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Hold Monster: Difference between revisions
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Latest revision as of 07:25, 15 August 2024
Hold Monster is a level 5 enchantment spell. This spell allows spellcasters to Paralyse a creature, preventing them from acting and making them vulnerable to attacks.
Description
a creature. It can't Move, Act, or React. Attacks from within 3 m / 10 ft are always Critical Hits.
No effect on undead.
Properties
- Cost
- Action + Level 5 Spell Slot
- Details
- WIS Save
- Range: 18 m / 60 ft
- Concentration
At higher levels
Upcast: Affects an additional target for each Spell Slot Level above 5th.Condition: Hold Monster
Duration: 10 turns
Spell save DC Wisdom saving throw
- Affected entity can't Move or take Actions, Bonus Actions, or Reactions.
- Attacks against the entity have Advantage.
- Attacks against the entity are always Critical Hits if the attacker is within Range: 3 m / 10 ft.
- Affected entity automatically fails all Strength and Dexterity Saving throws.
- At the end of each turn, the affected entity makes a Wisdom Saving throw. On a successful save, the condition is removed.
How to learn
Classes:
- Class Level 9: Bard, Sorcerer, Warlock, Wizard, and War Domain (Domain Spell)