Hold Monster
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be <a href="/rules/conditions/paralyzed-condition-5e/">paralyzed</a> 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 a Glance
Level
5th
School
Enchantment
Casting Time
1 action
Range
90 feet
Duration
Concentration, up to 1 minute
Concentration
Yes
How Hold Monster Works
| Casting Time | 1 action |
|---|---|
| Range | 90 feet |
| Components | V, S, M (a small, straight piece of iron) |
| Duration | Concentration, up to 1 minuteCONCENTRATION |
| Saving Throw | Wisdom |
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.
Common Mistakes
Common Mistake
Forgetting it doesn't work on undead
Common Mistake
Not remembering attacks within 5 feet are automatic critical hits
Common Mistake
Forgetting <a href="/rules/conditions/paralyzed-condition-5e/">paralyzed</a> creatures auto-fail Strength and Dexterity saves
Common Mistake
Not tracking that the target gets a save at the end of each of its turns
DM Tips
DM Tip
Like Hold Person but works on any creature (except undead)
DM Tip
Can completely remove a powerful enemy from combat
DM Tip
Automatic crits from melee attacks make this devastating
DM Tip
At higher levels, can shut down multiple enemies at once
Frequently Asked Questions
Sources & Further Reading
- Hold Monster — D&D 5e Wikidot — Full SRD text
- Hold Monster — Roll20 Compendium — Structured reference
- Hold Monster — D&D Beyond — Official digital reference