medium-bodied hunters, clan warriors, handlers, and enforcers who occupy the Iron Compact clan holdings.\n\n## Individual Combat Card\n\n| Field | Value |\n| --- | --- |\n| HP | 7 / 7 |\n| Hit dice | 2 / 2 HD |\n| Active toDefend | One d6 per remaining HD; each result below 3 removes one HD |\n| 10% | 5 ft/s walking |\n\n##### Stamina\n\n- **Current / maximum:** 3 / 3\n- **Recovery:** Recover 1 after 5 consecutive Idle ticks\n\n\n### Stats\n\n#### Mind\n\n| Field | Value |\n| --- | --- |\n| IQ | +6% |\n| EQ | +7% |\n| Will | +10% |\n| Reflexes | +10% |\n| Perception | +10% |\n\n#### Embodiment\n\n| Field | Value |\n| --- | --- |\n| STR | +14% |\n| DEX | +10% |\n| CON | +14% |\n\n### Senses\n\n##### [Common Sight](../player/senses/common-sight.html)\n\n- **Range and conditions:** See canonical method\n- **Effect or limit:** Ordinary visual range and obstruction rules.\n\n##### [Common Hearing](../player/senses/common-hearing.html)\n\n- **Range and conditions:** See canonical method\n- **Effect or limit:** Ordinary auditory range and obstruction rules.\n\n##### [Darkvision](../player/senses/darkvision.html)\n\n- **Range and conditions:** 60 ft.\n- **Effect or limit:** Troglodyte embodiment baseline.\n\n\n## Skills and Combat Checks\n\n### Attack Skills\n\n`toHit = Stat + Skill + Buff Bonus - Debuff Bonus`\n\n##### [Untrained weapon or effect Skill](../player/roll-check.html)\n\n- **Type:** proficiency\n- **Stat:** REFLEXES\n- **Stat bonus:** +10%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 10 + 0 + 0 - 0\n- **`toHit` total:** **10%**\n- **SP spent:** 0\n\n\n### Defense Skills\n\n##### [Untrained Evasion](../player/combat/individual-combat.html)\n\n- **Type:** proficiency\n- **Stat:** DEX\n- **Stat bonus:** +10%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 10 + 0 + 0 - 0\n- **Active `toDefend` total:** **10%**\n- **SP spent:** 0\n\n\n##### None\n\n- **Modifier:** **+0%**\n- **Applies when:** While the listed armour or shield can answer the incoming effect\n\n\n### Utility Skills\n\n##### None recorded\n\n- **Type:** —\n- **Stat:** —\n- **Path bonus:** +0%\n- **SP spent:** 0\n- **Use:** No trained utility Skill on this card\n\nThe attacker rolls `toHit`. If it passes, the defender rolls active `toDefend` and adds applicable passive `toDefend` modifiers. Roll `toEffect` only when the offense passes and the defense fails.\n\n### Skill Funding Ledger\n\nThis base card is an untrained baseline. Learned work, weapon, command, handling, and specialist abilities come from a selected role card and remain Mind skills; they are not embodiment upgrades.\n\n### Embodiment Properties\n\n| Property | Value or rule |\n| --- | --- |\n| Base size | Medium; 5-ft diameter |\n| Armour | 0 intrinsic protection |\n| Movement | 5 ft/s walking |\n| Faction context | Iron Compact |\n\n##### All unlisted\n\n- **Passive toDefend modifier:** +0%\n- **Limit:** No intrinsic typed resistance or immunity\n\n\n### Skill Total Summary\n\n| Field | Value |\n| --- | --- |\n| Trained XP | 0 |\n| Total Skill Points | 0 |\n| Spent | 0 |\n| Unspent | 0 |\n\n## Attack Actions\n\n##### Unarmed strike\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One creature in natural reach\n- **Attack Skill:** Untrained weapon or effect Skill\n- **`toEffect` / result:** `1d6 toEffect`. Standard single-target damage; knife use and pack tactics belong to trained roles.\n\n\n## Defense Actions\n\n##### Defend\n\n- **Trigger:** A passed `toHit` targets this creature\n- **Cost:** Normal defense opportunity\n- **Defense Skill:** Untrained Evasion\n- **Result / limits:** Add passive `toDefend` (currently +0% from None); success prevents the hit unless stated otherwise.\n\n\n## Utility Actions\n\n##### No special utility action\n\n- **Cost:** —\n- **Target / range:** —\n- **Check:** —\n- **Result / limits:** Use ordinary movement, communication, and environment actions.\n\n\n#### Reactions and Interrupts\n\nUses only the normal shared reactions and interrupts unless a role card grants another one.\n\n### Passives and Effects\n\nNo persistent effect is active on the base creature. Equipment, training, saddles, rank, and assignment effects belong to the deployed role card.\n\n### Traits\n\n| Trait | Rule |\n| --- | --- |\n| Cave Stench | A creature entering an adjacent cube for the first time each scene must pass a CON check or take -1d6 on its next action. |\n\n## Unit Card\n\n| Unit status | Value |\n| --- | --- |\n| Organization | One-model baseline unit |\n| Members | 1 Troglodyte |\n| Unit hit dice | 2 / 2 HD |\n| Speed | 5 ft/s walking |\n| Footprint / exposure | Medium; 5-ft diameter |\n| Morale / cohesion | Use the deployed role, handler, faction, and location conditions |\n\n##### Unarmed strike\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One adjacent unit or creature\n- **Skill:** Untrained weapon or effect Skill\n- **`toEffect` / result:** `1d6 toEffect`. Standard single-target damage; knife use and pack tactics belong to trained roles.\n\n\n## Information\n\n### Description\n\nA pale, powerfully built Troglodyte adult. Clan obligations, hunting practice, weapon use, and authority are learned rather than inherent.\n\n### Habitat and Ecology\n\nTroglodytes occupy clan holdings, hunting routes, beast facilities, prison details, and other Iron Compact duties organized through clan and debt.\n\n### Behaviour\n\nUse the deployed role card for tactics, morale, knowledge, and equipment.\n\n### Equipment\n\nNone inherent. Clothing, tools, armor, weapons, harness, and recoverable items come from the deployed role or location record.\n\n### Harvesting\n\nNo standard harvesting entry is assigned by this base card.\n\n### Other Information\n\n**Assistant-authored draft:** This card supplies the missing canonical base creature or embodiment requested for the Delve. Choose a linked Troglodyte role for an encounter-ready individual.\n\n## References\n\n**src_reference:**\n\n- [Troglodyte Clan Warrior role example](../../arc2/the-dungeon-delve/monster/62c75033-8ace-5449-a60b-9366166586ca.html)\n\n**Game records:** [Monster and NPC index](../../arc2/the-dungeon-delve/monster/README.html)\n\n**Canonical links:** [Monster index](../../arc2/the-dungeon-delve/monster/README.html) · [Shared Delve biome](../../arc2/the-dungeon-delve/map/7a65e43e-fa7e-5b0b-a195-27f9964e576f/biome/ebe14ee7-f8b4-5efb-b222-0bf60f777f43.html) · [Faction context](../../arc2/the-dungeon-delve/biome/be7c5af7-4d80-50cf-80ba-0dfbe2953beb.html)\n",
      "tags": [
        "arc.2.1.1",
        "arc.2.2.4"
      ],
      "summary": "The Medium-bodied hunters, clan warriors, handlers, and enforcers who occupy the Iron Compact clan holdings.",
      "images": [
        {
          "alt": "Troglodyte",
          "path": "monster_compendium/troglodyte/troglodyte.png"
        }
      ]
    },
    {
      "id": "tunnel-rat",
      "title": "Tunnel Rat",
      "type": "monster",
      "status": "approved",
      "src_system": "Ninefold Arc",
      "src_rule": "Tunnel Rat",
      "src_reference_url": "arc2/the-dungeon-delve/monster/8f03e244-14cb-59c2-b8cb-d5242695f25b.html",
      "markdown": "template:monster.4\n\n# Tunnel Rat\n\n**unique_game_id:** 8f03e244-14cb-59c2-b8cb-d5242695f25b\n\n![Tunnel rat](tunnel-rat/tunnel-rat.png)\n\n\n> **1000 trained XP · 10 SP spent · Beast; beast.** Cave scavenger, trapped food animal, and threat to stores.\n\n## Creature Profile\n\n- **D&D 2024 source — Giant Rat:** [D&D Wiki](https://dnd-wiki.org/wiki/Giant_Rat_(5e24))\n\n| Field | Value |\n| --- | --- |\n| Creature type | Beast |\n| Faction | Iron Compact |\n| Job class | Beast |\n| Encounter role | Cave scavenger, trapped food animal, and threat to stores. |\n| Size | Medium |\n| Base size | 5 ft. diameter |\n| Typical disposition | Instinctive or handler-directed |\n| Languages or signals | None; instinct and trained signals only |\n\n### Health and Resources\n\n| Value | Rating |\n| --- | --- |\n| Hit dice | 1 |\n| Average hit points | 3.5 |\n| Stamina | 2 maximum; normally recover 1 after 5 consecutive Idle ticks |\n\n### Attributes\n\n### Mind\n\n| Field | Value |\n| --- | --- |\n| [IQ](../player/stats.html#iq-intelligence-quotient) | +3% |\n| [EQ](../player/stats.html#eq-emotional-intelligence) | +3% |\n| [Will](../player/stats.html#will-willpower) | +8% |\n| [Reflexes](../player/stats.html#reflexes) | +10% |\n| [Perception](../player/stats.html#perception) | +10% |\n\n\n### Body\n\n| Field | Value |\n| --- | --- |\n| [STR](../player/stats.html#str-strength) | +10% |\n| [DEX](../player/stats.html#dex-dexterity) | +10% |\n| [CON](../player/stats.html#con-constitution) | +10% |\n\n\n## Traits\n\n### Cave Adapted\n\nIgnores ordinary darkness and natural rough-ground penalties in its home tunnels.\n\n## Embodiment Properties\n\n### `properties/physicality`\n\n| Property | Value |\n| --- | --- |\n| Base size | 5 ft. diameter |\n| Walking movement | 5 ft/s |\n\n### `properties/resistances`\n\n##### All unlisted\n\n- **Defense bonus:** +0%\n- **Meaning:** No typed armor\n\n\nAdd the highest applicable resistance to the contested defense roll. If an effect has multiple types, resistance bonuses never stack. See [Embodiment Properties](../player/embodiment-properties.html#properties-resistances).\n\n### `properties/senses`\n\n##### [Common Sight](../player/senses/common-sight.html)\n\n- **Range and conditions:** See canonical method\n- **Effect or limit:** Ordinary visual range and obstruction rules.\n\n##### [Common Hearing](../player/senses/common-hearing.html)\n\n- **Range and conditions:** See canonical method\n- **Effect or limit:** Ordinary auditory range and obstruction rules.\n\n##### [Darkvision](../player/senses/darkvision.html)\n\n- **Range and conditions:** 30 ft.\n- **Effect or limit:** Current Rat baseline; uses ordinary vision beyond this radius where illumination permits.\n\n\n\n## Skills and Combat Checks\n\n### Attack Skills\n\n`toHit = Stat + Skill + Buff Bonus - Debuff Bonus`\n\n##### [Untrained weapon or effect Skill](../player/roll-check.html)\n\n- **Type:** proficiency\n- **Stat:** REFLEXES\n- **Stat bonus:** +10%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 10 + 0 + 0 - 0\n- **`toHit` total:** **10%**\n- **SP spent:** 0\n\n\n### Defense Skills\n\n##### [Untrained Evasion](../player/combat/individual-combat.html)\n\n- **Type:** proficiency\n- **Stat:** DEX\n- **Stat bonus:** +10%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 10 + 0 + 0 - 0\n- **Active `toDefend` total:** **10%**\n- **SP spent:** 0\n\n\n##### None\n\n- **Modifier:** **+0%**\n- **Applies when:** While the listed armour or shield can answer the incoming effect\n\n\n### Utility Skills\n\n##### [Awareness and Investigation](../skill_compendium/awareness-and-investigation.html)\n\n- **Type:** proficiency\n- **Stat:** PERCEPTION\n- **Path bonus:** +5%\n- **SP spent:** 5\n- **Use:** Work, knowledge, movement, command, or other utility use from the Skill card\n\n##### [Perception](../skill_compendium/perception.html)\n\n- **Type:** proficiency\n- **Stat:** PERCEPTION\n- **Path bonus:** +9%\n- **SP spent:** 4\n- **Use:** Work, knowledge, movement, command, or other utility use from the Skill card\n\n##### [Movement and Coordination](../skill_compendium/movement-and-coordination.html)\n\n- **Type:** proficiency\n- **Stat:** REFLEXES\n- **Path bonus:** +1%\n- **SP spent:** 1\n- **Use:** Work, knowledge, movement, command, or other utility use from the Skill card\n\nThe attacker rolls `toHit`. If it passes, the defender rolls active `toDefend` and adds applicable passive `toDefend` modifiers. Roll `toEffect` only when the offense passes and the defense fails.\n\n### Skill Funding Ledger\n\n**Assistant-authored draft:** Prerequisites funded within the existing budget. [Training record](../../editorial/monster-skill-review/README.html).\n\n##### [Awareness and Investigation](../skill_compendium/awareness-and-investigation.html)\n\n- **Mind stat:** PERCEPTION\n- **SP / local rating:** 5 / +5%\n- **Path bonus:** +5%\n- **Required parents:** None\n- **Abilities:** Trained Use, Practiced Routine, Specialist Edge\n\n##### [Perception](../skill_compendium/perception.html)\n\n- **Mind stat:** PERCEPTION\n- **SP / local rating:** 4 / +4%\n- **Path bonus:** +9%\n- **Required parents:** [Awareness and Investigation](../skill_compendium/awareness-and-investigation.html) +5%\n- **Abilities:** Trained Use, Practiced Routine\n\n##### [Movement and Coordination](../skill_compendium/movement-and-coordination.html)\n\n- **Mind stat:** REFLEXES\n- **SP / local rating:** 1 / +1%\n- **Path bonus:** +1%\n- **Required parents:** None\n- **Abilities:** Trained Use\n\n\nPath bonuses use one applicable root-to-specialization path; unrelated branches do not stack.\n\n\n### Skill Total Summary\n\n| Field | Value |\n| --- | --- |\n| Trained XP | 1000 |\n| Total Skill Points | 10 |\n| Spent | 10 |\n| Unspent | 0 |\n\n## Attack Actions\n\n##### Basic attack\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One target in weapon or natural reach\n- **Attack Skill:** Untrained weapon or effect Skill\n- **`toEffect` / result:** `1d6 toEffect`. standard single-target damage.\n\n\n## Defense Actions\n\n##### Defend\n\n- **Trigger:** A passed `toHit` targets this creature\n- **Cost:** Normal defense opportunity\n- **Defense Skill:** Untrained Evasion\n- **Result / limits:** Add passive `toDefend` (currently +0% from None); success prevents the hit unless stated otherwise.\n\n\n## Utility Actions\n\n##### Scuttle Through\n\n- **Cost:** 1 ticks; 1 Stamina\n- **Target / range:** Self\n- **Check:** Automatic\n- **Result / limits:** Move 3 cubes through occupied spaces and gaps without reactions, ending in an open cube.\n\n\n\n## Passives and Effects\n\nNo additional passive Skill effect or ongoing condition is active. Passive defense sources are recorded once under Defense Skills.\n\n## Equipment\n\n- None. Natural attacks and movement are included in the actions above.\n\nCarried equipment is limited to this job loadout. Worksite tools, room stock, and secured assets are not added to personal inventory unless the scene says this creature signed them out.\n\n## Running the Creature\n\n- **Job expression:** Cave scavenger, trapped food animal, and threat to stores.\n\n**Assistant-authored draft — appearance / signals:** Gnaw marks and food smells announce the group before the first cautious body emerges.\n\n- **Opening / goal:** Tests a quiet edge of the stores before the others follow.\n- **Response:** Uses existing gaps and its scuttling action to reach exposed food or escape a close threat.\n- **Morale:** Keep its existing fire, noise and group-loss conditions; a defended nest can hold it longer.\n- **Social approach:** Remove accessible food or leave an exit rather than expect a spoken command to work.\n- **Knowledge:** Fresh gnawing identifies a weakness in the nearby store or timber.\n\n## Behavior\n\n- **Routine:** Follows food smells, gnaws containers and weak timber, and tests quiet spaces before the rest of its group emerges.\n- **When threatened:** Circles through cover and gaps, biting isolated or fallen creatures while preserving an escape route.\n- **Morale and de-escalation:** It flees from fire, sustained noise, or the loss of half its group unless defending a nest or starving.\n\n\n## Harvest and Crafting\n\n##### [Meat, hide, and teeth](../../arc2/the-dungeon-delve/item/7ba70fa4-cd90-5805-ad49-83799bf88ec6.html)\n\n- **Check:** IQ (Survival) + DEX\n- **Time:** 10 minutes\n- **Yield:** 1 ration and 1 hide scrap\n- **Crafting uses:** Stew meat, trap bait, patches, or small tool teeth\n- **Failure consequence:** A failed harvest spoils the meat or exposes the harvester to cave filth.\n\n\nHarvesting requires a safe opportunity and suitable cutting, collecting, or preservation tools. The yield belongs to the harvested creature or patch instance and is spent when used in crafting.\n\n\n## Habitat and Organization\n\nThis creature appears where its assigned job is performed. The linked map controls headcount, room stock, alarms, and local conditions; this card controls the creature itself.\n\n## Where Found\n\n- [Iron Compact biome](../../arc2/the-dungeon-delve/map/7a65e43e-fa7e-5b0b-a195-27f9964e576f/biome/ebe14ee7-f8b4-5efb-b222-0bf60f777f43.html#tunnel-rat) — scavenges near stores, freight routes, and damaged structures.\n\n## Canonical Links\n\n- [Iron Compact monster index](../../arc2/the-dungeon-delve/monster/README.html)\n- [Iron Compact overview](../../arc2/the-dungeon-delve/biome/be7c5af7-4d80-50cf-80ba-0dfbe2953beb.html)\n\nMaps and encounters link here for creature rules. They should not copy this stat block or convert room stock into carried inventory.\n\n## References\n",
      "tags": [
        "arc.2.1.1",
        "arc.2.2.4"
      ],
      "summary": "Cave scavenger, trapped food animal, and threat to stores.",
      "images": [
        {
          "alt": "Tunnel rat",
          "path": "monster_compendium/tunnel-rat/tunnel-rat.png"
        }
      ]
    },
    {
      "id": "tunnel-wolf",
      "title": "Tunnel Wolf",
      "type": "monster",
      "status": "approved",
      "src_system": "Ninefold Arc",
      "src_rule": "Tunnel Wolf",
      "src_reference_url": "arc2/the-dungeon-delve/monster/c7cbe17e-4d7f-4fd7-8e63-843e0d91c42a.html",
      "markdown": "template:monster.4\n\n## Summary\n\n**name:** Tunnel Wolf\n\n**unique_game_id:** c7cbe17e-4d7f-4fd7-8e63-843e0d91c42a\n\n**images:**\n\n![Tunnel Wolf fitted with a goblin riding saddle](tunnel-wolf/tunnel-wolf-v1.png)\n\n**summary:** A pony-sized descendant of the Tunnel Rat, bred and trained by the Goblin Host as a fast ground mount for one goblin rider.\n\n## Individual Combat Card\n\n| Field | Value |\n| --- | --- |\n| HP | 7 / 7 |\n| Hit dice | 2 / 2 HD |\n| Active toDefend | One d6 per remaining HD; each result below 3 removes one HD |\n| 15% | 8 ft/s walking |\n\n##### Stamina\n\n- **Current / maximum:** 3 / 3\n- **Recovery:** Recover 1 after 5 consecutive Idle ticks\n\n\n### Stats\n\n#### Mind\n\n| Field | Value |\n| --- | --- |\n| IQ | +3% |\n| EQ | +3% |\n| Will | +8% |\n| Reflexes | +10% |\n| Perception | +10% |\n\n#### Embodiment\n\n| Field | Value |\n| --- | --- |\n| STR | +20% |\n| DEX | +15% |\n| CON | +15% |\n\n### Senses\n\n##### [Common Sight](../player/senses/common-sight.html)\n\n- **Range and conditions:** See canonical method\n- **Effect or limit:** Ordinary visual range and obstruction rules.\n\n##### [Common Hearing](../player/senses/common-hearing.html)\n\n- **Range and conditions:** See canonical method\n- **Effect or limit:** Ordinary auditory range and obstruction rules.\n\n##### [Darkvision](../player/senses/darkvision.html)\n\n- **Range and conditions:** 60 ft.\n- **Effect or limit:** Sees through ordinary darkness within range; other visual limits still apply.\n\n\n## Skills and Combat Checks\n\n### Attack Skills\n\n`toHit = Stat + Skill + Buff Bonus - Debuff Bonus`\n\n##### [Untrained weapon or effect Skill](../player/roll-check.html)\n\n- **Type:** proficiency\n- **Stat:** REFLEXES\n- **Stat bonus:** +10%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 10 + 0 + 0 - 0\n- **`toHit` total:** **10%**\n- **SP spent:** 0\n\n\n### Defense Skills\n\n##### [Untrained Evasion](../player/combat/individual-combat.html)\n\n- **Type:** proficiency\n- **Stat:** DEX\n- **Stat bonus:** +15%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 15 + 0 + 0 - 0\n- **Active `toDefend` total:** **15%**\n- **SP spent:** 0\n\n\n##### None\n\n- **Modifier:** **+0%**\n- **Applies when:** While the listed armour or shield can answer the incoming effect\n\n\n### Utility Skills\n\n##### [Awareness and Investigation](../skill_compendium/awareness-and-investigation.html)\n\n- **Type:** proficiency\n- **Stat:** REFLEXES\n- **Path bonus:** +5%\n- **SP spent:** 5\n- **Use:** Work, knowledge, movement, command, or other utility use from the Skill card\n\n##### [Perception](../skill_compendium/perception.html)\n\n- **Type:** proficiency\n- **Stat:** REFLEXES\n- **Path bonus:** +3%\n- **SP spent:** 3\n- **Use:** Work, knowledge, movement, command, or other utility use from the Skill card\n\n##### [Athletics](../skill_compendium/athletics.html)\n\n- **Type:** proficiency\n- **Stat:** REFLEXES\n- **Path bonus:** +1%\n- **SP spent:** 1\n- **Use:** Work, knowledge, movement, command, or other utility use from the Skill card\n\n##### [Stealth](../skill_compendium/stealth.html)\n\n- **Type:** proficiency\n- **Stat:** REFLEXES\n- **Path bonus:** +1%\n- **SP spent:** 1\n- **Use:** Work, knowledge, movement, command, or other utility use from the Skill card\n\nThe attacker rolls `toHit`. If it passes, the defender rolls active `toDefend` and adds applicable passive `toDefend` modifiers. Roll `toEffect` only when the offense passes and the defense fails.\n\n### Skill Funding Ledger\n\n##### [Awareness and Investigation](../skill_compendium/awareness-and-investigation.html)\n\n- **Proficiency:** +5%\n- **SP spent:** 5\n- **Abilities / use:** Trained Use, Practiced Routine, Specialist Edge\n\n##### [Perception](../skill_compendium/perception.html)\n\n- **Proficiency:** +3%\n- **SP spent:** 3\n- **Abilities / use:** Trained Use, Practiced Routine\n\n##### [Movement and Coordination](../skill_compendium/movement-and-coordination.html)\n\n- **Proficiency:** +5%\n- **SP spent:** 5\n- **Abilities / use:** Trained Use, Practiced Routine, Specialist Edge\n\n##### [Athletics](../skill_compendium/athletics.html)\n\n- **Proficiency:** +1%\n- **SP spent:** 1\n- **Abilities / use:** Trained Use\n\n##### [Stealth](../skill_compendium/stealth.html)\n\n- **Proficiency:** +1%\n- **SP spent:** 1\n- **Abilities / use:** Trained Use\n\n\n### Embodiment Properties\n\n| Property | Value or rule |\n| --- | --- |\n| Base size | Large; 10-ft diameter |\n| Armour | 0 intrinsic protection |\n| Carrying role | Carries one Small goblin rider plus fitted saddle and ordinary rider equipment |\n| Walking movement | 8 ft/s |\n\n##### All unlisted\n\n- **Passive toDefend modifier:** +0%\n- **Limit:** No intrinsic typed resistance or immunity\n\n\n### Skill Total Summary\n\n| Field | Value |\n| --- | --- |\n| Trained XP | 1500 |\n| Total Skill Points | 15 |\n| Spent | 15 |\n| Unspent | 0 |\n\n## Attack Actions\n\n##### Bite\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One creature in natural reach\n- **Attack Skill:** Untrained weapon or effect Skill\n- **`toEffect` / result:** `2d6 toEffect`. Standard single-target damage.\n\n\n## Defense Actions\n\n##### Defend\n\n- **Trigger:** A passed `toHit` targets this creature\n- **Cost:** Normal defense opportunity\n- **Defense Skill:** Untrained Evasion\n- **Result / limits:** Add passive `toDefend` (currently +0% from None); success prevents the hit unless stated otherwise.\n\n\n## Utility Actions\n\n##### Carry trained rider\n\n- **Cost:** Movement ticks; normal movement cost\n- **Target / range:** One Small rider in the fitted saddle\n- **Check:** [Fauna Handling](../skill_compendium/fauna-handling.html) only for an unfamiliar or stressful order\n- **Result / limits:** Move at the listed speed while carrying the rider. A failed handling check makes the Tunnel Wolf refuse the order and seek a defensible route.\n\n##### Cave sprint\n\n- **Cost:** 1 tick; 1 Stamina\n- **Target / range:** Self and secured rider\n- **Check:** Automatic\n- **Result / limits:** Move up to 4 cubes across natural rough cave floor without its ordinary movement penalty. The movement must end in open space large enough for the mount.\n\n\n#### Reactions and Interrupts\n\nThe Tunnel Wolf uses only the normal shared reactions and interrupts.\n\n### Passives and Effects\n\n##### Saddled\n\n- **Source / condition:** Fitted [Riding Saddle](../../arc2/the-dungeon-delve/item/d7439119-f8f6-5d22-b603-33ec6b3b9b80.html)\n- **Mechanical change:** May safely carry one Small goblin rider and use Cave sprint with that rider\n- **Duration / end:** Ends when the saddle is removed or disabled\n\n\n### Traits\n\n| Trait | Rule |\n| --- | --- |\n| Cave Adapted | Ignores ordinary darkness and natural rough-ground penalties in its home tunnels. |\n| Tunnel Rat Stock | Counts as a Tunnel Rat descendant for setting ecology and handling knowledge; it does not inherit the smaller creature size or Scuttle Through action. |\n\n## Unit Card\n\n| Unit status | Value |\n| --- | --- |\n| Organization | One-model mount unit |\n| Members | 1 Tunnel Wolf; rider tracked separately |\n| Unit hit dice | 2 / 2 HD |\n| Speed | 8 ft/s walking |\n| Footprint / exposure | Large; 10-ft diameter; rider remains a separate exposed actor |\n| Morale / cohesion | Flees or returns to a known handler when the rider falls, the animal reaches 1 HD, or fire blocks its route |\n\n##### Bite\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One adjacent unit or creature\n- **Skill:** Untrained weapon or effect Skill\n- **`toEffect` / result:** `2d6 toEffect`. Standard single-target damage.\n\n##### Cave sprint\n\n- **Cost:** 1 tick; 1 Stamina\n- **Target / range:** Self and secured rider\n- **Skill:** Automatic\n- **`toEffect` / result:** Move up to 4 cubes across rough cave floor, ending in an open legal position.\n\n\n## Information\n\n### Description\n\nTunnel Wolves are not true wolves. The Goblin Host bred them from Tunnel Rat stock for longer legs, stronger shoulders, a deeper chest, and the mass needed to carry a goblin. They retain coarse dark fur, pale cave eyes, whiskers, heavy incisors, a bare tail, and a strong sense for familiar underground routes. Trained animals understand whistles, rein pressure, scent cues, and handler routines but no language.\n\n### Habitat and Ecology\n\nTunnel Wolves live in dry pens near Goblin Host settlements, patrol routes, and caravan yards. They eat the same broad scavenger diet as Tunnel Rats but require more meat and feed. Their paws and low balance make them dependable on broken cave floors where wheeled transport or larger mounts struggle.\n\n### Behaviour\n\n- **Opening:** Hold near the rider or handler and watch the clearest tunnel route.\n- **Tactics:** Carry a rider through broken ground, bite only when cornered or commanded, and preserve an escape lane.\n- **Morale:** Retreat toward a known handler, pen, or Host route when badly hurt or separated from the rider.\n- **Social approach:** Food, familiar scent, trained whistles, and Fauna Handling can calm or redirect it.\n- **Knowledge:** Remembers trained routes, feeding places, Goblin Host signals, and the way back to its current pen.\n\n### Equipment\n\n##### [Riding Saddle](../../arc2/the-dungeon-delve/item/d7439119-f8f6-5d22-b603-33ec6b3b9b80.html)\n\n- **Quantity:** 1\n- **Use / location:** Fitted to the mount with reins and cargo straps\n- **Recoverable state:** Recoverable if intact; sized for a Small rider\n\n\n### Harvesting\n\n##### [Meat, hide, and teeth](../../arc2/the-dungeon-delve/item/7ba70fa4-cd90-5805-ad49-83799bf88ec6.html)\n\n- **Check:** IQ (Survival) + DEX\n- **Time:** 20 minutes\n- **Yield:** 2 rations and 2 hide scraps\n- **Uses:** Food, trap bait, leather patches, or tool teeth\n- **Failure consequence:** A failed harvest spoils the meat or exposes the harvester to cave filth.\n\n\n### Other Information\n\n**User requirement:** This is a Goblin Host mount large enough for goblins to ride and is based on the Tunnel Rat.\n\nNo population count is created by this card. Assign actual Tunnel Wolves to a Goblin Host location and population register before deploying them; moving one between sites moves that same animal.\n\n## References\n\n**src_reference:**\n\n- [Tunnel Rat biological baseline](../../arc2/the-dungeon-delve/monster/8f03e244-14cb-59c2-b8cb-d5242695f25b.html)\n\n**Game records:** [Tunnel Rat](../../arc2/the-dungeon-delve/monster/8f03e244-14cb-59c2-b8cb-d5242695f25b.html) · [Riding Saddle](../../arc2/the-dungeon-delve/item/d7439119-f8f6-5d22-b603-33ec6b3b9b80.html)\n\n**Canonical links:** [Monster index](../../arc2/the-dungeon-delve/monster/README.html) · [Goblin Host](../../arc2/the-dungeon-delve/biome/f88c4a25-c15a-5f16-86d1-e7b919c02928.html)\n",
      "tags": [
        "arc.2.1.1",
        "arc.2.2.4"
      ],
      "summary": "A pony-sized descendant of the Tunnel Rat, bred and trained by the Goblin Host as a fast ground mount for one goblin rider.",
      "images": [
        {
          "alt": "Tunnel Wolf fitted with a goblin riding saddle",
          "path": "monster_compendium/tunnel-wolf/tunnel-wolf-v1.png"
        }
      ]
    },
    {
      "id": "wire-fungus",
      "title": "Wire Fungus",
      "type": "monster",
      "status": "approved",
      "src_system": "Ninefold Arc",
      "src_rule": "Wire Fungus",
      "src_reference_url": "arc2/the-dungeon-delve/monster/ef77e714-9250-5a45-a1a2-6a28c6d316b4.html",
      "markdown": "template:monster.4\n\n# Wire Fungus\n\n**unique_game_id:** ef77e714-9250-5a45-a1a2-6a28c6d316b4\n\n![Wire fungus](wire-fungus/wire-fungus.png)\n\n\n> **1000 trained XP · 10 SP spent · Beast; beast.** A colonial fungus whose tensioned strands entangle struggling prey.\n\n## Creature Profile\n\n- **D&D 2024 source — Violet Fungus or environmental hazard:** [D&D Wiki](https://dnd-wiki.org/wiki/Publication:MM5e24)\n\n| Field | Value |\n| --- | --- |\n| Creature type | Beast |\n| Faction | Iron Compact |\n| Job class | Beast |\n| Encounter role | A colonial fungus whose tensioned strands entangle struggling prey. |\n| Size | Medium |\n| Base size | 5 ft. diameter |\n| Typical disposition | Instinctive or handler-directed |\n| Languages or signals | None; instinct and trained signals only |\n\n### Health and Resources\n\n| Value | Rating |\n| --- | --- |\n| Hit dice | 1 |\n| Average hit points | 3.5 |\n| Stamina | 2 maximum; normally recover 1 after 5 consecutive Idle ticks |\n\n### Attributes\n\n### Mind\n\n| Field | Value |\n| --- | --- |\n| [IQ](../player/stats.html#iq-intelligence-quotient) | +1% |\n| [EQ](../player/stats.html#eq-emotional-intelligence) | +1% |\n| [Will](../player/stats.html#will-willpower) | +6% |\n| [Reflexes](../player/stats.html#reflexes) | +6% |\n| [Perception](../player/stats.html#perception) | +8% |\n\n\n### Body\n\n| Field | Value |\n| --- | --- |\n| [STR](../player/stats.html#str-strength) | +6% |\n| [DEX](../player/stats.html#dex-dexterity) | +4% |\n| [CON](../player/stats.html#con-constitution) | +10% |\n\n\n## Traits\n\n### Cave Adapted\n\nIgnores ordinary darkness and natural rough-ground penalties in its home tunnels.\n\n## Embodiment Properties\n\n### `properties/physicality`\n\n| Property | Value |\n| --- | --- |\n| Base size | 5 ft. diameter |\n| Walking movement | None |\n\n### `properties/resistances`\n\n##### All unlisted\n\n- **Defense bonus:** +0%\n- **Meaning:** No typed armor\n\n\nAdd the highest applicable resistance to the contested defense roll. If an effect has multiple types, resistance bonuses never stack. See [Embodiment Properties](../player/embodiment-properties.html#properties-resistances).\n\n### `properties/senses`\n\n##### [Blindsight](../player/senses/blindsight.html)\n\n- **Range and conditions:** 30 ft.\n- **Effect or limit:** Violet Fungus sensory baseline; no physical eyes or ordinary hearing.\n\n\n\n## Skills and Combat Checks\n\n### Attack Skills\n\n`toHit = Stat + Skill + Buff Bonus - Debuff Bonus`\n\n##### [Untrained weapon or effect Skill](../player/roll-check.html)\n\n- **Type:** proficiency\n- **Stat:** REFLEXES\n- **Stat bonus:** +6%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 6 + 0 + 0 - 0\n- **`toHit` total:** **6%**\n- **SP spent:** 0\n\n\n### Defense Skills\n\n##### [Untrained Evasion](../player/combat/individual-combat.html)\n\n- **Type:** proficiency\n- **Stat:** DEX\n- **Stat bonus:** +4%\n- **Skill bonus:** +0%\n- **Buff Bonus:** +0%\n- **Debuff Bonus:** -0%\n- **Calculation:** 4 + 0 + 0 - 0\n- **Active `toDefend` total:** **4%**\n- **SP spent:** 0\n\n\n##### None\n\n- **Modifier:** **+0%**\n- **Applies when:** While the listed armour or shield can answer the incoming effect\n\n\n### Utility Skills\n\n##### [Awareness and Investigation](../skill_compendium/awareness-and-investigation.html)\n\n- **Type:** proficiency\n- **Stat:** PERCEPTION\n- **Path bonus:** +5%\n- **SP spent:** 5\n- **Use:** Work, knowledge, movement, command, or other utility use from the Skill card\n\n##### [Perception](../skill_compendium/perception.html)\n\n- **Type:** proficiency\n- **Stat:** PERCEPTION\n- **Path bonus:** +9%\n- **SP spent:** 4\n- **Use:** Work, knowledge, movement, command, or other utility use from the Skill card\n\n##### [Movement and Coordination](../skill_compendium/movement-and-coordination.html)\n\n- **Type:** proficiency\n- **Stat:** REFLEXES\n- **Path bonus:** +1%\n- **SP spent:** 1\n- **Use:** Work, knowledge, movement, command, or other utility use from the Skill card\n\nThe attacker rolls `toHit`. If it passes, the defender rolls active `toDefend` and adds applicable passive `toDefend` modifiers. Roll `toEffect` only when the offense passes and the defense fails.\n\n### Skill Funding Ledger\n\n**Assistant-authored draft:** Prerequisites funded within the existing budget. [Training record](../../editorial/monster-skill-review/README.html).\n\n##### [Awareness and Investigation](../skill_compendium/awareness-and-investigation.html)\n\n- **Mind stat:** PERCEPTION\n- **SP / local rating:** 5 / +5%\n- **Path bonus:** +5%\n- **Required parents:** None\n- **Abilities:** Trained Use, Practiced Routine, Specialist Edge\n\n##### [Perception](../skill_compendium/perception.html)\n\n- **Mind stat:** PERCEPTION\n- **SP / local rating:** 4 / +4%\n- **Path bonus:** +9%\n- **Required parents:** [Awareness and Investigation](../skill_compendium/awareness-and-investigation.html) +5%\n- **Abilities:** Trained Use, Practiced Routine\n\n##### [Movement and Coordination](../skill_compendium/movement-and-coordination.html)\n\n- **Mind stat:** REFLEXES\n- **SP / local rating:** 1 / +1%\n- **Path bonus:** +1%\n- **Required parents:** None\n- **Abilities:** Trained Use\n\n\nPath bonuses use one applicable root-to-specialization path; unrelated branches do not stack.\n\n\n### Skill Total Summary\n\n| Field | Value |\n| --- | --- |\n| Trained XP | 1000 |\n| Total Skill Points | 10 |\n| Spent | 10 |\n| Unspent | 0 |\n\n## Attack Actions\n\n##### Basic attack\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One target in weapon or natural reach\n- **Attack Skill:** Untrained weapon or effect Skill\n- **`toEffect` / result:** `1d6 toEffect`. standard single-target damage.\n\n\n## Defense Actions\n\n##### Defend\n\n- **Trigger:** A passed `toHit` targets this creature\n- **Cost:** Normal defense opportunity\n- **Defense Skill:** Untrained Evasion\n- **Result / limits:** Add passive `toDefend` (currently +0% from None); success prevents the hit unless stated otherwise.\n\n\n## Utility Actions\n\n##### Tighten Strands\n\n- **Cost:** 2 ticks; 2 Stamina\n- **Target / range:** One creature or loose item in its cube\n- **Check:** Contested DEX, 1d6\n- **Result / limits:** On a hit restrain the target or snag one carried item until 2 ticks are spent cutting it free.\n\n\n\n## Passives and Effects\n\nNo additional passive Skill effect or ongoing condition is active. Passive defense sources are recorded once under Defense Skills.\n\n## Equipment\n\n- None. Natural attacks and movement are included in the actions above.\n\nCarried equipment is limited to this job loadout. Worksite tools, room stock, and secured assets are not added to personal inventory unless the scene says this creature signed them out.\n\n## Running the Creature\n\n- **Job expression:** A colonial fungus whose tensioned strands entangle struggling prey.\n\n**Assistant-authored draft — appearance / signals:** Taut strands continue through dead timber; a pulled strand answers in the next anchor.\n\n- **Opening / goal:** Remains across its connected anchors while a traveler or collector disturbs it.\n- **Response:** Tightens the anchored strands that a caught creature’s struggle is pulling.\n- **Morale:** Stillness or cutting one anchored strand at a time permits disengagement as described below.\n- **Social approach:** Isolate the loaded strand before collecting it; do not pull the whole network at once.\n- **Knowledge:** A newly drawn-tight strand shows the nearby collector where tension is being carried.\n\n## Behavior\n\n- **Routine:** Threads through dead timber and tightens when vibration pulls on its interconnected strands.\n- **When threatened:** Snags loose gear and limbs, using a trapped creature's struggle to tighten neighboring cords.\n- **Morale and de-escalation:** Cutting one anchored strand at a time, fire, or complete stillness lets a creature disengage.\n\n\n## Harvest and Crafting\n\n##### [Tough fungal cord](../../arc2/the-dungeon-delve/item/67c8ae1c-b939-550a-b4e8-888d9a165e5d.html)\n\n- **Check:** IQ (Survival) + DEX\n- **Time:** 10 minutes\n- **Yield:** 3 lengths\n- **Crafting uses:** Cordage, snare line, brace binding, or repair material\n- **Failure consequence:** A failed cut entangles one carried item until 2 ticks are spent freeing it.\n\n\nHarvesting requires a safe opportunity and suitable cutting, collecting, or preservation tools. The yield belongs to the harvested creature or patch instance and is spent when used in crafting.\n\n\n## Habitat and Organization\n\nThis creature appears where its assigned job is performed. The linked map controls headcount, room stock, alarms, and local conditions; this card controls the creature itself.\n\n## Where Found\n\n- [Iron Compact biome](../../arc2/the-dungeon-delve/map/7a65e43e-fa7e-5b0b-a195-27f9964e576f/biome/ebe14ee7-f8b4-5efb-b222-0bf60f777f43.html#wire-fungus)\n\n## Canonical Links\n\n- [Iron Compact monster index](../../arc2/the-dungeon-delve/monster/README.html)\n- [Iron Compact overview](../../arc2/the-dungeon-delve/biome/be7c5af7-4d80-50cf-80ba-0dfbe2953beb.html)\n\nMaps and encounters link here for creature rules. They should not copy this stat block or convert room stock into carried inventory.\n\n## References\n",
      "tags": [
        "arc.2.1.1",
        "arc.2.2.4"
      ],
      "summary": "A colonial fungus whose tensioned strands entangle struggling prey.",
      "images": [
        {
          "alt": "Wire fungus",
          "path": "monster_compendium/wire-fungus/wire-fungus.png"
        }
      ]
    }
  ]
}
