Over the course of adventuring, characters (and sometimes their belongings) are affected by abilities and effects that apply conditions. Conditions change your state of being in some way. You might be gripped with fear or made faster by a spell or magic item. One condition represents what happens when a creature successfully drains your blood or life essence, while others represent creatures’ attitudes toward you and how they interact with you. Conditions are persistent; when you’re affected by a condition, its effects last until the condition’s stated duration ends, the condition is removed, or terms dictated in the condition itself cause it to end.狀態值(CONDITION VALUES)
Some conditions have a numerical value, called a condition value, indicated by a numeral following the condition. This value might enumerate a bonus or penalty the condition gives you. These values can often be reduced by spells, skills, or simply waiting. If such a value is ever reduced to 0, the condition ends. If you’re affected by a condition with a value multiple times, you apply only the higher value, although you might have to track both durations if one has a lower value but lasts longer. For example, if you had a slowed 2 condition that lasts 2 rounds and a slowed 1 condition that lasts for 1 minute, after 2 rounds you’d change from being slowed 2 to slowed 1 for the last 8 rounds of its duration.冗餘狀態
You can have a given condition only once at a time (conditions with different values are considered different conditions for this purpose; see Condition Values). If an effect would impose a condition you’re already being affected by, you now have that condition for the longer of the two durations. The shorter-duration condition effectively ends, though other conditions caused by the
original, shorter-duration effect might continue. For example, let’s say you have been hit by a monster that drains your vitality; that wound causes you to be enfeebled 2 and flat-footed until the end of the monster’s next turn. Before the end of that creature’s next turn, a trap poisons you, making you enfeebled 2 for 1 minute. In this case, the enfeebled 2 that lasts for 1 minute replaces the enfeebled 2 from the monster. You would continue to be enfeebled 2 for this longer duration, but you would still remain flat-footed only until the end of the monster’s next turn.
Any ability that removes a condition removes it entirely, no matter what its condition value is or how many times you’ve been affected by it. In the example above, a spell that removes the enfeebled condition from you would remove it entirely—the spell wouldn’t need to remove it twice.碾壓狀態
Some conditions override others, as described in the condition. All effects of the overridden condition are suppressed until the overriding condition ends. The overridden condition’s duration continues to elapse, and it might expire while suppressed.抵銷狀態(COUNTERACTING CONDITIONS)
Some effects counteract conditions, afflictions (see page 324), and other effects. When attempting to counteract an effect, compare the counteract level of the effect with the counteract level of the ability you are using. A spell’s counteract level is equal to its spell level; see Table 9–3 (page 320) for the counteract levels of other abilities. If your ability has a higher counteract level than that of the effect to be counteracted, you automatically succeed. If your ability’s counteract level is the same as the effect’s counteract level or lower, you must succeed at a check using the relevant skill or ability against the DC of the target effect. You take a cumulative –5 penalty to this check for every level by which your ability’s counteract level is lower than the target’s. If your ability is 4 or more
counteract levels lower than that of the effect you are trying to counteract, your attempt automatically fails. On a successful counteract check, the condition or effect immediately ends.耐受(BOLSTERED)
Some spells and abilities can’t affect a creature more than once in a day. If an effect says a creature becomes bolstered, repeated applications of that effect don’t do anything to the creature. For example, the blindness spell says, “The target is bolstered against all castings of blindness.” Casting blindness on that creature again would have no effect.
Unless otherwise stated, a creature remains bolstered for 24 hours against only that specific ability used by that specific creature. Blindness has an exception, bolstering the target against the spell no matter who casts it. Being bolstered doesn’t prevent ongoing effects of the source of the condition. For instance, if an ability makes you frightened and bolsters you against it, you don’t cease to be frightened due to becoming bolstered—you just don’t become frightened again if the same creature targets you with that ability later that day更改動作(ALTERING ACTIONS)
Conditions can change the number of actions you can spend on your turn, or whether you can use actions, reactions, or free actions at all. The slow condition, for example, causes you to lose actions, while quick causes you to gain actions.
The most restrictive form of this is when a condition states that you can’t act: this means you can’t spend actions, activities, reactions, or free actions. When you can’t act, you don’t regain your actions and reaction on your turn.速度削減(SPEED REDUCTION)
Some conditions reduce your Speed in one or more movement types. These can’t reduce your Speed below 5 feet unless stated otherwise. Speed reductions to the same movement type from different sources (such as from
armor and the hampered condition) are cumulative.基礎狀態
The conditions defined here occur frequently in the game. Any other ability that causes a unique condition—such as a spell—details that condition within the ability itself.增速(Accelerated)
Your Speed is increased. Accelerated is always followed by a number indicating how many feet the condition increases your movement Speed by (for example, accelerated 10 increases your Speed by 10 feet). If the condition doesn’t specify which of your movement types it applies to, it applies to all of them, but it doesn’t grant you any movement types that you don’t already have.昏睡(Asleep)
你不能動。還有，你陷入目盲以及措手不及狀態，並且在AC和察覺上承受-4的狀態罰值。你在必須進行的反射豁免上都會自動大失敗。當你獲得昏睡狀態時，你會俯臥(fall prone)並且你會拋下(drop items)握住或揮舞著的東西，除非效果有說明其他情況，或是GM判定你現在的位置不會出現這種事。
You can’t act. Furthermore, you have the blinded and flat-footed conditions and take a –4 conditional penalty to AC and Perception. You critically fail all Reflex saves you must attempt. When you gain this condition, you fall prone and drop items you are holding or wielding unless the effect states otherwise or the GM determines you’re in a position in which you wouldn’t.
If you take damage while asleep, the condition ends. If you are within an ally’s natural reach, that ally can usually nudge or shake you awake with an Interact action. If there is loud noise going on around you, at the start of your turn you can attempt a Perception check
as a free action with a –4 circumstance penalty against the noise’s DC (or the lowest DC if there is more than one noise), waking up if you succeed. For creatures attempting to stay quiet, this is a Stealth DC. Some magical effects make you sleep so deeply that they don’t allow you to attempt this Perception check.目盲(Blinded)
You can’t see. While blinded, you treat all terrain as difficult terrain. All other creatures and objects are unseen to you (see page 303) unless you succeed at a Seek action to sense them. You automatically fail or critically fail (whichever’s worse) Perception checks that are fully dependent on sight, and if vision is your only precise sense, you take a –4 conditional penalty to Perception checks. You are immune to visual effects. Blinded overrides dazzled.破損(Broken)
破損是一個影響物體的狀態。一件破損的物體無法正常使用，也不能給予加值。如果攜帶、持握或穿戴這件物品，它仍會施加罰值以及限制。舉個例子，一套盔甲仍舊會施加敏捷調整值上限(Dexterity modifier cap)、檢定罰值等等。
Broken is a condition that affects objects. A broken object can’t be used for its normal function, nor does it grant bonuses. It still imposes the penalties and limitations normally incurred by carrying, holding, or wearing it. For example, a suit of armor would still impose its Dexterity modifier cap, check penalty, and so forth. Broken armor is an exception. It still grants its item bonuses, but also gives you a conditional penalty to AC depending on its category: –1 for broken light armor, –2 for broken medium armor, or –3 for broken heavy armor.隱蔽(Concealed)
While you are concealed from a creature, such as in a thick fog, you are difficult for that creature to see, but you are not unseen. A creature that you’re concealed from must succeed at a DC 5 flat check when making an attack against you or targeting you with a spell or effect, unless the attack is an area effect. If the check fails, the attack, spell, or effect misses with no effect. For more information on being concealed, see page 302.困惑(Confused)
You don’t have your wits about you, and you act rashly. You can’t use reactions, nor can you Delay or Ready. On each of your turns, you must use your actions to attack the creature that attacked you most recently since your last turn. The GM might allow you to use actions to draw a weapon, move so the creature is in reach, and so forth, as long as the actions lead up to you attacking as required.
If no creature attacked you since your last turn, roll 1d4. On a 1, you must spend your turn attempting to attack the nearest creature to you. On a 2, you must attack yourself once, hitting automatically for your normal damage, and use no further actions. On a 3, you must do nothing but babble incoherently. On a 4, you can act normally.目眩(Dazzled)
Your eyes are overstimulated. If vision is your only precise sense, all creatures and objects are concealed from you.
You are no longer alive. You can’t act or be affected by spells that target creatures (unless they specifically target dead creatures), and for all other purposes you count as an object. When you gain the dead condition, you go to 0 HP if you had a different amount, and you can’t be brought above 0 HP as long as you remain dead.耳聾(Deafened)
You can’t hear. You automatically fail or critically fail (whichever’s worse) Perception checks based on sound. You take a –2 conditional penalty to Perception checks for initiative and checks that involve sound but also rely on other senses. If you perform an action that involves auditory elements, you must succeed at a DC 5 flat check or the action is lost; attempt the check after spending the
action but before any effects are applied. You are immune to auditory effects. 流失(Drained)
When a creature successfully drains you of blood or some other life force, you become less healthy. Drained always includes a value. You take a conditional penalty equal to the value on Fortitude saves and Constitutionbased checks. You also lose a number of Hit Points equal to your level (minimum 1) times the drained value, and your maximum Hit Points are reduced by the same amount. For example, if you’re hit with an effect that inflicts drained 3 and you’re a 3rd-level character,
you lose 9 Hit Points and reduce your maximum Hit Points by 9. Losing these Hit Points doesn’t count as
In most cases, the drained condition heals naturally at a slow rate. Each day, when you regain Hit Points by resting, your drained value is reduced by 1. This increases your maximum Hit Points, but you don’t immediately recover
the lost Hit Points. When the drained value reaches 0, you no longer have this condition. 瀕死(Dying)
You are bleeding out or otherwise at death’s door. Dying always includes a value, and if it ever reaches dying 4, you die. If you’re dying, the recovery saving throws from the unconscious condition determine whether you get better or worse (see page 295). If you have 1 HP or more and are conscious, your dying condition decreases by 1 at the end of your turn each round.過載(Encumbered)
You are carrying more weight than you can manage. If you’re encumbered, decrease your Speed by 10 feet, to a minimum of 5 feet. This applies to every movement type you have. You also increase your armor’s check penalty by 2, or take a –2 check penalty if you’re unarmored.衰弱(Enervated)
Enervation makes you less competent, as though your hardearned experience had drained away. Enervated always includes a value. You take a conditional penalty equal to your enervated value on checks that include a proficiency modifier. The penalty can’t exceed your level, even if the enervated value is greater. For example, if you become enervated 4 and were level 3, you’d take only a –3 penalty.
In addition, you treat your level as though it were lowered by your enervated value (to a minimum of 1st level) when determining which spells you can cast and which abilities you can use. This applies only to actions, activities, free actions, and reactions you gained from feats and class features, and only those that have a level prerequisite. You don’t lose your prepared spells, but you
can’t cast those that are higher level than the enervated condition allows. You regain access to them if your enervated value is sufficiently reduced.
Every day you can attempt a Fortitude save to reduce your enervated value by 1 (or 2 on a critical success). The DC is the same as that of the effect that enervated you. If multiple effects enervated you, use the highest DC for your daily checks to recover from enervated. You can also spend a day of downtime training to reduce your enervated value by 1 automatically (in addition to attempting one save for that day to reduce your enervated value).衰竭(enfeebled)
You’re physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a conditional penalty equal to the enfeebled value on attack rolls, damage rolls, and Strength-based checks. 糾纏(Entangled)
A snare or another entrapping effect holds you back. You’re hampered 10 (see the condition). If you attempt a manipulate action, activity, free action, or reaction while entangled, you must succeed at a DC 5 flat check or it is lost; attempt the check after using it but before any effects are applied.迷魂(Fascinated)
妳被強迫專注在某件事物上，這轉移妳對周遭發生的事情的注意力。妳在察覺以及技能檢定上承受-2狀態罰值，並且妳不能使用帶有專注特性的動作、行動、自由動作或反應動作，除非它或它們預期的結果跟妳迷魂的對象有關(這由GM判定)。舉個例子，妳或許能夠對目標進行搜尋(Seek)或回憶知識(Recall Knowledge)，但不能對它放魔法飛彈(magic missile)。如果該生物對妳或妳的盟友進行帶有敵意的行為，此狀態結束。
You are compelled to focus your attention on something, which distracts you from other things going on around you. You take a –2 conditional penalty to Perception and skill checks, and you can’t use actions, activities, free actions, or reactions with the concentrate trait unless they or their intended consequences are related to the subject of your fascination (as determined by the GM). For instance, you might be able to Seek and Recall Knowledge about the subject, but not cast magic missile. This condition ends if creatures act in a hostile fashion toward you or your allies.疲乏(Fatigued)
You’re tired, and expending energy makes you worse off. You’re hampered 5 (see page 323). You take a –1 conditional penalty to AC and saving throws; each action you use during an encounter increases the penalty by 1 until the start of your next turn. For example, if you use 1 Stride action and 2 Strike actions on your turn, the conditional penalty would increase by 3 to a –4 penalty, which would reset to –1 at the start of your next turn. The penalty increases after each action you spend, so if you triggered an attack as a reaction to the first action you used, you’d take a –2 conditional penalty to AC against that attack.
If you’re fatigued in exploration mode, you can’t choose any tactic other than wandering.
You recover from fatigue with a full night’s rest (8 hours).措手不及(Flat-Footed)
You’re unable to focus your full attention on defense. You take a –2 circumstance penalty to AC.逃避(Fleeing)
You’re forced to run away due to fear or some other compulsion. On your turn, you must spend each of your actions trying to escape the source of the fleeing condition as expediently as possible (such as by using move actions like Climbing or Flying to flee, or opening doors barring your escape). The source is usually the effect or caster that gave you the condition, though some effects might define something else as the source from which you must flee. You can’t Delay or Ready while fleeing.友善(Friendly)
此狀態只影響那些非玩家角色的生物。這個態度會反映生物對應用此狀態的角色的性情。對一名角色友善的生物，就是喜愛該名角色。角色能對友善生物進行一個要求(Request)，而友善生物通常會同意一個簡單且安全，不會付出太多代價的要求。此名角色在對該友善生物進行說謊(Lie)、留下印象(Make an Impression on)或要求(Request)某件物品時的檢定獲得+2環境加值。如果利用此狀態的角色(或該名角色的盟友)對該名生物做出帶有敵意的行為，此狀態結束。
This condition affects only creatures that are not player characters. This attitude reflects a creature’s disposition toward the character who applied the condition. A creature that is friendly to a character likes that character. The character can attempt to make a Request of a friendly creature, and the friendly creature is likely to agree to a simple and safe request that doesn’t cost it much to fulfill. A character gains a +2 circumstance bonus to Lie, to Make an Impression on, or Request things from a friendly creature. This condition ends if the character who applied the condition (or the allies of that character) acts in a hostile fashion toward the creature.驚懼(Frightened)
You’re gripped by fear and struggle to control your nerves. The frightened condition always includes a value. You take a conditional penalty equal to this value to your checks and saving throws. Unless specified otherwise, at the end of each of your turns, the value of your frightened condition decreases by 1.擒抱(Grabbed)
You’re held in place by another creature, making you immobile and flat-footed. If you attempt a manipulate action, activity, free action, or reaction while grabbed, you must succeed at a DC 5 flat check or it is lost; attempt the check after using it but before any effects are applied.束縛(Hampered)
Your Speed is reduced. Hampered is always followed by a number indicating by how many feet the condition reduces your Speed. This condition can’t reduce your Speed below 5 feet. If the condition doesn’t specify which of your movement types it applies to, it applies to all of them. You can have both the accelerated and hampered conditions at the same time, so if you were accelerated 10 and hampered 15, your Speed would be reduced by 5 feet.樂於幫助(Helpful)
This condition affects only creatures that aren’t player characters. This attitude reflects a creature’s disposition toward the character who applied the condition. A creature that is helpful to a character wishes to actively aid that character. It will accept reasonable Requests from that character, as long as such requests aren’t at the expense of the helpful creature’s goals or quality of life. A character gains a +4 circumstance bonus to Deception checks to Lie to the helpful creature. This condition ends if the character who applied the condition (or the allies of that character) acts in a hostile fashion toward the creature, and the creature could gain a worse attitude condition depending on the severity of the hostile act.敵意(Hostile)
本狀態只會影響不是玩家角色的生物。這個態度會反映生物對應用此狀態的角色的性情。一個對一名角色有著敵意狀態的生物，會積極的試圖傷害該角色。不一定是攻擊，但它不會答應該角色的要求(Requests)。對該敵意生物進行留下印象(Make an Impression)以及說謊(Lie)動作的角色，會承受-4罰值。
This attitude affects only creatures that are not player characters. This condition reflects a creature’s disposition toward the character who applied the condition. A creature that is hostile to a character actively seeks to harm the character. It doesn’t necessarily attack, but it won’t accept Requests from the character. A character takes a –4 penalty to Make an Impression and Lie actions against a creature hostile to them.固定(Immobile)
You can’t use any action, activity, free action, or reaction that has the move trait. If an external force would move you out of your space, it must succeed at a check against either the DC of the effect rooting you or the relevant defense (usually Fortitude DC) of a monster rooting you, as appropriate.冷漠(Indifferent)
This attitude affects only creatures that are not player characters. This condition reflects a creature’s disposition toward the character who applied the condition. A creature that is indifferent to a character doesn’t really care one way or the other about the character. The rules assume a creature’s attitude is indifferent unless specified otherwise.麻痺(Paralyzed)
Your body is frozen in place. You have the flat-footed condition and can’t act except to Recall Knowledge and act in other ways that require only the use of your mind (as determined by the GM).持續傷害(Persistent Damage)
持續傷害來自像是酸液或灼燒這樣的地方，會以「X 持續傷害 [類型] 傷害」呈現，「X」代表的是傷害數值，而「類型」代表的是傷害類型。受到持續傷害的時候，在妳每一回合結束時，妳可以進行一次DC20的裸骰檢定，來移除持續傷害。妳每次收到持續傷害時妳都要投傷害骰。免疫、抗力和弱點能應用在持續傷害上。如果有個效果，能立即造成傷害並且還能造成持續傷害，如果妳能把餘下傷害無效，那妳就不會受到持續傷害的影響。
妳或著一名盟友，可以使用動作協助妳從持續傷害中恢復，像是施放醫療法術，或使用醫學(Medicine)來進行急救(Administer First Aid)對抗流血，撲滅火焰或是洗淨酸液；這麼做會讓該狀態的裸骰檢定DC降成15，並且通常會讓妳立刻進行一次額外的裸骰檢定讓妳結束這持續傷害。這DC的降低會持續到妳移除了持續傷害，或是獲得同樣傷害類型的另一個持續傷害狀態。
Persistent damage comes from effects like acid or burning and appears as “X persistent [type] damage,” where the “X” is the amount of damage dealt and “[type]” is the damage type. While affected by persistent damage, at the end of your turn you take the specified amount and type of damage, after which you can attempt a DC 20 flat check to remove the persistent damage. You roll
the damage dice anew each time you take the persistent damage. Immunities, resistances, and weaknesses all apply to persistent damage. If an effect deals damage immediately and also deals persistent damage, you don’t take the persistent damage if you negate the other damage.
For example, an attack that deals slashing damage and persistent bleed damage wouldn’t deal the persistent bleed damage if you blocked all of the slashing damage.
You can be simultaneously affected by multiple persistent damage conditions so long as they have different damage types. If you would gain more than one persistent damage condition with the same damage type, the higher amount of damage overrides the lower amount. All types of persistent damage occur at once, so if something triggers when you take damage, it triggers only one time.
Persistent damage can have the bleed type, meaning it affects only living creatures that need blood to survive. Bleeding automatically ends if you’re healed to your maximum Hit Points.
You or an ally can spend actions to help you recover from persistent damage, such as casting healing spells or using Medicine to Administer First Aid against bleeding, dousing a flame, or washing off acid; successfully doing so reduces the DC of that condition’s flat check to 15 and usually lets you immediately attempt an extra flat check to end that persistent damage. The reduction to the DC lasts until you remove the persistent damage or gain another persistent damage condition with the same damage type.石化(Petrified)
妳被變成石頭了。妳不能動了，並且妳獲得目盲和耳聾狀態。妳變成一件擁有負載(Bulk)的物體，其負載是妳正常負載的兩倍(石化的中體型生物通常是16，石化的小體型生物通常是8)，AC 9、TAC 5，還有硬度 8。這種狀況下，妳在陷入破損(見P,320)狀態前，能承受的傷痕(Dent)數等於1+妳的體質調整值(最小為1)。當妳變回血肉之軀時，妳的HP會等於轉化成雕像前的HP，並扣除妳在變為雕像時所受到的傷痕數(1傷痕扣5點HP)。這最多只能把妳的HP削減到1，而如果妳變成雕像時進入破損狀態，妳會變回來並且HP變成1。如果雕像是被完全摧毀，妳立即死去。
You have been turned to stone. You can’t act and you have the blinded and deafened conditions. You become an object with a Bulk equal to twice your normal Bulk (typically 16 for a petrified Medium creature or 8 for a petrified Small creature), AC 9, TAC 5, and Hardness 8. In this state, you can take a number of Dents equal to 1 plus your Constitution modifier (minimum 1) before being broken (see page 320). When you’re turned back into flesh, you have as many HP as when you turned into a statue minus 5 HP for every Dent your statue had taken.
This can’t reduce you below a minimum of 1 HP, and if your statue was broken you return with exactly 1 HP. If the statue is completely destroyed, you immediately die.俯臥(Prone)
You’re lying on the ground. You take a –2 circumstance penalty to attack rolls but gain a +1 circumstance bonus to AC against ranged attacks. You’re flat-footed against melee attacks. The only move actions you can use while you’re prone are Crawl and Stand. Standing up ends the prone condition.
If you’re Climbing or Flying when you would be knocked prone, you fall instead (see page 310 for the rules on falling). You can’t be knocked prone when Swimming unless you sink to the bottom of a body of water.快捷(Quick)
You gain 1 additional action at the start of your turn each round. Many effects that make you quick specify the types of actions you can use with this additional action. If you become quick from multiple sources, you can use the extra action granted to use any single action granted by any of the effects that made you quick. 拘束(Restrained)
You’re tied up so you can barely move or a creature has you pinned. You have the immobile and flat-footed conditions, and you can’t do anything with the attack or manipulate traits except Break Grapple or Escape. The restrained condition overrides grabbed.模糊感應(Sensed)
You become sensed when you were unseen by a creature (see below) but that creature has managed to determine the space you’re in (usually by succeeding at the Seek action). A creature who has sensed you is flat-footed to you but can target you with a Strike or another action that targets individuals, though it must succeed at a DC 11 flat check or the action fails to affect you.噁心(Sick)
You feel ill. Sick always includes a value. You take a conditional penalty equal to this value on all your checks. You can’t willingly ingest anything (including potions) while sick.
You can spend an action retching in an attempt to recover, which lets you attempt a Fortitude save against the DC of the effect that made you sick. On a success, you reduce your sickness value by 1 (or by 2 on a critical success).緩慢(Slowed)
You can spend fewer actions. Slowed always includes a value. When you regain your actions at the start of your turn, reduce that number of actions by your slowed value. You can’t Ready an action when you’re slowed. If you become slowed during your turn, you don’t lose any actions until the start of your next turn.遲鈍(Sluggish)
Your movements become clumsy and inexact. Sluggish always includes a value. When you are sluggish, you take a conditional penalty to AC, attack rolls, Dexterity-based checks, and Reflex saves equal to the condition’s value.震懾(Stunned)
Your body is unresponsive. You can’t act.呆滯(Stupefied)
Your thoughts and instincts are clouded. Stupefied always includes a value. You take a conditional penalty equal to the value on spell rolls; spell DCs; and Intelligence-, Wisdom-, and Charisma-based checks. Anytime you attempt to cast a spell while stupefied, the spell is disrupted unless you succeed at a spell roll against the DC of the effect that gave you the stupefied condition.昏迷(Unconscious)
You’ve been knocked out. You can’t act, and you have the blinded, deafened, and flat-footed conditions, and you take a –4 conditional penalty to AC. When you gain this condition, you fall prone and drop items you are wielding or holding unless the effect states otherwise or the GM determines you’re in a position in which you wouldn’t. You must attempt a recovery saving throw (see page 295) at the start of each of your turns.不友善(Unfriendly)
本狀態只會影響不是玩家角色的生物。這個態度會反映生物對應用此狀態的角色的性情。對角色不友善的生物會討厭，並且特別不信任該角色。該生物不會答應該角色的要求(Requests)。該角色對該不友善生物說謊(Lie)以及留下印象(Make an Impression)時，會承受-2環境罰值。
This attitude affects only creatures that are not player characters. This condition reflects a creature’s disposition toward the character who applied the condition. A creature that is unfriendly to a character dislikes and specifically distrusts that character. The creature won’t accept Requests from the character. A character takes a –2 circumstance penalty to Lie and Make an Impression actions against an unfriendly creature.不可見(Unseen)
When you are unseen by a creature, that creature cannot see you at all, has no idea what space you occupy, and can’t target you with attacks or targeted spells and effects, though you still can be affected by area effects. The creature can attempt to guess which square you’re in to try targeting you, as detailed on page 303. When you’re unseen by a creature, that creature is flat-footed to you. A creature can use the Seek action to try to find you. If it succeeds, you cease to be unseen by it and are sensed instead.