Helpless
A helpless creature is unable to effectively defend itself. It is at the complete mercy of any adjacent attacker — melee attackers can perform a coup de grâce to attempt an instant kill. Helpless is not always a standalone condition; it is also a consequence of unconscious, paralyzed, and pinned.
Effects
- Effective Dexterity is treated as 0 (–5 penalty to AC). The creature loses its Dexterity bonus to AC entirely.
- Melee attackers gain a +4 bonus on attack rolls against a helpless defender.
- Adjacent melee attackers may attempt a coup de grâce as a full-round action:
- The attack automatically hits and is automatically a critical hit.
- The target must succeed on a Fortitude save (DC 10 + damage dealt) or die.
- Even on a successful save, the damage is still dealt.
- Ranged attackers do not get the +4 bonus or coup de grâce option unless they are within 5 feet (treated as melee range).
Ending the Condition
Helpless is almost always the result of another condition — ending the source condition ends helplessness:
- Unconscious — ends when the creature regains consciousness.
- Paralyzed — ends when the paralysis effect expires or is removed.
- Pinned — ends when the pin is broken (escape artist, CMB check to break grapple).
- Bound or held creatures are helpless for as long as they remain restrained.
Related Conditions
- Unconscious — unconscious creatures are always helpless.
- Paralyzed — paralyzed creatures are helpless and cannot move or act.
- Pinned — pinned creatures are helpless (within the grapple context).
- Stunned — stunned creatures lose their DEX bonus to AC and can be coup de grâce'd similarly.
Common Sources
Being unconscious, paralyzed, or pinned; being physically bound (tied up, manacled); the hold person and hold monster spells; certain monster abilities that immobilize a target. Any creature reduced below 0 HP is unconscious and therefore helpless.