You are bleeding out, in danger of becoming dead.
Immediate:
- You drop all items you are holding or wielding.
 - Your initiative moves to before what caused this condition, if applicable.
 
Effects:
- You are inflicted with the Unconscious condition.
 - You are inflicted with the Prone condition, if applicable.
 - While you are Unstable, you must make Flat DC 10 checks, modified by your Constitution Modifier, every round…
- On a critical success, the Dying value decreases by 1 and you become Stable.
 - On a success, the Dying value does not change, and you become Stable.
 - On a failure, the Dying value increases by 1.
 - On a critical failure, the Dying value increases by 2.
 
 
Situations:
- If you reach Dying 4, you gain the Dead condition.
 - If you become Stable, the Dying value remains the same and you gain 1 Hit Point after 1d4+2 hours.
- If you gain 1 Hit Point, you start Recovering through Hit Points.
 - If you are dealt damage, you become Unstable.
 
 - If your Hit Points increase above 0, you become Stable and the Dying value decreases by 1 each round.
- If the Dying value becomes 0 when you still have 1 or more Hit Points, you become Alive.
 - If your Hit Points are reduced to 0 before your Dying value reaches 0, you become Unstable.
 
 - If your Dying value is reduced to 0, you immediately regain 1 Hit Point, becoming Alive.
 
Ends:
- If both your Hit Points are greater than 0 and your Dying value is reduced to 0, you become Alive. 
- The first turn for which this is true, you lose the Dying and Unconscious conditions but are inflicted with the Slowed 2 condition. The Slowed 2 condition ends immediately after your turn.
 
 - If you gain the Dead condition.
 - If an ability removes this condition.