Blind Cavefish
template:monster.4
unique_game_id: d6c8cf31-1bfd-5313-98d8-456b2c403e8d

1000 trained XP · 10 SP spent · Beast; beast. Underground-lake prey animal and a sensitive sign of water quality.
Creature Profile
- D&D 2024 source — Quipper: D&D Wiki)
| Field | Value |
|---|---|
| Creature type | Beast |
| Faction | Iron Compact |
| Job class | Beast |
| Encounter role | Underground-lake prey animal and a sensitive sign of water quality. |
| Size | Medium |
| Base size | 5 ft. diameter |
| Typical disposition | Instinctive or handler-directed |
| Languages or signals | None; instinct and trained signals only |
Health and Resources
| Value | Rating |
|---|---|
| Hit dice | 1 |
| Average hit points | 3.5 |
| Stamina | 2 maximum; normally recover 1 after 5 consecutive Idle ticks |
Attributes
Mind
| Field | Value |
|---|---|
| IQ | +3% |
| EQ | +3% |
| Will | +8% |
| Reflexes | +10% |
| Perception | +10% |
Body
Traits
Cave Adapted
Ignores ordinary darkness and natural rough-ground penalties in its home tunnels.
Embodiment Properties
properties/physicality
| Property | Value |
|---|---|
| Base size | 5 ft. diameter |
| Walking movement | None; swim 5 ft/s |
properties/resistances
All unlisted
- Defense bonus: +0%
- Meaning: No typed armor
Add the highest applicable resistance to the contested defense roll. If an effect has multiple types, resistance bonuses never stack. See Embodiment Properties.
properties/senses
Blindsight
- Range and conditions: 30 ft.
- Effect or limit: Assistant-authored draft: Underwater pressure sensing; works only through the same connected water, not through a solid barrier.
Skills and Combat Checks
Attack Skills
toHit = Stat + Skill + Buff Bonus - Debuff Bonus
Untrained weapon or effect Skill
- Type: proficiency
- Stat: REFLEXES
- Stat bonus: +10%
- Skill bonus: +0%
- Buff Bonus: +0%
- Debuff Bonus: -0%
- Calculation: 10 + 0 + 0 - 0
toHittotal: 10%- SP spent: 0
Defense Skills
Untrained Evasion
- Type: proficiency
- Stat: DEX
- Stat bonus: +10%
- Skill bonus: +0%
- Buff Bonus: +0%
- Debuff Bonus: -0%
- Calculation: 10 + 0 + 0 - 0
- Active
toDefendtotal: 10% - SP spent: 0
None
- Modifier: +0%
- Applies when: While the listed armour or shield can answer the incoming effect
Utility Skills
Awareness and Investigation
- Type: proficiency
- Stat: PERCEPTION
- Path bonus: +5%
- SP spent: 5
- Use: Work, knowledge, movement, command, or other utility use from the Skill card
Perception
- Type: proficiency
- Stat: PERCEPTION
- Path bonus: +9%
- SP spent: 4
- Use: Work, knowledge, movement, command, or other utility use from the Skill card
Movement and Coordination
- Type: proficiency
- Stat: REFLEXES
- Path bonus: +1%
- SP spent: 1
- Use: Work, knowledge, movement, command, or other utility use from the Skill card
The 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.
Skill Funding Ledger
Assistant-authored draft: Prerequisites funded within the existing budget. Training record.
Awareness and Investigation
- Mind stat: PERCEPTION
- SP / local rating: 5 / +5%
- Path bonus: +5%
- Required parents: None
- Abilities: Trained Use, Practiced Routine, Specialist Edge
Perception
- Mind stat: PERCEPTION
- SP / local rating: 4 / +4%
- Path bonus: +9%
- Required parents: Awareness and Investigation +5%
- Abilities: Trained Use, Practiced Routine
Movement and Coordination
- Mind stat: REFLEXES
- SP / local rating: 1 / +1%
- Path bonus: +1%
- Required parents: None
- Abilities: Trained Use
Path bonuses use one applicable root-to-specialization path; unrelated branches do not stack.
Skill Total Summary
| Field | Value |
|---|---|
| Trained XP | 1000 |
| Total Skill Points | 10 |
| Spent | 10 |
| Unspent | 0 |
Attack Actions
Basic attack
- Cost: 2 ticks; 2 Stamina
- Target / range: One target in weapon or natural reach
- Attack Skill: Untrained weapon or effect Skill
toEffect/ result:1d6 toEffect. standard single-target damage.
Defense Actions
Defend
- Trigger: A passed
toHittargets this creature - Cost: Normal defense opportunity
- Defense Skill: Untrained Evasion
- Result / limits: Add passive
toDefend(currently +0% from None); success prevents the hit unless stated otherwise.
Utility Actions
Frenzy in the Water
- Cost: 2 ticks; 2 Stamina
- Target / range: One creature sharing its water
- Check: 1d6
- Result / limits: On a hit mark the target; other cavefish gain +1d6 against it until the end of the round.
Passives and Effects
No additional passive Skill effect or ongoing condition is active. Passive defense sources are recorded once under Defense Skills.
Equipment
- None. Natural attacks and movement are included in the actions above.
Carried 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.
Running the Creature
- Job expression: Underground-lake prey animal and a sensitive sign of water quality.
Assistant-authored draft — appearance / signals: A pale school wheels toward water movement; the shore remains outside its pursuit.
- Opening / goal: Circles drifting food in the underground lake before closing on a disturbance.
- Response: Converges on struggling creatures sharing its water, using its existing water action.
- Morale: The existing school-break conditions end the attack; it does not defend a handler or work crew.
- Social approach: Offer bait or stop the disturbance rather than speak orders to the school.
- Knowledge: A changed gathering point gives water tenders a visible reason to inspect the draw. Current duty: Underground Lake.
Behavior
- Routine: Schools around drifting food and vibration, retreating into deep water until blood, bait, or frantic movement draws it back.
- When threatened: Attacks only creatures sharing its water, marks struggling prey, and converges as a school rather than pursuing onto land.
- Morale and de-escalation: The school breaks when bright vibration, poison, or a larger aquatic predator disturbs the water.
Harvest and Crafting
Fish, oil, and scales
- Check: IQ (Survival) + DEX
- Time: 10 minutes
- Yield: 1 ration and 1 oil portion
- Crafting uses: Fresh or smoked food, lamp oil, bait, or reflective scale paste
- Failure consequence: A failed harvest taints the oil and leaves a scent that attracts aquatic predators.
Harvesting 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.
Habitat and Organization
This 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.
Where Found
- Underground Lake — caught in fish baskets and used as food, oil, and bait.
Canonical Links
Maps and encounters link here for creature rules. They should not copy this stat block or convert room stock into carried inventory.