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Hold Monster
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Description
Paralyse a creature. It can't move, act, or react. Attacks from within 3 m (10 ft) are always critical hits.
No effect on undead.Properties
- Cost
- Action + Level 5 Spell Slot
- Details
- WIS Save
- Range: 18 m (60 ft)
- Concentration
At higher levels
Upcasting: Affects an additional target for each spell slot level above 5th.
Technical details
UID
Target_HoldMonsterCondition: Hold Monster
Hold Monster
Duration: 10 turns
- Affected entity can't Move or take Actions, Bonus Actions, or Reactions.
- Attacks against the entity have Advantage.
- Attacks against the entity are always Critical Hits if the attacker is within 3 m / 10 ft.
- Affected entity automatically fails all Strength and Dexterity Saving Throws.
- At the end of each turn, the affected entity makes a Wisdom Saving Throw. On a successful save, the condition is removed.
How to learn
Classes:
- Class level 9: Bard, Sorcerer, Warlock, Wizard, and War Domain (Domain Spell)
Other ways to learn:
- Wizards with Level 5 Spell Slots can transcribe a Scroll of Hold Monster to their spellbooks.
Bugs
- Upcast versions of this spell gain the ability to target multiple creatures, but as the spell lacks the SpellFlag
IgnorePreviouslyPickedEntitiesthe same creature can be selected multiple times, requiring a saving throw for each time they were selected.
Visuals
External links[edit | edit source]
- Hold monster on the Forgotten Realms Wiki
















