Critical Necrotic damage 5e (d100)

Slight changes still ahead

d100 result

1

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

2

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

3

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

4

Rattle of bones. Roll one extra die of the attack’s damage to the target.

5

Rattle of bones. Roll one extra die of the attack’s damage to the target.

6

Rattle of bones. Roll one extra die of the attack’s damage to the target.

7

Withering necromancy. The target must make a successful DC 10 CON Save or suffer an additional 1d8 necrotic damage.

8

Withering necromancy. The target must make a successful DC 10 CON Save or suffer an additional 1d8 necrotic damage.

9

Withering necromancy. The target must make a successful DC 10 CON Save or suffer an additional 1d8 necrotic damage.

10

Condemned. The target loses its next attack as it staggers in shock from its wound.

11

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

12

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

13

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

14

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

15

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

16

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

17

Morbid ruin. The target is also knocked prone.

18

Morbid ruin. The target is also knocked prone.

19

Morbid ruin. The target is also knocked prone.

20

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

21

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

22

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

23

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

24

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

25

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

26

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

27

Ghastly 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

Ghastly 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

Ghastly 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

Doomed. 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

Grave injury. The target is stunned for 1 rd.

35

Grave injury. The target is stunned for 1 rd.

36

Grave injury. The target is stunned for 1 rd.

37

Calamitous loss . The target is now vulnerable to necrotic damage for the remainder of the encounter.

38

Calamitous loss . The target is now vulnerable to necrotic damage for the remainder of the encounter.

39

Calamitous loss . The target is now vulnerable to necrotic 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

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

45

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

46

Necromantic 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

Necrotic doom. The target has disadvantage for the remainder of the encounter and suffers 1d10 necrotic 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

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

58

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

59

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

60

Terrifying effect. 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 necrotic damage.

68

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

69

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

70

Slow and agonizing death. The target must make a successful DC 15 CON Save or suffer an additional 2d8 necrotic 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

Withered. The target’s arm is rotted away. It suffers disadvantage for the remainder of the encounter and 2d10 necrotic damage every rd. until healed.

81

Dark finality. The target suffers triple damage and is incapacitated for 1 rd.

82

Dark finality. The target suffers triple damage and is incapacitated for 1 rd.

83

Dark finality. The target suffers triple damage and is incapacitated for 1 rd.

84

Lost cause. The target suffers the damage rolled for the attack each round until healed.

85

Lost cause. The target suffers the damage rolled for the attack each round until healed.

86

Lost cause. The target suffers the damage rolled for the attack each round until healed.

87

Harrowing disfigurement. The target suffers a permanent -2 loss to its CHA due to horrible scarring.

88

Harrowing disfigurement. The target suffers a permanent -2 loss to its CHA due to horrible scarring.

89

Harrowing disfigurement. The target suffers a permanent -2 loss to its CHA due to horrible scarring.

90

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

91

Decayed armor. The target’s AC is reduced by 2 for the remainder of the encounter.

92

Decayed armor. The target’s AC is reduced by 2 for the remainder of the encounter.

93

Decayed armor. The target’s AC is reduced by 2 for the remainder of the encounter.

94

Hungry death. The target has disadvantage for the rest of the encounter and the damage rolled for the attack each round until healed.

95

Hungry death. The target has disadvantage for the rest of the encounter and the damage rolled for the attack each round until healed.

96

Hungry death. The target has disadvantage for the rest of the encounter and the damage rolled for the attack each round 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

Termination. The target is slain.