Conditions

From Legends of Hyrule
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3cuTCbz.png

Additional Conditions
Three conditions are added to Legends of Hyrule: Ignited, Jinxed, and Soaked.
     Otherwise, all conditions are the same as in source material.
Conditions alter a creature's capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster's attack, or other effect. Most conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous.
     A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition.
     If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition's effects don't get worse. A creature either has a condition or doesn't.
     The following definitions specify what happens to a creature while it is subjected to a condition.


Blinded

  • A blinded creature can't see and automatically fails any ability check that requires sight.
  • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.


Charmed

  • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
  • The charmer has advantage on any ability check to interact socially with the creature.


Deafened

A deafened creature can't hear and automatically fails any ability check that requires hearing.


Exhaustion

Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description.

Level Effect
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 Heart point maximum halved
5 Speed reduced to 0
6 Death

If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.
A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.
An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1.
Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink.


Frightened

  • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
  • The creature can't willingly move closer to the source of its fear.


Grappled

  • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
  • The condition ends if the grappler is incapacitated.
  • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect.


Ignited

  • An ignited creature takes 1d6 fire damage at the end of each of its turns (or another amount and type of damage as the effect specifies). If the creature is wielding a wooden shield when it takes this damage, the shield is irrevocably destroyed.
  • An ignited creature sheds dim light in a 10-foot radius.
  • If a creature has the ignited condition multiple times, it still only takes damage from this condition once on each of its turns (use the highest damage dice), and any effect which ends one instance of this condition ends all of them.
  • An ignited creature or a creature adjacent to it can use an action to end this condition.
  • The condition ends if the target is submerged or soaked with water, takes cold damage, or is subject to strong winds.


Incapacitated

An incapacitated creature can't take actions, bonus actions, reactions, or legendary actions.


Invisible

  • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
  • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.


Jinxed

A jinxed creature cannot cast spells and cannot make attack rolls. It can still perform other actions as normal, even if they cause damage or call for saving throws.


Paralyzed


Petrified

  • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
  • The creature is incapacitated, can't move or speak, and is unaware of its surroundings.
  • Attack rolls against the creature have advantage.
  • The creature automatically fails Strength and Dexterity saving throws.
  • The creature has resistance to all damage.
  • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.


Poisoned

A poisoned creature has disadvantage on attack rolls and ability checks.


Prone


Restrained


Soaked

  • A soaked creature cannot be ignited.
  • A soaked creature has damage resistance to acid and fire damage the first time it takes either damage type. Being subjected to acid or fire damage ends the condition.
  • A soaked creature has advantage on any ability check or saving throw made to escape a grapple.
  • The soaked condition ends after 1 minute. The narrator may judge that some effects, such as a warm breeze or the prestidigitation spell, can dry the target faster.


Stunned


Unconscious


The text of this page is partly based on the the V5.1 Systems Reference Document (SRD). The text of both this page and the SRD are released under Creative Commons (“CC-BY-4.0”). [1]