Hold Monster holds creatures of any type rigidly immobile and in place for duration of the spell.
Effects[]
“ | This spell holds Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject's condition due to wounds, diseases, or poison. |
” |
Where to obtain its scroll[]
The Black Pits[]
Sold by[]
- Dinguer the Mad (×3)
Tales of the Sword Coast[]
Shadows of Amn[]
Throne of Bhaal[]
Mod content[]
- This section is about unofficial content that is only available via fan-made mods.
Spell Revisions mod has changed this arcane spell, revising its description. See below:
Hold Monster
Level: 5
School: Enchantment
Range: Long
Duration: 1 turn
Casting Time: 5
Area of Effect: Target, and enemies within 5’
Saving Throw: Spell negates
This spell holds creatures of any type rigidly immobile and in place for one turn. The effect is centered on the victim selected by the caster. Every enemy within 5 feet of the target is also affected. Those who succeed at a saving throw vs. spell at -2 are totally unaffected by the spell. Undead creatures cannot be held with this spell.
Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison.
External links[]
- Hold Monster on the Icewind Dale Wiki, a wiki for the first Icewind Dale game.
- Hold monster on the Forgotten Realms Wiki, a wiki for the Dungeons & Dragons campaign setting Forgotten Realms.