Limit a foe's sight range. It is easier to hit, and the creature will miss more often.
Attack rolls against it have Advantage and the foe attacks with Disadvantage.
Hold a humanoid enemy still. They can't Move, Act, or React. Attacks from within Range: 3 m / 10 ft are always Critical Hits.
At the end of each turn, the affected creature can make a WisdomSaving throw to end this condition.