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Monster / NPC card

Tunnel Wolf

template:monster.4

Summary

name: Tunnel Wolf

unique_game_id: c7cbe17e-4d7f-4fd7-8e63-843e0d91c42a

images:

Tunnel Wolf fitted with a goblin riding saddle

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.

Individual Combat Card

FieldValue
HP7 / 7
Hit dice2 / 2 HD
Active toDefendOne d6 per remaining HD; each result below 3 removes one HD
15%8 ft/s walking
Stamina
  • Current / maximum: 3 / 3
  • Recovery: Recover 1 after 5 consecutive Idle ticks

Stats

Mind

FieldValue
IQ+3%
EQ+3%
Will+8%
Reflexes+10%
Perception+10%

Embodiment

FieldValue
STR+20%
DEX+15%
CON+15%

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: 60 ft.
  • Effect or limit: Sees through ordinary darkness within range; other visual limits still apply.

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
  • toHit total: 10%
  • SP spent: 0

Defense Skills

Untrained Evasion
  • Type: proficiency
  • Stat: DEX
  • Stat bonus: +15%
  • Skill bonus: +0%
  • Buff Bonus: +0%
  • Debuff Bonus: -0%
  • Calculation: 15 + 0 + 0 - 0
  • Active toDefend total: 15%
  • 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: REFLEXES
  • Path bonus: +5%
  • SP spent: 5
  • Use: Work, knowledge, movement, command, or other utility use from the Skill card
Perception
  • Type: proficiency
  • Stat: REFLEXES
  • Path bonus: +3%
  • SP spent: 3
  • Use: Work, knowledge, movement, command, or other utility use from the Skill card
Athletics
  • Type: proficiency
  • Stat: REFLEXES
  • Path bonus: +1%
  • SP spent: 1
  • Use: Work, knowledge, movement, command, or other utility use from the Skill card
Stealth
  • 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

Awareness and Investigation
  • Proficiency: +5%
  • SP spent: 5
  • Abilities / use: Trained Use, Practiced Routine, Specialist Edge
Perception
  • Proficiency: +3%
  • SP spent: 3
  • Abilities / use: Trained Use, Practiced Routine
Movement and Coordination
  • Proficiency: +5%
  • SP spent: 5
  • Abilities / use: Trained Use, Practiced Routine, Specialist Edge
Athletics
  • Proficiency: +1%
  • SP spent: 1
  • Abilities / use: Trained Use
Stealth
  • Proficiency: +1%
  • SP spent: 1
  • Abilities / use: Trained Use

Embodiment Properties

PropertyValue or rule
Base sizeLarge; 10-ft diameter
Armour0 intrinsic protection
Carrying roleCarries one Small goblin rider plus fitted saddle and ordinary rider equipment
Walking movement8 ft/s
All unlisted
  • Passive toDefend modifier: +0%
  • Limit: No intrinsic typed resistance or immunity

Skill Total Summary

FieldValue
Trained XP1500
Total Skill Points15
Spent15
Unspent0

Attack Actions

Bite
  • Cost: 2 ticks; 2 Stamina
  • Target / range: One creature in natural reach
  • Attack Skill: Untrained weapon or effect Skill
  • toEffect / result: 2d6 toEffect. Standard single-target damage.

Defense Actions

Defend
  • Trigger: A passed toHit targets 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

Carry trained rider
  • Cost: Movement ticks; normal movement cost
  • Target / range: One Small rider in the fitted saddle
  • Check: Fauna Handling only for an unfamiliar or stressful order
  • 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.
Cave sprint
  • Cost: 1 tick; 1 Stamina
  • Target / range: Self and secured rider
  • Check: Automatic
  • 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.

Reactions and Interrupts

The Tunnel Wolf uses only the normal shared reactions and interrupts.

Passives and Effects

Saddled
  • Source / condition: Fitted Riding Saddle
  • Mechanical change: May safely carry one Small goblin rider and use Cave sprint with that rider
  • Duration / end: Ends when the saddle is removed or disabled

Traits

TraitRule
Cave AdaptedIgnores ordinary darkness and natural rough-ground penalties in its home tunnels.
Tunnel Rat StockCounts as a Tunnel Rat descendant for setting ecology and handling knowledge; it does not inherit the smaller creature size or Scuttle Through action.

Unit Card

Unit statusValue
OrganizationOne-model mount unit
Members1 Tunnel Wolf; rider tracked separately
Unit hit dice2 / 2 HD
Speed8 ft/s walking
Footprint / exposureLarge; 10-ft diameter; rider remains a separate exposed actor
Morale / cohesionFlees or returns to a known handler when the rider falls, the animal reaches 1 HD, or fire blocks its route
Bite
  • Cost: 2 ticks; 2 Stamina
  • Target / range: One adjacent unit or creature
  • Skill: Untrained weapon or effect Skill
  • toEffect / result: 2d6 toEffect. Standard single-target damage.
Cave sprint
  • Cost: 1 tick; 1 Stamina
  • Target / range: Self and secured rider
  • Skill: Automatic
  • toEffect / result: Move up to 4 cubes across rough cave floor, ending in an open legal position.

Information

Description

Tunnel 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.

Habitat and Ecology

Tunnel 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.

Behaviour

Equipment

Riding Saddle
  • Quantity: 1
  • Use / location: Fitted to the mount with reins and cargo straps
  • Recoverable state: Recoverable if intact; sized for a Small rider

Harvesting

Meat, hide, and teeth
  • Check: IQ (Survival) + DEX
  • Time: 20 minutes
  • Yield: 2 rations and 2 hide scraps
  • Uses: Food, trap bait, leather patches, or tool teeth
  • Failure consequence: A failed harvest spoils the meat or exposes the harvester to cave filth.

Other Information

User requirement: This is a Goblin Host mount large enough for goblins to ride and is based on the Tunnel Rat.

No 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.

References

src_reference:

Game records: Tunnel Rat · Riding Saddle

Canonical links: Monster index · Goblin Host