Hold Monster
Hold Monster is a 5th-level enchantment spell that bards, sorcerers, warlocks and wizards can learn.
SRD 5.1 (2014)
Hold Monster
- Level
- 5
- School
- enchantment
- Casting
- an action
- Range
- 90 feet
- Components
- V, S, M (a small, straight piece of iron)
- Targets
- one creature, one more per level above this one
- Save
- a Wisdom save
- Condition
- paralyzed, a save at the end of each turn to end it
- Lasts
- 1 minute
- Concentration
- yes
- Classes
- Bard, Sorcerer, Warlock, Wizard
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
SRD 5.2.1 (2024)
Hold Monster
- Level
- 5
- School
- enchantment
- Casting
- an action
- Range
- 90 feet
- Components
- V, S, M (a straight piece of iron)
- Targets
- one creature, one more per level above this one
- Save
- a Wisdom save
- Condition
- paralyzed, a save at the end of each turn to end it
- Lasts
- 1 minute
- Concentration
- yes
- Classes
- Bard, Sorcerer, Warlock, Wizard
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 5.
Cast Hold Monster in Kith Moot. A 5e RPG in your browser with an AI game master. Free to start.