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.