Morale
Some combatants might run away when a fight turns against them. A creature might flee under any of the following circumstances:
On a failed save, the affected creature or group flees by the most expeditious route. If escape is impossible, the creature or group surrenders. If a creature or group that surrenders is attacked by its conquerors, the battle might resume, and it’s unlikely that further attempts to flee or surrender will be made.
A failed saving throw isn’t always to the adventurers’ benefit. For example, an ogre that flees from combat might put the rest of the dungeon on alert or run off with treasure that the characters had hoped to plunder.
Characters can try to intimidate NPCs with an Intimidation Check that they can take as a standard action on their turn. The DC is 10 plus the NPC's Wisdom modifier (a negative score applies). If they are immune to fear, they cannot be intimidated in combat. When under the intimadation effect, they roll with disadvantage for all morale checks. If a character fails to intimidate an NPC they cannot attempt to do so again during the same combat.
- The creature is surprised.
- The creature is reduced to half its hit points or fewer for the first time in the battle.
- The creature has no way to harm the opposing side on its turn.
- All the creatures in the group are surprised.
- The group’s leader is reduced to 0 hit points, incapacitated, taken prisoner, or removed from battle.
- The group is reduced to half its original size with no losses on the opposing side.
On a failed save, the affected creature or group flees by the most expeditious route. If escape is impossible, the creature or group surrenders. If a creature or group that surrenders is attacked by its conquerors, the battle might resume, and it’s unlikely that further attempts to flee or surrender will be made.
A failed saving throw isn’t always to the adventurers’ benefit. For example, an ogre that flees from combat might put the rest of the dungeon on alert or run off with treasure that the characters had hoped to plunder.
Characters can try to intimidate NPCs with an Intimidation Check that they can take as a standard action on their turn. The DC is 10 plus the NPC's Wisdom modifier (a negative score applies). If they are immune to fear, they cannot be intimidated in combat. When under the intimadation effect, they roll with disadvantage for all morale checks. If a character fails to intimidate an NPC they cannot attempt to do so again during the same combat.
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