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Status properties/InitiateCombat

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InitiateCombat is a status property.

List of conditions with InitiateCombat[edit source]

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Condition Effects

Abjure Enemy: Frightened (Condition) Abjure Enemy: Frightened

Abjure Enemy: Slow (Condition) Abjure Enemy: Slow

Acid (Condition) Acid

Ambushed (Condition) Ambushed

  • Taking damage or being Helped ends this condition.

Auntie Ethel's Special Brew (Condition) Auntie Ethel's Special Brew

Bane (Condition) Bane

Befuddled (Condition) Befuddled

  • Affected entity can't control its actions and wanders around without direction.

Bhaal's Murderous Mark (Condition) Bhaal's Murderous Mark

  • Affected entity's death grants a +1 Armour Class Armour Class bonus to the Slayer.

Black Tentacles (Condition) Black Tentacles

  • Restrained by dark tendrils. Affected entity can't move and takes 3d6Damage TypesBludgeoning damage per turn.

Bleeding (Condition) Bleeding

Blinded (Condition) Blinded

Bloodless (Condition) Bloodless

Brewed-Up Bellyglummer (Condition) Brewed-Up Bellyglummer

Burning (Condition) Burning

  • Takes 1d4Damage TypesFire damage per turn.
  • Can be removed with the Help Help action, using a Healing Potion or gaining Wet Wet.
  • Immune from if Wet Wet.
  • Dip Dip action can be used on Burning characters and/or objects.

Burning Fiercely (Condition) Burning Fiercely

  • Takes 1d10Damage TypesFire damage per turn.

Catatonic (Condition) Catatonic

  • Art Cullagh has shut down and seems completely unresponsive to whatever is happening around him.

Cheater's Folly (Condition) Cheater's Folly

  • Affected entity has all Ability Scores reduced by 1 for attacking a reflection that's not their own. This effect can be applied thrice more.

Chest Trauma (Condition) Chest Trauma

Chilled (Condition) Chilled

Cloud of Daggers (Condition) Cloud of Daggers

  • Takes 4d4Damage TypesSlashing per turn.

Cloudkill (Condition) Cloudkill

  • While it remains in the cloud, affected entity takes 5d8Damage TypesPoison damage every turn.

Cocooned (Condition) Cocooned

Colour Spray (Condition) Colour Spray

  • Attack Rolls against Blinded creatures have Advantage Icon.png Advantage.

Command: Flee (Condition) Command: Flee

Command: Grovel (Condition) Command: Grovel

Confused (Condition) Confused

  • Affected entity is hostile to everyone, wanders around aimlessly, and occasionally skips turns in its stupor

Confused Stupor (Condition) Confused Stupor

  • Too confused to act - affected entity wastes its turn doing nothing.

Crown of Madness (Condition) Crown of Madness

  • Instilled with magical madness. Will attack the nearest creature, other than the spellcaster.

Demonspirit Madness (Condition) Demonspirit Madness

  • Affected entity has been driven to a frenzy by magical madness. It will attack the nearest creature on its turn.
  • At the end of each turn, the affected entity makes a DC 13  Wisdom saving throw. On a successful save, the condition is removed.

Disarmed (Condition) Disarmed

  • Affected entity has dropped its weapon to the ground.

Distracted (Condition) Distracted

Not paying any attention to their surroundings.

The distractor's allies have Advantage Icon.png Advantage on their next Attack Roll against the creature.

Electrocuted (Condition) Electrocuted

  • Takes 1d4Damage TypesLightning damage at the start of each turn.

Ensnared (Condition) Ensnared

Enwebbed (Condition) Enwebbed

Eyebite: Sickened (Condition) Eyebite: Sickened

Fearful (Condition) Fearful

  • Has Disadvantage Icon.png Disadvantage on Ability Checks and Attack rolls.
  • It must run from the source of its fear and cannot take any additional actions.
  • Targets can make a Saving throw to shake off this effect if they end their turn out of sight from their source of fear.

Fetid Aura (Condition) Fetid Aura

  • All nearby creatures fall victim to the ooze's Fetid Fumes and 1d6Damage TypesAcid per turn.

Flaming Aura (Condition) Flaming Aura

  • Creature is standing within 1.5 m / 5 ft of a flaming sphere and will take 2d6Damage TypesFire at the end of its turn. On a successful save, it will still take half damage.

Flaming Sphere (Condition) Flaming Sphere

  • Enemies and objects within 1.5 m / 5 ft of the sphere at end of their turn take
    D6 Fire.png 2d6 (2~12) Damage TypesFire damage
    damage. On a second save, it will still take half damage.

Fractured Psyche (Full-illithid) (Condition) Fractured Psyche

Fractured Psyche (Condition) Fractured Psyche

Frightened (Condition) Frightened

Frozen (Condition) Frozen

Garrotted (Condition) Garrotted

  • Affected entity is being strangled by a garrotte. It is Silenced and takes 3d6Damage TypesBludgeoning damage per turn.
  • Both the entity and the garrotter can't move until the condition ends.
  • If the entity and the garrotter are forcibly moved more than 5 m / 17 ft apart, this condition ends.

Harm (Condition) Harm

  • Affected entity's maximum Hit Points have been reduced by the damage inflicted by the Harm spell
  • This condition is a Disease

Hellfire Curse (Condition) Hellfire Curse

Hellish Sphere (Aura) (Condition) Hellish Sphere

  • Enemies and objects within 3 m / 10 ft of the sphere at the end of their turn take 6d6Damage TypesFire. On a successful save, they still take half damage.

Hellish Sphere (Condition) Hellish Sphere

  • Creature is standing within 3 m / 10 ft of a flaming sphere and will take 6d6Damage TypesFire damage at the end of its turn. On a second save, it will still take half damage.
  • Dexterity save

Hexed: Charisma (Condition) Hexed: Charisma

Hexed: Constitution (Condition) Hexed: Constitution

Hexed: Dexterity (Condition) Hexed: Dexterity

Hexed: Intelligence (Condition) Hexed: Intelligence

Hexed: Strength (Condition) Hexed: Strength

Hexed: Wisdom (Condition) Hexed: Wisdom

Hideous Laughter (Condition) Hideous Laughter

Holy Fire (Condition) Holy Fire

  • Takes 1~4Damage TypesRadiant damage per turn.

Houndmaster's Prey (Condition) Houndmaster's Prey

Hunter's Mark Quarry (Condition) Hunter's Mark Quarry

  • Affected entity suffers an additional 1d6Damage TypesWeapon damage if the spellcaster hits it with a weapon attack.

Hysterical (Condition) Hysterical

  • Knocked Prone out of sheer elation. Sides splitting, lungs gasping for air - you're enjoying yourself, aren't you?

Infernal Burning (Condition) Infernal Burning

Insect Plague (Aura) (Condition) Insect Plague

Madness (Condition) Madness

  • Hostile to everyone in the vicinity.

Maimed (Condition) Maimed

Malfunctioning (Condition) Malfunctioning

Miasmic Mists Aura (Condition) Miasmic Mists Aura

  • At the start of Cazador's turns, this creature may become Blinded Blinded and take 3~18Damage TypesNecrotic while within 4 m / 13 ft of the vampire.

Mirth-Wracked (Condition) Mirth-Wracked

Missing Pets (Condition) Missing Pets

Moonbeam (Condition) Moonbeam

  • Creature is engulfed by ghostly flames that dead 2~20Damage TypesRadiant damage per turn. On a successful save, the creature still takes half damage.

Moonbeam (Aura) (Condition) Moonbeam

  • Ghostly flames engulf any creature that enters this silvery light or starts its turn inside the light. They deal 2d10Damage TypesRadiant. On a successful save, targets still take half damage.

Moonfire (Condition) Moonfire

  • The blessing of Dame Aylin's divine mother deals 2d10Damage TypesRadiant to foes that come within 3 m / 10 ft of her or start their turn there.

Muddy (Condition) Muddy

Murderous Dagger Cloud (Condition) Murderous Dagger Cloud

  • Takes 6d4Damage TypesPiercing per turn.

Nature's Wrath (Condition) Nature's Wrath

Necromantic Restraints (Condition) Necromantic Restraints

  • Affected entity can't move.

Necrotic Aura (Condition) Necrotic Aura

  • Gale exudes Necrotic energy. Nearby creatures take 1d4Damage TypesNecrotic every turn.

Noxious Fumes (Condition) Noxious Fumes

  • Hostile creatures in a radius of 3 m / 10 ft take 1d4Damage TypesAcid damage.

Noxious Fumes (Bibberbang) (Condition) Noxious Fumes

  • Affected entity takes 1d4Damage TypesPoison each turn. It must succeed a Constitution saving throw or take an additional 2d4Damage TypesPoison, taking half damage in a success.

Off Balance (Condition) Off Balance

Oily Sup (Condition) Oily Sup

Pacified (Condition) Pacified

  • Incapacitated. Can't move or take actions, bonus actions, or reactions.

Paralysed (Condition) Paralysed

Paralysed (Karabasan's Gift) (Condition) Paralysed (Karabasan's Gift)

Petrified (Condition) Petrified

Phantasmal Force (Condition) Phantasmal Force

Haunted by an echo of the last thing that attacked them.

  • Takes 1d6Damage TypesPsychic damage each turn.
  • When the target takes damage from another source, Phantasmal Force changes to that damage type.
  • At the end of each turn, the target makes an Intelligence saving throw. On a success, the condition ends.

Phantasmal Killer (Condition) Phantasmal Killer

  • Affected entity is haunted by its worst nightmares.

Pinched (Condition) Pinched

  • Take 1d4Damage TypesPiercing damage at the beginning of each turn and Movement Speed is reduced by  Range: 3 m / 10 ft.

Poisoned (Suspicious Poison) (Condition) Poisoned

Poisoned (Condition) Poisoned

Poisonous Fumes (Condition) Poisonous Fumes

Prone (Condition) Prone

Purple Worm Toxin (Condition) Purple Worm Toxin

  • Affected entity takes 1d10Damage TypesPoison damage at the end of its next turn.

Rampart Aura (Condition) Rampart Aura

Restrained (Condition) Restrained

Roiling Hellfire (Condition) Roiling Hellfire

D6 Fire.png 6d6 (6~36) Damage TypesFire damage
  • Flames from the heart of Avernus engulf this entity, inflicting 6d6Damage TypesFire damage per turn.

Sacrificial Lamb (Condition) Sacrificial Lamb

  • Entity can't move or take actions, bonus actions, or reactions while enveloped in vampiric magic.
  • If Cazador draws power from all the spawns bound this way three times, he will ascend.
  • Grants resistance to all damage types.

Sapped (Condition) Sapped

  • Target has been psionically drained.

Sapping Curse (Condition) Sapping Curse

This cursed energy drains vitality of anyone who dares get closer.

  • Any creature within range of the affected entity gains the condition Vitality Drain Vitality Drain, and takes 4d6+4Damage TypesNecrotic per turn. Take half damage on succeeding DC Wisdom saving throw.
  • Target is cursed.

Searing Smite (Condition) Searing Smite

Shadow Possession (Condition) Shadow Possession

  • Affected entity is possessed by frenzied shadows and will attack the nearest creature. Its weapon attacks deal an additional 1d4Damage TypesNecrotic damage.

Shar-Stricken (Condition) Shar-Stricken

  • The Lady of Loss Hexes Hexes you, causing a temporary lapse in your agility.