The character would not lose any actions on its turn. According to the "Gaining and Losing Actions" sidebar (p 622 in the Core Rulebook):
Quickened, slowed, and stunned [...] alter how many actions you regain at the start of your turn; thus, gaining the condition in the middle of your turn doesn't adjust your number of actions on that turn.
Actually it's weirder than that.
"You can't act" so the PC does indeed lose all remaining actions. Let us say they lose 2 actions as a result of this.
The PC's next turn starts. They "reduce the number [they] regain by [their] stunned value". This is 3.
They then "reduce [their] stunned value by the number of actions you lost.&...
Sources Say Yes... unless you think that's too strong.
Broadly speaking, it seems pretty clear that the idea of Stun is that Stun X is going to cost the character X actions. Having a Stun 1 on their turn cost the character as many as 3 actions is a significant increase to the power of the effect... and that actually has some meaning here, beyond vague ...
Yes, a frightened creature can circle the source of its fear.
There are no secret rules and I'm not sure this needs that much more clarification. If you are 10' away from a creature you are frightened of then you can circle it, as long as you do not move closer.
This is not too dissimilar to my sister fearfully circling the spider in the middle of the room ...
There is a Variant Rule on page 27 of the DMG called Damage to Specific Areas.
Sometimes, despite the abstract nature of combat, you’re going to want
to apply damage to specific parts of the body, such as when a
character’s hands are thrust into flames, when he steps on caltrops,
or when he peeks through a hole in the wall and someone shoots an
arrow into ...
Do rules about not becoming blind count? The Shadowspy from Complete Champion has this odd benefit:
Immunity to Blindness (Su): Beginning at 2nd level, you cannot be blinded by magical effects, spells, or bright light. Physical barriers to sight, such as blindfolds and solid objects, still prevent you from seeing. Additionally, any wounds that cause the ...
Fortunately D&D Beyond categorizes spells by applied conditions and lets you filter by it. Doing so lists eyebite, which applies unconscious as part of its Asleep mode, and symbol, which does so as part of its Sleep mode. In addition the spells sleep and catnap (not listed above) apply the condition, but not contingent on saving throws.
Knocking the target prone is optional.
You have understood the feature correctly. "Can" indicates that you are able to, but does not indicate that you are compelled to.
If the prone-knocking were not optional, it would read something like:
and the target is knocked prone if it is huge or smaller.
This is similar to the language used in many ...
I am not aware of any
...and I am reasonably confident that my knowledge here is fairly comprehensive.
There definitely isn’t anything in Player’s Handbook, Dungeon Master’s Guide, Player’s Handbook II, or Dungeon Master’s Guide II. There isn’t anything in Unearthed Arcana. Rules Compendium doesn’t mention it. And every other supplement is tailored to some ...
Vampires Drink Blood ability increases the drained condition of a target that has already had their blood drained, with no limit.
Drinking Blood from a creature that's already drained doesn't restore any HP to the vampire but increases the victim's drain value by 1.
There is no limit mentioned in this ability text.
Additionally, the ...
Any creature that either does not have a blind penalty already or the specifically states that it does not use vision as a sense can be blinded. For example, the grimlock notes that it is already blind, so it could not be affected by blindness.