Hold Monster

Level 5 Enchantment spell available to Bards, Sorcerers, Warlocks, and Wizards. Hold Person without the humanoid restriction. One Wisdom save and any non-undead creature is Paralysed for ten turns, and every melee hit against it is an automatic critical.

Spell description: Paralyse a creature. It cannot move, act, or react. Attacks from within 3m (10ft) are always Critical Hits. No effect on Undead.

Spell properties

  • Range: 18m (60ft)
  • Duration: 10 turns
  • Concentration spell
  • Save: WIS save
  • Conditions applied: Held (Paralysed). The creature cannot move, act, or react. Attacks from within 3m are always Critical Hits. No effect on Undead.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Affects an additional target for each spell slot level above the 5th.

How to obtain Hold Monster

  • Bard, Sorcerer, Warlock, Wizard at Class level 9
  • War Domain Clerics get it as a Domain spell at Class level 9

Source item: Scroll of Hold Monster

HOLD MONSTER

Level 5 Enchantment Spell

Paralyse a creature. It cannot move, act, or react. Attacks from within 3m (10ft) are always Critical Hits. No effect on Undead.

Range: 18m (60ft) Save: WIS save Duration: 10 turns

CONDITION: HELD

Duration: 10 turns

Condition: Held

  • The creature cannot move or take Actions, Bonus Actions, or Reactions.
  • Attack Rolls against it have Advantage, and attacks from within 3m are always Critical Hits.
  • It automatically fails Strength and Dexterity Saving Throws.
  • It repeats the Wisdom Saving Throw at the end of each of its turns.

When to cast Hold Monster

Cast it on the one big thing that Hold Person could not touch. Owlbears, dragons, hook horrors, bulettes, the giant spider, anything with a Wisdom score and no undead tag. A Held creature is a crit piñata for your melee, and it auto-fails Dexterity saves, so your Fireball is guaranteed full damage too.

Beasts and brutes have terrible Wisdom, which is why this lands so often on exactly the creatures you want it on. Against casters and clerics it is a coin flip and they repeat the save every turn.

It is Concentration. Cast it, get out of the way, and let the Fighter and the Rogue do the arithmetic. A Held target usually dies before its second save.

No effect on undead, which is annoying in Act Two. Upcast it at Level 6 for a second target and you can Paralyse two dangerous creatures at once, which ends most fights on the spot.

Hold Monster – Baldur’s Gate 3 Spell

Spell properties

Level
Level 5
School
Enchantment
Casting resource
Action + Spell Slot
Damage type

Range
18m (60 ft)
Duration
10 turns
Notes & sources

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Spell mechanics, descriptions and values are based on Baldur’s Gate 3 version 4.1.1.7209685 and may change with future patches. Where applicable, sources are cited within each article.

Copyright disclaimer & licensing
Some or all of this work is © Larian Studios.
Some spell icons and game data are property of Larian Studios and used here under their fan content policy. Any fan-created works using content from Larian fall under: Larian Fan Content Policy and / or Baldur’s Gate 3 Fan Content Terms. Some of the icons used in these spell cards were downloaded from Sammy8932 on NexusMods.

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