Panicked
A panicked creature is overwhelmed by terror. It drops what it is carrying and flees mindlessly — it cannot fight back even if cornered and can take no offensive actions of any kind. Panicked is the most severe fear condition short of cowering.
Effects
- Drops everything it is holding immediately.
- Flees from the source of its fear by the fastest available means each round. Unlike frightened, it cannot choose to fight even if cornered — it must use the Dodge action or take other purely defensive or self-preservation actions.
- –2 penalty on all attack rolls, saving throws, skill checks, and ability checks.
- Cannot cast spells that require a target, make attacks, or otherwise act offensively toward any creature.
- If unable to flee, the creature cowers in terror (see Cowering).
The Fear Condition Chain
Fear conditions escalate when additional fear effects are applied to an already-feared creature:
- A frightened creature that becomes frightened again becomes panicked.
- A panicked creature that cannot flee and cannot take offensive actions automatically cowers.
Ending the Condition
- Panicked with a limited duration ends when that duration expires.
- Remove fear suppresses all fear conditions (including panicked) for 10 minutes.
- Calm emotions suppresses fear effects for its duration.
- Heal and greater restoration remove ongoing fear conditions entirely.
Related Conditions
- Frightened — less severe; frightened creatures can still fight if cornered.
- Cowering — what a panicked creature becomes when it cannot flee; frozen in place, loses DEX bonus to AC.
- Shaken — the mildest fear condition; –2 penalties only, no compulsion to flee.