Falling [Hazard]
A creature that falls takes 1d6 Bludgeoning damage at the end of the fall for every 10 feet it fell, to a maximum of 20d6. When the creature lands, it has the Prone condition unless it avoids taking any damage from the fall. A creature that falls into water or another liquid can use its Reaction to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to hit the surface head or feet first. On a successful check, any damage resulting from the fall is halved.
Flying
A variety of effects allow a creature to fly. While flying, you fall if you have the Incapacitated or Prone condition or your Fly Speed is reduced to 0. You can stay aloft in those circumstances if you can hover. See also “Falling” and “Fly Speed.”
Fly Speed
A Fly Speed can be used to travel through the air. While you have a Fly Speed, you can stay aloft until you land, fall, or die. See also “Flying” and “Speed.”
Friendly [Attitude]
A Friendly creature views you favorably. You have Advantage on an ability check to influence a Friendly creature. See also “Influence.”
Frightened [Condition]
While you have the Frightened condition, you experience the following effects. Ability Checks and Attacks Affected. You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight. Can’t Approach. You can’t willingly move closer to the source of fear.