Paralyzed 5e condition
How the paralyzed condition works in the 2014 rules (SRD 5.1) and the 2024 rules (SRD 5.2), what changed, and which spells and monsters cause it.
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Paralyzed in the 2014 rules (SRD 5.1)
- A paralyzed creature is incapacitated 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 is a critical hit if the attacker is within 5 feet of the creature.
Paralyzed in the 2024 rules (SRD 5.2)
While you have the Paralyzed condition, you experience the following effects.
Incapacitated. You have the Incapacitated condition.
Speed 0. Your Speed is 0 and can't increase.
Saving Throws Affected. You automatically fail Strength and Dexterity saving throws.
Attacks Affected. Attack rolls against you have Advantage.
Automatic Critical Hits. Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you.
What changed in 2024
- The effects are the same. 2024 lists Speed 0 as its own effect, and not being able to speak now comes from the Incapacitated condition it includes.
How Paralyzed works
A paralyzed creature is incapacitated and can’t move or speak. It automatically fails Strength and Dexterity saving throws, attack rolls against it have advantage, and any attack that hits it is a critical hit if the attacker is within 5 feet.
Those automatic crits are what make it deadly. A paladin smiting a held enemy doubles every smite die, and a rogue doubles Sneak Attack. It’s usually worth the whole party’s turn to pile onto a paralyzed enemy before it makes its save.
Sources and cures
- Spells: Hold Person (humanoids only, 2nd level) and Hold Monster (any creature but undead, 5th level), both with a Wisdom save repeated at the end of each of the target’s turns.
- Monsters: ghoul claws (DC 10 Constitution, and elves are immune) and ghast claws (DC 10, elves included). A giant spider’s poison paralyzes a creature it drops to 0 hit points for an hour, and a mummy’s Dreadful Glare paralyzes on a save failed by 5 or more.
- Items: a Wand of Paralysis: DC 15 Constitution or paralyzed for a minute, with a save at the end of each turn.
- Cures and protection: Lesser Restoration ends paralysis. Freedom of Movement and the Ring of Free Action stop magic from paralyzing you.
What changed in 2024
Very little. The 2024 condition gives the creature the Incapacitated condition and Speed 0, makes it fail Strength and Dexterity saves automatically, gives attackers advantage, and turns any hit from within 5 feet into a critical hit. “Can’t speak” now comes from the 2024 Incapacitated condition rather than from paralyzed itself.
Common questions
Are ranged attacks against a paralyzed creature critical hits?
Only if the attacker is within 5 feet when it hits. An archer 30 feet away gets advantage but no automatic crit.
Does a paralyzed creature fall prone?
No. Unlike unconscious, paralysis doesn’t knock a creature down or make it drop what it holds; it stands frozen in place. A flying creature that can’t hover does fall, because it can’t move.
Can a paralyzed creature cast spells?
No. It’s incapacitated, so it can’t take actions, and it can’t speak for verbal components. It also loses concentration on any spell it was holding.
What cures paralysis in 5e?
Lesser Restoration ends it, and so does ending its source, such as breaking the concentration of the caster holding Hold Person. Most paralysis also allows a save at the end of each of the victim’s turns.
Does paralysis make you fail Constitution saves?
No, only Strength and Dexterity saves. That’s why the repeated saves against a ghoul’s claws, or the Wisdom saves against Hold Person, still have a real chance.
Do spell attacks crit a paralyzed creature?
Yes, if the caster is within 5 feet: any attack that hits counts. A melee spell attack like Inflict Wounds rolls 6d10 instead of 3d10.
Paralyzed compared with similar conditions
| Condition | How it compares |
|---|---|
| Stunned | The same advantage and failed saves, but no automatic critical hits, and in 2024 a stunned creature can move. |
| Restrained | Advantage for attackers too, but the creature can still act and attack, with disadvantage. |
| Incapacitated | The part of paralysis that stops actions and reactions, with none of the defensive penalties. |
| Hold Person | 2nd level: paralyzes a humanoid on a failed Wisdom save, with concentration, for up to a minute. |
| Ghoul | CR 1. The low-level paralyzer: every claw hit calls for a DC 10 Constitution save, and a pack can lock down a whole party. |
Spells and the paralyzed condition
From the SRD 5.1 spells: 2 spells can leave a creature paralyzed, and 2 spells can end or prevent it.
Spells that cause it
- Hold Person 2nd level
- Hold Monster 5th level
Spells that end or prevent it
- Lesser Restoration 2nd level
- Freedom of Movement 4th level
Monsters and the paralyzed condition
Monsters whose attacks or traits cause it (16)
- Giant Centipede CR 1/4
- Giant Wolf Spider CR 1/4
- Giant Wasp CR 1/2
- Ghoul CR 1
- Giant Spider CR 1
- Ghast CR 2
- Silver Dragon Wyrmling CR 2
- Mummy CR 3
- Phase Spider CR 3
- Chuul CR 4
- Young Silver Dragon CR 9
- Mummy Lord CR 15
- Adult Silver Dragon CR 16
- Androsphinx CR 17
- Lich CR 21
- Ancient Silver Dragon CR 23
Monsters immune to it (34)
- Flying Sword CR 1/4
- Swarm of Bats CR 1/4
- Swarm of Rats CR 1/4
- Swarm of Ravens CR 1/4
- Shadow CR 1/2
- Swarm of Beetles CR 1/2
- Swarm of Centipedes CR 1/2
- Swarm of Insects CR 1/2
- Swarm of Spiders CR 1/2
- Swarm of Wasps CR 1/2
- Animated Armor CR 1
- Specter CR 1
- Swarm of Quippers CR 1
- Rug of Smothering CR 2
- Swarm of Poisonous Snakes CR 2
- Will-o'-Wisp CR 2
- Mummy CR 3
- Ghost CR 4
- Air Elemental CR 5
- Earth Elemental CR 5
- Fire Elemental CR 5
- Flesh Golem CR 5
- Unicorn CR 5
- Water Elemental CR 5
- Wraith CR 5
- Invisible Stalker CR 6
- Shield Guardian CR 7
- Clay Golem CR 9
- Stone Golem CR 10
- Mummy Lord CR 15
- Iron Golem CR 16
- Lich CR 21
- Kraken CR 23
- Tarrasque CR 30