Panicked

You become terrified of a creature or situation and flee as quickly as possible from the object of your terror, which is typically the creature or effect which imposed the Panicked condition. You are subject to the following effects:

  • You drop any items you're holding.
  • You suffer a Disadvantage on all attacks.
  • You suffer a -4 penalty to Saving Throws (except on Saving Throws made versus a Fear effect).
  • You cannot concentrate, and on your turn you must flee your sprint speed (or equivalent movement mode) away from the object of your terror. You move along the path of least resistance, moving through obstacles and granting opportunity to other creatures if necessary to escape. Even if you break line of perception, you must continue moving away from the object of your fear (or at least where you last perceived the object) as far as possible.
  • If the effect allows is Save Ends (SE), you may use the Recovery Action as a Free Action (with no recovery time) after each turn.
  • If you cannot move further away, you may use a power or special ability to flee as long as it does not require concentration.
  • If cornered by your object of Terror, you are considered Cowering instead.

Note: Any abilities that remove Terror also remove the Panicked condition.

Mob Monsters

The monster is filled with fear and flees the battle (if it can), never to return.