Encumbered (1–4 slots over carrying capacity). An encumbered creature moves at only 75% of its usual speed, and has disadvantage on endurance checks.
Heavily encumbered (5–8 slots over carrying capacity). A heavily encumbered creature moves at only 50% of its usual speed, and automatically fails endurance checks.
Exhausted. An exhausted creature has disadvantage on all physical ability checks, and cannot dash in combat.
Frightened. A frightened creature must attempt to retreat from the source of the fear as long as it remains in immediate danger from it (for example, within the movement or attack range of a terrifying creature). Additionally, a frightened creature suffers disadvantage on all mental ability checks.
Panicked. Panic is like fright, but worse. A panicked creature must attempt to flee from all danger, dropping any encumbering objects. If cornered, it must employ any possible means of egress, including spells or magic items. As long as the source of the panic remains in sight or hearing, a panicked creature may take no actions except those directed towards escape. A panicked creature suffers disadvantage on all mental ability checks.
Stunned. A stunned creature cannot move or act. It cannot take reactions. Attacks against a stunned creature are made against its Stunned AC.
Paralyzed. A paralyzed creature is completely immobilized, unable to move, act, or even speak. It can only breathe. A winged creature cannot flap its wings, and falls if airborne. Mêlée attacks against a paralyzed creature hit automatically, while ranged attacks are made against the creature’s Stunned AC.
Blinded. A blinded creature cannot see, and automatically fails all Spot checks. Attacks by a blinded creature suffer a 50% miss chance, and attacks against a Blinded creature are made against the creature’s Stunned AC.
Deafened. A deafened creature cannot hear, and automatically fails all Listen checks.