Fear & Horror Checks:
Fear is a response to an immediate threat, usually that of a monster or an enemy. Horror, on the other hand, implies a certain amount of revulsion, anguish, and repugnance.
Some situations evoke both fear and horror. When both a fear and a horror check are required, the player rolls the horror check first. If the roll fails, the fear check isn't necessary. If the character's horror check succeeds, the player then rolls a second saving throw for fear.
Fear and Horror checks use a character's Wisdom Saving Throw bonus vs DC assigned by the Dungeon Master.
Fear Checks:
WIS Save or drop whatever they are holding and become Fear Struck/Frightened.
Can re-roll fear check with -2 penalty at start of each turn.
Fear struck (Fight or Flight):
Must flee or Fight
Disadvantage on Ability Checks and Attack Rolls while source of fear is in line of sight.
Casters have shaky hands. Spells have 25% percent chance to misfire.
Horror Checks:
WIS Save or stunned for 1d3 rounds.
Can't move, attack, or defend.
If failed by 5 or Less = Long-Term Madness
If failed by 6 or More = Indefinite Madness.