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Confused

A confused creature can't accurately understand their surroundings, and act in random, potentially harmful ways.

  • On a confused creature's turns, they roll a d10 to determine what they do.


d10 Result

Action

1-3

The creature uses their movement and moves as far as they can in a random direction, going around obstacles. On a square grid, roll a d8, with 1 meaning that they move north and the rest of the numbers on the d8 assigned clockwise. On a hexagonal grid, roll a d6 and do the same. If the creature can't move in the chosen direction, they don't move. The creature can still use their action.

4-6

The creature uses their action to say something nonsensical or out of context.

7-8

The creature attacks the closest creature, moving first if neccesary, using whatever weapon they might be holding. Creatures use extra attack/multiattack, and creatures without a weapon make an unarmed strike.

9-10

The creature gains a moment of clarity, and can act normally.


Notes

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