Critical Acid damage 5e (d100)

Slight changes to be made yet

d100 result

1

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

2

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

3

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

4

Choking fumes. Roll one extra die of the attack’s damage to the target.

5

Choking fumes. Roll one extra die of the attack’s damage to the target.

6

Choking fumes. Roll one extra die of the attack’s damage to the target.

7

Acrid bile. The target must make a successful DC 10 CON Save or suffer an additional 1d8 acid damage.

8

Acrid bile. The target must make a successful DC 10 CON Save or suffer an additional 1d8 acid damage.

9

Acrid bile. The target must make a successful DC 10 CON Save or suffer an additional 1d8 acid damage.

10

Bitter pungency. 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

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

15

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

16

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

17

Deteriorating ruin. The target is also knocked prone.

18

Deteriorating ruin. The target is also knocked prone.

19

Deteriorating ruin. 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

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

22

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

23

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

24

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

25

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

26

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

27

Corroding 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

Corroding 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

Corroding 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

Fuming disruption. 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

Biting injury. The target is stunned for 1 rd.

35

Biting injury. The target is stunned for 1 rd.

36

Biting injury. The target is stunned for 1 rd.

37

Corroded. The target is now vulnerable to acid damage for the remainder of the encounter.

38

Corroded. The target is now vulnerable to acid damage for the remainder of the encounter.

39

Corroded. The target is now vulnerable to acid 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

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

45

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

46

Liquefying 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

Caustic doom. The target has disadvantage for the remainder of the encounter and suffers 1d10 acid 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

Catastrophic misery. 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 acid damage.

68

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

69

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

70

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

Consumed. The target’s arm is dissolved. It suffers disadvantage for the remainder of the encounter and 2d10 acid damage every rd. until healed.

81

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

82

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

83

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

84

Eaten away. The target suffers the damage rolled for the attack each round until healed.

85

Eaten away. The target suffers the damage rolled for the attack each round until healed.

86

Eaten away. 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

Cauterized. 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

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

92

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

93

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

94

All-consuming flame. The target has disadvantage for the rest of the encounter and suffers the damage rolled each rd. until healed.

95

All-consuming flame. The target has disadvantage for the rest of the encounter and suffers the damage rolled each rd. until healed.

96

All-consuming flame. 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

Dissolved. The target is slain.