Stoneback Grazer
template:monster.4
unique_game_id: 09617ff9-a5b7-5276-b0d9-167038892a5d

1000 trained XP · 10 SP spent · Beast; beast. Wild prey animal, stubborn quarry, and living sign of nearby seep-root.
Creature Profile
- D&D 2024 source — Boar: D&D Wiki
| Field | Value |
|---|---|
| Creature type | Beast |
| Faction | Iron Compact |
| Job class | Beast |
| Encounter role | Wild prey animal, stubborn quarry, and living sign of nearby seep-root. |
| 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 | 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
Common Sight
- Range and conditions: See canonical method
- Effect or limit: Ordinary visual range and obstruction rules.
Common Hearing
- Range and conditions: See canonical method
- Effect or limit: Ordinary auditory range and obstruction rules.
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
Natural stone plates
- Modifier: +50%
- 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.
Stoneback Shove
- Cost: 2 ticks; 2 Stamina
- Target / range: One adjacent creature
- Attack Skill: Untrained weapon or effect Skill
toEffect/ result:2d6 toEffect. On a hit push the target 1 cube. The grazer then moves 1 cube away if a route is open.
Defense Actions
Defend
- Trigger: A passed
toHittargets this creature - Cost: Normal defense opportunity
- Defense Skill: Untrained Evasion
- Result / limits: Add passive
toDefend(currently +50% from Natural stone plates); success prevents the hit unless stated otherwise.
Utility Actions
No special utility action
- Cost: —
- Target / range: —
- Check: —
- Result / limits: Use ordinary movement, communication, and environment actions.
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: Wild prey animal, stubborn quarry, and living sign of nearby seep-root.
Assistant-authored draft — appearance / signals: A plated back scrapes the stone while another adult watches the open approach.
- Opening / goal: Browses seep-root with its existing family group between feeding ground and open passage.
- Response: Uses its existing shove to move threats away from calves, then seeks broken ground.
- Morale: A clear retreat or separation from calves ends the pressure to stand and fight.
- Social approach: Scattered feed and room to withdraw are more useful than a handler’s shouted order.
- Knowledge: Its feeding marks help the hunters locate nearby seep-root.
Behavior
- Routine: Browses seep-root in small family groups, scraping stone with its plated back and posting one adult toward open approaches.
- When threatened: Shoves threats away from calves or feeding ground, then uses broken terrain to withdraw rather than chasing.
- Morale and de-escalation: It fights while cornered or protecting young; scattered feed, a clear retreat, or separation from calves ends its aggression.
Harvest and Crafting
Meat, hide, plate, and bone
- Check: IQ (Survival) + STR
- Time: 30 minutes
- Yield: 4 rations and 2 material bundles
- Crafting uses: Cured meat, hide gear, armor patches, bone tools, or trap components
- Failure consequence: A failed harvest damages one plate bundle and attracts scavengers.
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
- Iron Compact biome — hunted in surrounding caverns and brought into Compact supply lines.
Canonical Links
Maps and encounters link here for creature rules. They should not copy this stat block or convert room stock into carried inventory.