CONDITIONS
Monster powers, traps, hazards, alien tech, and sometimes terrain can impose conditions. (Even the
grass in Gamma Terra can kill you.) Whenever an effect imposes a condition, its rules tex t states when
that condition ends. Most conditions last until the end of the next turn of the creature that imposed
it, or until the affec ted creature or character succeeds on a saving throw (page 17) to end it. If several
identical conditions that have different durations apply to the same creature, count only the one
that lasts the longest. (Multiple identical “save ends” effects aren’t cumulative, either.) A condition is
either on or off—a character can’t be “double weakened,” for example.
BLINDED
You can’t see. Your targets have total concealment against you.
You take a –10 penalty to Perception checks. (Did we mention you can’t see?)
You grant combat advantage.
You can’t flank.
DAZED
You grant combat advantage.
You don’t get all your actions on your turn: You can take only a standard ac tion, a move action,
or a minor action. You can still take any number of free actions, but you can’t take immediate
actions or opportunity ac tions.
You c an’t flank.
DEAFENED
You can’t hear anything.
You take a –10 penalty to Perception checks.
DOMINATED
You can’t take actions. Instead, the dominating creature chooses one action for you to take
on your turn: standard, move, minor, or free. The only powers it can make you use are at-will
powers.
You grant combat advantage.
You can’t flank.
DYING
You’re dying while at 0 hit points or fewer. The condition ends as soon as you gain hit points.
You’re unconscious (see below).
You make a death saving throw ever y round (see “Death and Dying,” page 23).
HELPLESS
Usually, you’re helpless because you’re unconscious (see below).
You grant combat advantage.
IMMOBILIZED
You c an’t move from your square, but you can teleport and can be forced to move by a pull, a
push, or a slide.
PRONE
You’re lying down. (If you’re climbing, you fall. If you’re flying, you fall safely to the ground.)
You grant combat advantage to enemies making melee attacks against you, but you get a +2
bonus to all defenses against ranged attacks from nonadjacent enemies.
You take a –2 penalty to attack rolls.
You can move only by crawling, by teleporting, or by a pull, a push, or a slide.
You c an drop prone as a minor action. (You c an stand up as a move action.)
RESTRAINED
You can’t move from your square (not even by a push, a pull, or a slide), but you can teleport.
You grant combat advantage.
You take a –2 penalty to attack rolls.
SLOWED
Your speed becomes 2 if it was higher. You can’t increase your speed above 2. This speed applies
to all your movement modes (walking, flying, and so on), but not to teleportation or to a pull,
a push, or a slide. If you’re slowed while moving, you must stop if you have already moved 2 or
more squares.
STUNNED
You can’t take actions. (If you’re flying, you fall safely to the ground unless you can hover.)
You grant combat advantage.
You can’t flank.
SURPRISED
You can’t take actions.
You grant combat advantage.
You can’t flank.
UNCONSCIOUS
You’re helpless and unaware of your surroundings.
You can’t take ac tions.
You take a –5 penalt y to all defenses.
You fall prone, if possible.
You can’t flank.
WEAKENED
Your attacks deal half damage. Ongoing damage you deal is not affec ted, and neither is damage
that doesn’t come from an attack roll.