A creature that is paralyzed suffers from the following effects:
- All creatures within 5ft. of the paralyzed have advantage on attack rolls against them. Ranged attacks in that range do not have disadvantage.
- If an attack within 5 ft. hits, it is an automatic crit.
- If a flying creature is paralyzed, they instantly fall
- All Strength and Dexterity saves are automatic failures.
- The paralyzed cannot speak, move, or act, especially unable to take Actions, Reactions, or Bonus Actions.
- Monsters cannot use Legendary or Lair actions
- Telepathy cannot be used.
- Cannot benefit from many effects, including: Aura of Alacrity, Aura of Conquest, Bonded Weapon, Boon Aura, Lifelong Companion, Bulwark, Elusive, Empowered Healing, Fungal Body, Danger Sense, Feral Instinct, Klothys's Disciple, Manta Glide, Mounted Combat, Protective Spirit, Scornful Rebuke, Shield Master, Spiked Retribution, Unending Breath
- Certain class features automatically end; including: Arms of the Astral Self, Awakened Astral Self, Visage of the Astral Self, Agile Parry, Bulwark of Force, Cloak of Flies, Countercharm, Exalted Champion, Hexblade's Curse, Iroas's Disciple, Manifest Echo, Otherworldly Wings, Telepathic Speech, The Third Eye, Twilight Sanctuary, Umbral Form, Unbreakable Majesty, Unwavering Mark, Writhing Tide
- Character companions can act independently, such as: Steel Defender, Bard's Dancing Item, Wildfire Spirit, Beast Master's Companion, Primal Companion