Home/Rules/conditions/Paralyzed Condition 5e

Paralyzed Condition 5e

A paralyzed creature is incapacitated, can't move or speak, automatically fails Str/Dex saves, and attacks within 5 ft are auto-crits.

Effect

  • A paralyzed creature is incapacitated (can't take actions or reactions) and can't move or speak.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.
  • Any attack that hits the creature from within 5 feet is a critical hit.

Common Sources

Hold Person (humanoids only), Hold Monster (any creature), Ghoul's Claws (paralysis on failed Con save), and some poisons.

Key Interactions

  • Paralyzed is one of the most devastating conditions — auto-crits from melee make it extremely dangerous.
  • Hold Person allows a new save at the end of each turn.
  • Elves are immune to the Ghoul's paralysis (but not Hold Person).
  • Paralyzed ends concentration spells since it includes incapacitated.

Common Mistakes

Common Mistake
Forgetting the auto-crit on melee attacks — this is what makes paralyzed so devastating
Common Mistake
Applying auto-crits to ranged attacks — only attacks from within 5 feet auto-crit
Common Mistake
Not giving the creature a new save each turn (for spells that allow it)

DM Tips

DM Tip
Hold Person on a key enemy can swing an entire encounter — use it on players sparingly
DM Tip
Ghouls are terrifying at low levels because of paralysis — telegraph the danger

Frequently Asked Questions