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Hold Monster vs Hold Person

Same spell, two tiers — paralysis is paralysis, but creature type and saves shift the math.

Hold Monster

Level
5
School
Enchantment
Casting Time
Action
Range
90 feet
Components
V, S, M
Duration
up to 1 Minute
Concentration
Yes
Ritual
No
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.

Full entry →

Hold Person

Level
2
School
Enchantment
Casting Time
Action
Range
60 feet
Components
V, S, M
Duration
up to 1 Minute
Concentration
Yes
Ritual
No
Classes
Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

Choose a Humanoid 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.

Full entry →

Which one should you pick?

  • Pick Hold Monster: Pick Hold Person (level 2) when targets are Humanoid; the lower slot keeps you flexible.
  • Pick Hold Person: Pick Hold Monster (level 5) when the boss is a Fey / Fiend / Dragon — anything non-Humanoid.
  • Tiebreaker: Paralyzed = auto-fail STR/DEX saves and any melee attack within 5 ft is a crit. Your party will reward you.

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