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Hold Monster

Enchantment
Level: 5th-level
Casting Time: 1 action
Range: 90 feet
Duration: Up to 1 minute
Components: V, S, M
Materials: A small piece of iron.

Choose a creature you can see within range. The target must make a saving throw of Wisdom or be paralyzed for the duration of the spell. This spell has no effect against the undead. At the end of each round, the target can make a new saving throw of Wisdom. If successful, the spell ends for the creature.

At Higher Levels: When you cast this spell using a level 6 or higher location, you can target an additional creature for each level of location beyond the fifth. The creatures must be within 30 feet o f each other when you target them.

Concentration

Spell Details

School: Enchantment
Level: 5
Ritual: No
Concentration: Yes
Classes: Bard, Cleric, Paladin, Sorcerer, Warlock, Wizard
A-Tier Powerful save-based control spell that completely neutralizes single targets, though resource-intensive and limited by immunity types.

Player Guide

Hold Monster excels at removing dangerous single enemies from combat by rendering them paralyzed and helpless. Target creatures with lower Wisdom saves or use it after casting disadvantage-inducing spells like Blindness/Deafness. The paralysis grants advantage to attackers and automatic critical hits, making it perfect for setting up devastating follow-up damage from allies. Always confirm the target isn't undead or has legendary resistance before casting.

DM Tips

Remember that paralyzed creatures autofail Strength and Dexterity saves, making them vulnerable to falling damage or Dex-based traps. Track concentration carefully—many casters will use this defensively, so consider enemies with Intelligence checks or abilities that force saving throws.