Tunnel Rat
template:monster.4
unique_game_id: 8f03e244-14cb-59c2-b8cb-d5242695f25b

1000 trained XP · 10 SP spent · Beast; beast. Cave scavenger, trapped food animal, and threat to stores.
Creature Profile
- D&D 2024 source — Giant Rat: D&D Wiki)
| Field | Value |
|---|---|
| Creature type | Beast |
| Faction | Iron Compact |
| Job class | Beast |
| Encounter role | Cave scavenger, trapped food animal, and threat to stores. |
| 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.
Darkvision
- Range and conditions: 30 ft.
- Effect or limit: Current Rat baseline; uses ordinary vision beyond this radius where illumination permits.
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
Scuttle Through
- Cost: 1 ticks; 1 Stamina
- Target / range: Self
- Check: Automatic
- Result / limits: Move 3 cubes through occupied spaces and gaps without reactions, ending in an open cube.
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: Cave scavenger, trapped food animal, and threat to stores.
Assistant-authored draft — appearance / signals: Gnaw marks and food smells announce the group before the first cautious body emerges.
- Opening / goal: Tests a quiet edge of the stores before the others follow.
- Response: Uses existing gaps and its scuttling action to reach exposed food or escape a close threat.
- Morale: Keep its existing fire, noise and group-loss conditions; a defended nest can hold it longer.
- Social approach: Remove accessible food or leave an exit rather than expect a spoken command to work.
- Knowledge: Fresh gnawing identifies a weakness in the nearby store or timber.
Behavior
- Routine: Follows food smells, gnaws containers and weak timber, and tests quiet spaces before the rest of its group emerges.
- When threatened: Circles through cover and gaps, biting isolated or fallen creatures while preserving an escape route.
- Morale and de-escalation: It flees from fire, sustained noise, or the loss of half its group unless defending a nest or starving.
Harvest and Crafting
Meat, hide, and teeth
- Check: IQ (Survival) + DEX
- Time: 10 minutes
- Yield: 1 ration and 1 hide scrap
- Crafting uses: Stew meat, trap bait, patches, or small tool teeth
- Failure consequence: A failed harvest spoils the meat or exposes the harvester to cave filth.
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 — scavenges near stores, freight routes, and damaged structures.
Canonical Links
Maps and encounters link here for creature rules. They should not copy this stat block or convert room stock into carried inventory.