
You have advantage on Charisma (Intimidation) checks. You have disadvantage on Charisma (Persuasion) checks and Wisdom (Perception) checks that rely on smell.

Magic such as the regenerate spell can restore the lost ear.

You have disadvantage on Charisma (Persuasion) checks and Wisdom (Perception) checks that rely on hearing. Magic such as the regenerate spell can restore the lost appendage. You have disadvantage on Dexterity checks made to balance. You fall prone after using the Dash action. Your walking speed is halved and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You can no longer hold anything with two hands, and you can hold only a single object at a time. If you have no eyes left after sustaining this injury, you’re blinded. Magic such as the regenerate spell can restore the lost eye. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. A creature might sustain a lingering injury under the following circumstances. It's up to you to decide when to check for a lingering injury. Lingering Injuries Damage Types Acid Bludgeoning Cold Fire Force Lightning Necrotic Piercing Poison Psychic Radiant Slashing Thunder.

If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face. In a typical campaign, characters aren’t driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear.
