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Rules

Condition — Undetected

Undetected: enemies don't know your square, must guess + DC 11 flat check. Strongest stealth condition. Maintained by Sneak. Countered by Seek, noise, or alternative senses.

Creatures have no idea where you are. The strongest stealth condition.

Mechanical Effects:

  • Creatures must guess which square you occupy to target you
  • Even if they guess correctly, they must succeed on a DC 11 flat check to hit
  • Creatures can't use reactions triggered by your actions (since they don't know you're acting)
  • You can use Sneak to remain Undetected while moving

How Applied:

  • Successfully Sneaking while already Hidden
  • Being invisible with no non-visual cues
  • Being in an area where creatures can't detect you at all

How Removed:

  • Seek action by a creature (Perception vs. your Stealth DC) — you become Hidden or Observed
  • Making noise, leaving visible traces, or otherwise revealing your general location (become Hidden)
  • Attacking (typically become Observed or Hidden depending on circumstances)
  • Entering a creature's non-visual detection range (tremorsense, etc.)
AspectHiddenUndetected
Enemy knows your squareYesNo
Flat check to targetDC 11DC 11 (if guessed right)
Must guess squareNoYes

Undetected is strictly better than Hidden because the enemy has to guess your location first.

Tactical Impact: Undetected is the gold standard for stealth. A Rogue who Sneaks into Undetected can choose any angle of attack. Enemies waste actions Seeking or attacking empty squares. Sneak Attack from Undetected is devastating.