A stable creature has stopped losing hit points and is no longer in immediate danger of death — but it remains unconscious and helpless until it recovers.

Effects

  • The creature is unconscious and cannot take any actions.
  • It is no longer losing hit points each round — the Constitution check to avoid further bleeding has ended.
  • A stable creature at negative hit points remains unconscious even after stabilizing until natural healing brings it to 1 or more HP (typically after 1 hour of rest).
  • A stable creature at exactly 0 HP becomes disabled after 1 hour of rest.

Natural Recovery

  • Each hour of uninterrupted rest, a stable creature at negative HP may attempt a DC 10 Constitution check. On a success, it regains 1 hit point and wakes up (disabled if at 0 HP, conscious if above 0 HP).
  • On a failure, it remains stable and unconscious — it simply doesn't recover that hour.
  • A stable creature cannot be harmed further by the dying condition, but taking new damage can drop it back to dying.
Magical healing skips the wait. Any magical healing applied to a stable creature immediately restores the healed HP — if the result is 1 or more, it wakes up conscious (though possibly disabled at exactly 0 HP). No hour of rest required.

The HP Death Chain

Related Conditions

  • Dying — the condition that precedes stable; a dying creature is actively losing HP each round.
  • Unconscious — a stable creature at negative HP is also unconscious.
  • Disabled — the condition the creature enters once it recovers to exactly 0 HP.

Common Sources

A dying creature stabilizes by making a successful DC 10 Constitution check at the start of its turn, by receiving a DC 15 Heal check from an adjacent ally (standard action), or through any magical healing. The Diehard feat causes a creature to automatically stabilize when it would otherwise be dying.