Dazed
The creature is unable to act normally — stunned by a sudden impact, magical flash, or overwhelming sensation. Unlike many debilitating conditions, a dazed creature suffers no penalty to its defenses.
Effects
- Cannot take any actions — no attacks, spells, movement, or free actions.
- No penalty to AC — unlike stunned or cowering, the creature is not rendered defenseless.
- Does not lose its Dexterity bonus to AC.
- A dazed condition typically lasts 1 round, though some effects specify longer durations.
Dazed vs. Stunned.
Both conditions prevent all actions, but a
stunned
creature also takes a –2 AC penalty, loses its Dex bonus, and drops held items.
Dazed is a "cleaner" shutdown with no defensive downside.
Ending the Condition
- The dazed condition almost always has a fixed duration (usually 1 round). It ends automatically when that duration expires.
- Some removal effects such as heal or greater restoration may end ongoing daze effects at GM discretion.
Related Conditions
- Stunned — also prevents all actions, but adds –2 AC, drops held items, and removes Dex bonus.
- Staggered — weaker version; limits the creature to one move or standard action but does not prevent action entirely.
- Confused — also disrupts normal action, but the confused creature may still act — just randomly.
Common Sources
The color spray spell (dazes creatures with 4–7 HD); daze and daze monster cantrips/spells; the Dazing Spell metamagic feat; certain monster special attacks (such as a basilisk's gaze or a sonic attack that deals enough damage). Daze is often mind-affecting when caused by spells — check the specific source.