Critical Psyic damage (d100)

Slight things to change

d100 result

1

Psychic pain. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack.

2

Psychic pain. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack.

3

Psychic pain. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack.

4-6

Nightmarish visions Roll one extra die of the attack’s damage to the target.

7-9

Broken will. The target must make a successful DC 10 CON Save or suffer an additional 1d8 psychic damage.

10

Mind-blasted. The target loses its next attack as it staggers in shock from its wound.

11

Brutal effect. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter.

12

Brutal effect. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter.

13

Brutal effect. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter.

14

Devastating psychosis. Reroll all 1s and 2s on the damage roll for this attack.

15

Devastating psychosis. Reroll all 1s and 2s on the damage roll for this attack.

16

Devastating psychosis. Reroll all 1s and 2s on the damage roll for this attack.

17

Wasted. The target is also knocked prone.

18

Wasted. The target is also knocked prone.

19

Wasted. The target is also knocked prone.

20

Inspiring blast. Your allies within 30 feet gain a d6 inspiration die that can be used during this encounter.

21

Mental assault. As a free action you may immediately make one attack vs. the same target.

22

Mental assault. As a free action you may immediately make one attack vs. the same target.

23

Mental assault. As a free action you may immediately make one attack vs. the same target.

24

Unhinged. The target must make a successful DC 12 CON Save or suffer and additional 1d8 psychic damage every rd. until it saves.

25

Unhinged. The target must make a successful DC 12 CON Save or suffer and additional 1d8 psychic damage every rd. until it saves.

26

Unhinged. The target must make a successful DC 12 CON Save or suffer and additional 1d8 psychic damage every rd. until it saves.

27

Subliminal trauma. The target’s melee attacks only deal half damage for the remainder of the encounter unless it makes a DC 10 CON Save.

28

Subliminal trauma. The target’s melee attacks only deal half damage for the remainder of the encounter unless it makes a DC 10 CON Save.

29

Subliminal trauma. The target’s melee attacks only deal half damage for the remainder of the encounter unless it makes a DC 10 CON Save.

30

Paranoid delusions. One adjacent ally of the target is also struck by this attack and suffers the equivalent of half the inflicted damage.

31

Blood-curdling attack. The target becomes frightened for the remainder of the encounter.

32

Blood-curdling attack. The target becomes frightened for the remainder of the encounter.

33

Blood-curdling attack. The target becomes frightened for the remainder of the encounter.

34

Lingering injury. The target is stunned for 1 rd.

35

Lingering injury. The target is stunned for 1 rd.

36

Lingering injury. The target is stunned for 1 rd.

37

Touched. The target is now vulnerable to psychic damage for the remainder of the encounter.

38

Touched. The target is now vulnerable to psychic damage for the remainder of the encounter.

39

Touched. The target is now vulnerable to psychic damage for the remainder of the encounter.

40

Monstrous damage. The target suffers triple damage.

41

Torturous impairment. The target becomes incapacitated for 1 rd.

42

Torturous impairment. The target becomes incapacitated for 1 rd.

43

Torturous impairment. The target becomes incapacitated for 1 rd.

44

Psionic violence. You receive advantage for all attacks vs. this opponent for the remainder of the encounter.

45

Psionic violence. You receive advantage for all attacks vs. this opponent for the remainder of the encounter.

46

Psionic violence. You receive advantage for all attacks vs. this opponent for the remainder of the encounter.

47

Traumatizing pain. The target becomes exhausted to level 4 of that condition.

48

Traumatizing pain. The target becomes exhausted to level 4 of that condition.

49

Traumatizing pain. The target becomes exhausted to level 4 of that condition.

50

Psychotic doom. The target has disadvantage for the remainder of the encounter and suffers 1d10 psychic damage every rd. until healed.

51

Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter.

52

Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter.

53

Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter.

54

Grievous hurt. Roll twice on this chart and apply both effects to the target.

55

Grievous hurt. Roll twice on this chart and apply both effects to the target.

56

Grievous hurt. Roll twice on this chart and apply both effects to the target.

57

Unnerved. The target suffers a permanent -1 loss to its CHA due to horrible scarring.

58

Unnerved. The target suffers a permanent -1 loss to its CHA due to horrible scarring.

59

Unnerved. The target suffers a permanent -1 loss to its CHA due to horrible scarring.

60

Catastrophic raving. The target must make a successful DC 10 DEX save or it drops whatever it has in hand.

61

Heinous punishment. The target’s allies all suffer disadvantage for their next attack.

62

Heinous punishment. The target’s allies all suffer disadvantage for their next attack.

63

Heinous punishment. The target’s allies all suffer disadvantage for their next attack.

64

Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack

65

Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack

66

Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack

67

Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 psychic damage.

68

Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 psychic damage.

69

Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 psychic damage.

70

Slow and agonizing death. The target must make a successful DC 15 CON Save or suffer an additional 2d8 psychic damage every rd. until it saves.

71

Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of your next turn.

72

Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of your next turn.

73

Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of your next turn.

74

Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack.

75

Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack.

76

Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack.

77

Vexing anguish. You receive advantage for all attacks vs. the target and the target has disadvantage for the remainder of the encounter.

78

Vexing anguish. You receive advantage for all attacks vs. the target and the target has disadvantage for the remainder of the encounter.

79

Vexing anguish. You receive advantage for all attacks vs. the target and the target has disadvantage for the remainder of the encounter.

80

Catatonic. The target suffers disadvantage for the remainder of the encounter and 2d10 psychic damage every rd. until healed.

81

Rational devastation. The target suffers triple damage and is incapacitated for 1 rd.

82

Rational devastation. The target suffers triple damage and is incapacitated for 1 rd.

83

Rational devastation. The target suffers triple damage and is incapacitated for 1 rd.

84

Cognitive disruption. The target suffers the damage rolled for the attack each round until healed.

85

Cognitive disruption. The target suffers the damage rolled for the attack each round until healed.

86

Cognitive disruption. The target suffers the damage rolled for the attack each round until healed.

87

Harrowing ordeal. The target suffers a permanent -2 loss to its CHA due to stress-related injuries.

88

Harrowing ordeal. The target suffers a permanent -2 loss to its CHA due to stress-related injuries.

89

Harrowing ordeal. The target suffers a permanent -2 loss to its CHA due to stress-related injuries.

90

Dumbstruck. The target is rendered blind. It suffers disadvantage for the remainder of the encounter and suffers a 50% HP loss every rd. until healed.

91

Rendered defenseless. The target’s AC is reduced by 2 for the remainder of the encounter.

92

Rendered defenseless. The target’s AC is reduced by 2 for the remainder of the encounter.

93

Rendered defenseless. The target’s AC is reduced by 2 for the remainder of the encounter.

94

Shattered mind. The target has disadvantage for the rest of the encounter and suffers the damage rolled each rd. until healed.

95

Shattered mind. The target has disadvantage for the rest of the encounter and suffers the damage rolled each rd. until healed.

96

Shattered mind. The target has disadvantage for the rest of the encounter and suffers the damage rolled each rd. until healed.

97

Devastating cost. As a free action you may immediately make one attack with advantage vs. the same target.

98

Devastating cost. As a free action you may immediately make one attack with advantage vs. the same target.

99

Devastating cost. As a free action you may immediately make one attack with advantage vs. the same target.

100

Lobotomized. The target is slain.