Gritty Realistic Combat System Dungeons & Dragons 5e

These rules make Dungeons & Dragons 5th Edition combat more realistic and gritty and is not suitable for regular D&D games. The rules make the game much more deadly at the cost of speed of play. Several sources have been used to make these rules, mainly Deathwatch by Fantasy Flight Games, Torn Asunder Critical Hits by Bastion Press, and Arms and Equipment Guide by TSR, Inc.

Round Down

Whenever you divide or multiply a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater.

Adventuring Options

The following adventuring options from the Dungeon Master's Guide are in use when using this system.

  • Fear and Horror
  • Healing: Healer's Kit Dependency
  • Healing: Slow Natural Healing
  • Morale
  • Sanity

Combat Options

The following combat options from the Dungeon Master's Guide are in use when using this system.

  • Hitting Cover
  • Initiative Variant: Speed Factor
  • Massive Damage

Action Options

The following action options from the Dungeon Master's Guide are in use when using this system.

  • Climb onto a Bigger Creature
  • Disarm
  • Mark
  • Overrun
  • Shove Aside
  • Tumble

Xanathar's Guide to Everything

All the Chapter 2: Dungeon Master's Tools from the Xanathar's Guide to Everything are in use when using this system.

Combat

The combat system has been altered significantly to make the game feel more realistic at the cost of game speed. The following new actions, bonus actions, and reactions are in use.

Aim (Action)

You can use your action to aim your melee or ranged attack. If you do so, your next attack roll is made at advantage. If your next action is anything else other than a melee or ranged attack, the advantage of aiming is lost.

Called Shot

You attempt to attack a specific or vulnerable area on your target. Declare a location on your target. You take a -5 penalty to the attack roll. If you hit, you skip the hit location roll and instead hit the declared location.

Dodge (Reaction)

When you are hit in combat but before damage is rolled, you may use your reaction to dodge a melee or ranged attack. Make a Dexterity check adding your proficiency bonus. If the check is equal to or greater than the attack roll, you dodge the attack. You must be able to see the attacker to be able to dodge.

Feint (Bonus Action)

As a bonus action, you attempt to use guile and combat training to trick your opponent into a mistake. You and your target make an opposed melee attack roll. If you win, your next melee attack against the same target cannot be dodged or parried. If your next action is anything else other than a weapon attack, the advantage of feinting is lost.

Parry (Reaction)

When you are hit in combat but before damage is rolled, you may use your reaction to parry a melee attack. Make an attack roll with your weapon or your shield. If the roll is equal to or greater than the attack roll, you parry the attack. You must be able to see the attacker to parry.

You can use your shield to parry a ranged attack you can see. Roll a d20 and add your Strength modifier plus your proficiency modifier if you are proficient with shields.

GRITTY REALISTIC COMBAT SYSTEM | DUNGEONS & DRAGONS 5E

Armor Points

The gritty realistic combat system introduces armor points (AP) to the game. You no longer gain AC from your armor; instead the damage you receive is subtracted by the value of the armor you're wearing.

If you get +1 to your AC from an item or a spell, it usually means you get +1 AP.

Armor Points
Armor Head AP Body AP Arms AP Legs AP Helmet
Padded 0 1 1 1 None
Leather 0 1 1 1 None
Studded leather 0 2 2 2 None
Hide 0 2 2 2 None
Chain shirt 0 6 0 0 None
Scale mail 0 4 4 4 None
Breastplate 0 8 0 0 None
Half plate 6 8 8 2 Metal open-face helmet
Ring mail 3 4 4 4 Metal cap
Chain mail 4 6 6 6 Coif
Splint 6 7 7 7 Metal open-face helmet
Plate 8 8 8 8 Metal closed-face helmet

Hit Location

When you hit with a melee or ranged attack, roll for a hit location. To speed up play, roll the hit location die at the same time as you roll for the attack.

Hit Location
d20 Location
1-3 Left Leg
4-6 Right Leg
7-14 Body
15-16 Left Arm
17-18 Right Arm
19-20 Head

Damage Reduction

When you receive damage, you reduce the damage by your Constitution modifier (minimum of 0) in addition to the damage reduction from your armor.

If you deal several damage types on a single attack, you can choose the order in which damage is dealt first. You calculate all damage together, reduce AP and the target's Constitution modifier from the total and if there are any damage left, you can choose the damage type that reduces the target's hit points.

For example, Rejgar the Crown Knight tries to hit Volass the Knight of Takhisis with his greatsword. Rejgar rolls for a hit and gets a total of 19. Volass tries to parry the strike with his greatsword using his reaction but rolls an 18, so Rejgar hits. Rejgar rolls for a hit location and hits Volass's body. Rejgar rolls for damage and gets 15 total. This damage is reduced by Volass's plate (AP 8) plus his Constitution modifier +3. Volass takes 15 - 11 = 4 points of slashing damage to his body and is not happy.

Falling Damage

Damage from falling ignores armor.

Armor Class

In the gritty realistic combat system, to hit a creature requires a melee or ranged attack roll against the target's size AC. It is presumed that all the combatants are actively moving and trying to not get hit.

If the target has a movement rate of 0, the AC gets a -10 penalty. This penalty also applies to nonmoving items.

Target Size AC
Size AC
Tiny 19
Small 17
Medium 15
Large 13
Huge 11
Gargantuan 9

Hit Degree

When you attack a target and hit it, you may deal extra damage depending on your attack roll. The extra die of damage is usually the weapon's damage die you are using to attack. If your attack has multiple damage types, you can choose which damage type gets the extra die of damage.

The extra damage die is not doubled when you score a critical hit.


  • If your hit is 5-9 more than the target's AC, parry, or dodge, you deal 1 extra die of damage.

  • If your hit is 10-14 more than the target's AC, parry, or dodge, you deal 2 extra dice of damage.

  • If your hit is 15 or more than the target's AC, parry, or dodge, you deal 3 extra dice of damage.

Races

In the gritty realistic combat system some races racial traits have been modified.

Dwarf

Hill Dwarf

Dwarven Toughness. Your hit point maximum increases by 5.

GRITTY REALISTIC COMBAT SYSTEM | DUNGEONS & DRAGONS 5E

Lizardfolk

Natural Armor. You have 3 AP to all your hit locations.

Tortle

Natural Armor. You have 7 AP to your torso.

Classes

In the gritty realistic combat system, classes are modified. Basically characters now receive much more less hit points than perivously.

Barbarian

Hit Points


  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 4 per barbarian level after 1st

Unarmored Defense

While you are not wearing any armor, you double your Constitution modifier to reduce the damage you receive.

Bard

Hit Points


  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 2 per bard level after 1st

Cleric

Hit Points


  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 2 per cleric level after 1st

Druid

Hit Points


  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 2 per druid level after 1st

Fighter

Hit Points


  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 3 per fighter level after 1st

Fighting Style: Defense

While you are wearing armor, you gain a +1 bonus to your dodge and parry reactions.

Battle Master Maneuvers

Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your dodge or parry reactions until you stop moving.

Rally. The creature gains temporary hit points equal to the superiority die roll.

Monk

Hit Points


  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 2 per monk level after 1st

Unarmored Defense

Beginning a 1st level, while you are wearing no armor and not wielding a shield, you add your Wisdom modifier to your dodge or parry reactions in addition to the Dexterity modifier.

Paladin

Hit Points


  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 3 per paladin level after 1st

Fighting Style: Defense

While you are wearing armor, you gain a +1 bonus to your dodge and parry reactions.

Ranger

Hit Points


  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 3 per ranger level after 1st

Fighting Style: Defense

While you are wearing armor, you gain a +1 bonus to your dodge and parry reactions.

Rogue

Hit Points


  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 2 per rogue level after 1st

Sorcerer

Hit Points


  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1 per sorcerer level after 1st

Sorcerous Origin: Draconic Bloodline

Draconic Resilience

At 1st level, your hit point maximum increases by 5.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. You have 3 AP on all your hit locations.

Warlock

Hit Points


  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 2 per warlock level after 1st

The Fiend Otherworldly Patron

Dark One's Blessing

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + half your warlock level (minimum of 1).

Wizard

Hit Points


  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1 per wizard level after 1st

GRITTY REALISTIC COMBAT SYSTEM | DUNGEONS & DRAGONS 5E

School of Abjuration

Arcane Ward

Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to the level of the spell.

Once you create the ward, you can't create it again until you finish a long rest.

School of Conjuration

Durable Summons

Starting at 14th level, any creature that you summon or creature with a conjuration spell has 15 temporary hit points.

Equipment

Armor

Since hit locations are important, it is necessary to introduce helmets as a separate piece of armor to the game. Half plate includes a metal open-face helmet, ring mail a metal cap, chain mail a coif, splint a metal open-face helmet, and plate a metal closed-face helmet.

Perception. If the Helmet table shows "Disadvantage" in the Perception column, the wearer has disadvantage on Wisdom (Perception) checks while wearing the helmet faceplate down.

Cap. A cap is a padded, leather, or steel skullcap worn much like a close-fitted cap, beret, or bonnet. Caps are usually worn with padded armor, leather, studded leather, hide, or any other lightweight protection.

Coif. A coif is a padded chain mail hood. It fits snugly around the neck and over the head, except the face. It usually comes with or is built into a suit of chain mail or mail-based armor.

Open-Face Helmet. This class of open-face helmet, made of reinforced leather or metal, covers most of the head, save the face and neck. These helmets commonly provide protection for the nose (this piece of the helm is called a nasal).

Open-face helmets are popular with officers and leaders, and are appropriatly worn with armors like ring mail and chain mail.

Closed-Face Helmet. The closed-face helmets are identical to the open-face helmets, but include a visored faceplate.

These tend to be worn by officers and sergeants-at-arms. They are most commonly worn with plate mail.

Helmet
Helmet Cost Armor Points Perception Weight
Padded cap 1 gp 1 1 lb.
Leather cap 2 gp 1 1 lb.
Metal cap 10 gp 3 2 lb.
Coif 15 gp 4 8 lb.
Leather open-face helmet 10 gp 2 3 lb.
Metal open-face helmet 150 gp 6 7 lb.
Leather closed-face helmet 20 gp 4 Disadvantage 5 lb.
Metal closed-face helmet 300 gp 8 Disadvantage 10 lb.

Shields

When you are parrying a hit with a shield, you receive a +2 bonus to your parry reactions. You can use a shield to parry ranged attacks you can see.

In addition, a shield provides +2 AP to the body and the arm carrying it.

Feats

Some eats have been altered in the gritty realistic combat system.

Defensive Duelist

When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can double your proficiency bonus to your reaction to dodge or parry that attack, potentially causing the attack to miss you.

Dual Wielder

You master fighting with two weapons, gaining the following benefits:

  • You gain +1 to your parry reactions.
  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding arent' light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

GRITTY REALISTIC COMBAT SYSTEM | DUNGEONS & DRAGONS 5E

Healer

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

  • When you use a healer's kit to stabilize a dying creature or a creature suffering from blood loss, that creature also regains 1 hit point.
  • As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 hit points to it, plus additional hit points equal to half the creature's maximum number of Hit Dice (minimum of 1). The creature can't regain hit points from this feat again until it finishes a short or long rest.

Inspiring Leader

Prerequisite: Charisma 13 or higher


You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to half your level (minimum of 1) + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Making a called shot doesn't impose a -5 penalty on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half cover and three-quarters cover.
  • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Spell Sniper

Prerequisite: The ability to cast at least one spell


You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

  • When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
  • Your ranged spell attacks ignore half cover and three-quarters cover.
  • Making a called shot doesn't impose a -5 penalty on your ranged spell attack rolls.
  • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting abilily for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or' Intelligence for wizard.

Tough

Your hit point maximum increases by 5. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit point.

Spells

Some of the spells have been modified for the gritty realistic combat system. Only the changes have been written down. If a character receives damage from an area spell such as fireball, roll hit location to determine where the character is hit. Armor reduces damage normally unless stated otherwise.

Abi-Dalzim's Horrid Wilting

The Abi-Dalzim's horrid wilting spell ignores armor.

Aid

Each target's hit point maximum and current hit points increase by 2 for the duration.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 2 for each slot level above 2nd.

Animate Objects

Animated Object Statistics
Size HP AC Attack Str Dex
Tiny 10 19 +8 to hit, 1d4 + 4 damage 4 18
Small 12 17 +6 to hit, 1d8 + 2 damage 6 14
Medium 20 15 +5 to hit, 2d6 + 1 damage 10 12
Large 25 13 +6 to hit, 2d10 + 2 damage 14 10
Huge 40 11 +8 to hit, 2d12 + 4 damage 18 6

Armor of Agathys

You gain 2 temporary hit points for the duration.

At Higher Levels. Temporary hit points increase by 2 and cold damage by 5 for each spell slot of 2nd level or higher.

Banishing Smite

If this attack reduces the target to 25 hit points or fewer, you banish it.

Barkskin

The target's armor points in every location are never less than 6, regardless of what kind of armor it is wearing.

Blight

The blight spell ignores armor.

Bones of the Earth

Each pillar has AC 3 and 15 hit points.

Ceremony

Wedding. Each target gains +2 AP to all locations.

Circle of Death

The circle of death spell ignores armor.

Cloudkill

The cloudkill spell ignores armor.

GRITTY REALISTIC COMBAT SYSTEM | DUNGEONS & DRAGONS 5E

Color Spray

Roll 3d10; the total is how many hit points of creature this spell can effect.

At Higher Level. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 1d10 for each slot level above 1st.

Divine Word

On a failed save, a creature suffers an effect based on its current hit points:

  • 25 hit points or fewer: deafened for 1 minute
  • 20 hit points or fewer: deafened and blinded for 10 minutes
  • 15 hit points or fewer: blinded, deafened, and stunned for 1 hour
  • 10 hit points or fewer: killed instantly

Elemental Bane

The elemental bane spell ignores armor.

Enhance Ability

Bear's Endurance. It also gains 1d6 temporary hit points.

False Life

You gain 1d4 temporary hit points for the duration.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 2 additional temporary hit points for each slot level above 1st.

Geas

The geas spell ignores armor.

Guardian of Nature

Great Tree. You gain 5 temporary hit points.

Harm

The harm spell ignores armor.

Heat Metal

The heat metal spell ignores armor.

Heroism

A creature gains temporary hit points equal to half your spellcasting ability modifier (minimum of 1) at the start of each of its turns.

Life Transference

The life transference spell ignores armor.

Maddening Darkness

The maddening darkness spell ignores armor.

Mage Armor

The target receives +3 AP to all its locations (doesn't stack with existing armor).

Magic Missile

You can choose the hit location the magic missile hits.

Mental Prison

The mental prison spell ignores armor.

Mighty Fortress

Each 10-foot-by-10-foot section of stone has AC 3, AP 7, and 15 hit points per inch of thickness.

Mind Spike

The mind spike spell ignores armor.

Mirror Image

The duplicate's AC is your Size AC.

Phantasmal Killer

The phantasmal killer spell ignores armor.

Poison Spray

The poison spray spell ignores armor.

Power Word Kill

If the creature you choose has 50 hit points or fewer, it dies.

Power Word Pain

If the target has 50 hit points or fewer, it is subject to crippling pain.

Power Word Stun

If the creature you choose has 75 hit points or fewer, it is stunned.

Psychic Scream

The psychic scream spell ignores armor.

Shield

You have +5 AP to all locations.

Shield of Faith

A creature has +2 AP to all locations.

Sleep

Roll 5d4; the total is how many hit points of creatures this spell can affect.

At Higher Levels. Roll an additional 2d4 for each slot above 1st.

Spare the Dying

If the target is suffering from blood loss, the creature becomes stable and is no longer affected by blood loss.

Synaptic Static

The synaptic static spell ignores armor.

Tenser's Transformation

You gain 25 temporary hit points.

Toll the Dead

The toll the dead spell ignores armor.

Transmute Rock

Transmute Mud to Rock. The rock has AC 3, AP 7, and 12 hit points.

Unseen Servant

The unseen servant has AC 15.

GRITTY REALISTIC COMBAT SYSTEM | DUNGEONS & DRAGONS 5E

Vicious Mockery

The vicious mockery spell ignores armor.

Wall of Ice

The wall has AC 3, 3 AP, and 15 hit points per 10-foot section, and it is vulnerable to fire damage.

Wall of Stone

Each panel has AC 3, 7 AP, and 15 hit points per inch of thickness.

Wall of Water

Each 5-foot-square frozen section has AC 5 and 7 hit points.

Weird

The weird spell ignores armor.

Wish

The wish spell ignores armor.

Damage

Whenever your hit points are reduced to 0 or you take critical damage, you must make a successful DC 10 Constitution saving throw or fall unconscious. If you fall unconscious, you can repeat the save at the end of your turn to regain consciousness.

When your hit points are reduced below 0, you start taking critical damage. Each time you suffer critical damage, you suffer one or more critical effects. Critical damage is cumulative and remains with you until you heal naturally over time or receive medical attention or magical healing.

Critical tables are provided for each hit location. The tables are the same for each damage type, the DM has to be creative in describing the wound as it happens.

Injuries

The descriptions of injuries you may receive are discussed here. Most of them have been taken from the Dungeon Master's Guide.

Blood Loss

When you suffer blood loss, at the top of your round, you must make a DC 15 Constitution saving throw or lose 1 hit point. The wound heals if you receive magical healing. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check to stanch the blood loss, usually by cauterizing the wound or by applying a tourniquet.

Broken Ribs

This has the same effect as internal injury, except that the save DC is 10.

Festering Wound

Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive magical healing. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After ten successes, the wound heals.

Horrible Scar

You are disfigured to the extent that the wound can't be easily concealed. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.

Internal Injury

Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. The injury heals if you receive magical healing or if you spend ten days doing nothing but resting.

Limp

Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. Magical healing removes the limp.

Lose an Arm or a Hand

You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the regenerate spell can restore the lost appendage.

Lose an Ear

The missing ear doesn't have any adverse effect. Magical healing of 6th level or higher, such as heal or regenerate, removes the scar.

Lose an Eye

You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the lost eye. If you have no eyes left after sustaining this injury, you're blinded.

Lose a Foot or Leg

Your speed on foot is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the lost appendage.

Minor Scar

The scar doesn't have any adverse effect. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.

Stunned

If you are conscious, make a Constitution saving throw. The DC is 10 or half the amount of damage you took, whichever is higher. If you fail the save, you are stunned until the end of your next turn.

GRITTY REALISTIC COMBAT SYSTEM | DUNGEONS & DRAGONS 5E

Healing

As you accumulate damage, you progress through three different states: lightly damaged, heavily damaged, and critically damaged.

Healing During Rest

The gritty realistic combat system where you heal a fixed amount of hit points whenever you use Hit Dice. Hit Dice amount equals your character level.

In addition, add your Constitution modifier (if positive) to the amount healed. You only add the modifier once per rest regardless of how many Hit Dice you use.

Class Damage Healed per Hit Die
Barbarian 4
Bard 2
Cleric 2
Druid 2
Fighter 3
Monk 2
Paladin 3
Ranger 3
Rogue 2
Sorcerer 1
Warlock 2
Wizard 1

Lightly Damaged

You are considered lightly damaged if you have taken damage less than half your hit points. When you are lightly damaged, you heal damage normally as described in the Player's Handbook and Dungeon Master's Guide.

Heavily Damaged

You are considered heavily damaged if you have taken damage equal to or more than half your hit points but haven't taken critical damage. When you are heavily damaged, you can spend one or more Hit Dice at the end of a long rest, up to the maximum number of Hit Dice. You don't regain any hit points after a short rest. Magical healing heals you normally.

Once your damage is less than half your hit points, you become lightly damaged.

Critically Damaged

You are critically damaged if you have received damage in excess of your hit points. When you are critically damaged, you heal 1 point after a long rest. When you receive magical healing, you heal 1 point of critical damage for each 5 points of magical healing you receive.

Once all critical damage has been healed, you become heavily damaged instead.

Critical Hit Damage Tables

Whenever your hit points reach below 0, you begin taking critical damage. Each time you suffer critical damage, you also suffer one or more critical effects. These are determined by consulting the approrpiate critical hit table based on the affected body location. Critical damage is cumulative and remains with you until you either heal naturally over time or receive medical attention or magical healing. If you are critically damaged and suffer more damage, the amount is added to your existing critical damage and a new set of critical effects are applied based on your total critical damage.

As all critical damage is cumulative, you could have two blood loss wounds that require you two make two Constitution saving throws at the top of your round.

Example

Caspian is hit with an arrow to his right arm. After accounting for his Constitution modifier and armor, Caspian suffers 10 points of piercing damage. Since he only has 8 hit points left, he suffers 2 points of critical damage to his right arm. First, Caspian succeeds in his Constitution saving throw to remain conscious. After the save, the DM consults the critical damage 2 line of Critical Hit Table - Arm which says that Caspian suffers a minor scar to his arm.

Later in combat, Caspian is hit with a longsword to his left leg. After accounting for his Constitution modifier and armor, he suffers 3 points of slashing damage. Caspian has now suffered 5 total points of critical damage. After succeeding in his Constitution saving throw to remain conscious, the DM consults the critical damage 5 line of Critical Hit Table - Leg and determines that Caspian suffers a horrible scar to his leg.

GRITTY REALISTIC COMBAT SYSTEM | DUNGEONS & DRAGONS 5E

Critical Hit Table - Arm
Critical Damage Critical Effect
1-4 Minor Scar
5 Horrible Scar
6 Festering Wound, Horrible Scar
7 Blood Loss, Festering Wound, Horrible Scar
8 Blood Loss, Festering Wound, Lose a Hand, Stunned
9 Blood Loss, Festering Wound, Lose an Arm, Stunned
10 Death
Critical Hit Table - Leg
Critical Damage Critical Effect
1-4 Minor Scar
5 Horrible Scar
6 Festering Wound, Horrible Scar, Limp
7 Blood Loss, Festering Wound, Horrible Scar, Limp
8 Blood Loss, Festering Wound, Lose a Foot, Stunned
9 Blood Loss, Festering Wound, Lose a Leg, Stunned
10 Death
Critical Hit Table - Torso
Critical Damage Critical Effect
1-2 Minor Scar
3-4 Minor Scar, Stunned
5 Horrible Scar, Stunned
6 Broken Ribs, Horrible Scar, Stunned
7 Blood Loss, Broken Ribs, Festering Wound, Horrible Scar, Stunned
8-9 Blood Loss, Festering Wound, Horrible Scar, Internal Injury, Stunned
10 Death
Critical Hit Table - Head
Critical Damage Critical Effect
1-3 Minor Scar
4 Minor Scar, Stunned
5 Horrible Scar, Stunned
6 Festering Wound, Horrible Scar, Stunned
7 Blood Loss, Festering Wound, Horrible Scar, Stunned
8 Blood Loss, Festering Wound, Horrible Scar, Lose an Ear, Stunned
9 Blood Loss, Festering Wound, Horrible Scar, Lose a Nose, Stunned
10 Death

GRITTY REALISTIC COMBAT SYSTEM | DUNGEONS & DRAGONS 5E

Objects

The following object tables are modified to the gritty realistic combat system.

Object Armor Points
Substance (per inch of thickness) AP
Cloth, paper, rope 1
Crystal, glass, ice 3
Wood, bone 5
Stone 7
Iron, steel 9
Mithral 11
Admantine 13
Object Armor Class and Hit Points
Substance AC Fragile HP Resilient HP
Tiny (bottle, lock) 9 1 2 (1d4)
Small (chest, lute) 7 2 (1d4) 7 (3d4)
Medium (barrel, chandelier) 5 3 (1d6) 9 (2d8)
Large (cart, 10-ft.-by-10-ft. window) 3 4 (1d8) 13 (3d8)

Magic Items

The following modifications has been made to magic items to suit better the gritty realistic combat system.

Apparatus of Kwalish

  • Armor Class: 13
  • Armor Points: 7 (all locations)
  • Hit Points: 100

Armor, +1, +2, or +3

You have a bonus to AP while wearing this armor.

Arrow-Catching Shield

You gain a +2 bonus to your parry reactions and +2 AP. These bonuses are in addition to the shield's normal bonuses.

Berserker Axe

Your hit points maximum incrases by 1 for each two levels you have attained.

Blackrazor

If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains half that hit points.

Bracers of Defense

You gain +2 AP to all hit locations.

Cloak of Protection

You gain +1 AP to all hit locations and +1 bonus to saving throws while you wear this cloak.

Daern's Instant Fortress

The roof, the door, and the walls each have 50 hit points.

Defender

The weapon can transfer some or all of the sword's bonus to parry reactions.

Demon Armor

You gain +1 AP while wearing this armor.

Dragon Scale Mail

You gain +1 AP while wearing this armor.

Dwarven Plate

You gain +2 AP while wearing this armor.

Efreeti Chain

You gain +3 AP while wearing this armor.

Elven Chain

You gain +2 AP while wearing this armor.

Glamoured Studded Leather

You gain +1 AP while wearing this armor.

Helm of Brilliance

The helm has 6 AP.

Helm of Comprehending Languages

The helm has 6 AP.

Helm of Telepathy

The helm has 6 AP.

Helm of Teleportation

The helm has 6 AP.

Ioun Stone

Protection (Rare). You gain +1 AP to all hit locations while this dusty rose prism orbits your head.

Mace of Disruption

If the target has 12 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed.

Mace of Smiting

If a construct has 12 hit points or fewer after taking this damage, it is destroyed.

Mariner's Armor

In addition, whenever you start your turn underwater unconscious, the armor causes you to rise 60 feet toward the surface.

Mirror of Life Trapping

The mirror has AC 5, 1 AP, 5 hit points, and vulnerability to bludgeoning damage.

Periapt of Wound Closure

While you wear this pendant, you don't suffer from blood loss.

Ring of Protection

You gain +1 AP to all hit locations while wearing this ring.

GRITTY REALISTIC COMBAT SYSTEM | DUNGEONS & DRAGONS 5E

Ring of Regeneration

While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If your hit points are below 0, you regain 1 hit point every hour and don't suffer from blood loss.

Robe of the Archmagi

If you aren't wearing armor, you have +5 AP to all hit locations.

Rod of Alertness

Protective Aura. While in that bright light, you and any creature that is friendly to you gain +1 AP to all hit locations.

Rope of Climbing

The rope has AC 5, 15 AP, and 10 hit points.

Rope of Entanglement

The rope has AC 5, 15 AP, and 10 hit points.

Shield, +1, +2, or +3

While holding this shield, you have a bonus to your parry reactions and to AP. These bonuses are in addition to the shield's normal bonuses.

Staff of Power

While holding it, you gain +2 AP to all hit locations.

Staff of the Adder

The snake head has AC 5, 15 AP, and 10 hit points.

Sword of Life Stealing

You also gain 5 temporary hit points.

Monsters

Monster have been altered in the gritty realistic combat system. A table shows new armor class, armor points, and hit points for each monster. After the table monsters that have their abilities changed are discussed.

Monster hit points are calculated by using the table below. Constitution modifier is applied to a monster only once.

Monster Hit Points
Monster Size Hit Points per Hit Die
Tiny 1
Small
Medium 2
Large 3
Huge 4
Gargantuan 5

Monster Hit Locations

Several monsters have different kinds of hit locations due to their form. In the monster table, the locations are given for a humanoid form but you can look at the body type of the monster and give it a hit location accordingly.

Abominations

This hit location is for creatures with no definable form.

d20 Location
1-4 Appendage
5-12 Main Body (torso)
13-16 Mouth
17-20 Sensory Organ

Beasts, Eight-legged

This hit location table consists eight appendages, a body (or thorax), a head, and tail (or abdoment).

d20 Location
1-5 Tail (or Abdomen)
6-11 Body (or Thorax)
12 Head
13 Appendage (A)
14 Appendage (B)
15 Appendage (C)
16 Appendage (D)
17 Appendage (E)
18 Appendage (F)
19 Appendage (G)
20 Appendage (H)

Beasts, Four-legged

This hit location table consists of a head, torso, four legs (or appendages), and a tail.

d20 Location
1-2 Head
3-7 Tail
8-12 Torso
13-15 Leg (A)
15-16 Leg (B)
17-18 Leg (C)
19-20 Leg (D)

GRITTY REALISTIC COMBAT SYSTEM | DUNGEONS & DRAGONS 5E

Beasts, Six-legged

This hit location table consists of a head, torso (or thorax), six appendages, and a tail (or abdomen).

d20 Location
1-3 Tail (or Abdomen)
4-6 Body (or Thorax)
7-8 Head
9-10 Appendage (A)
11-12 Appendage (B)
13-14 Appendage (C)
15-16 Appendage (D)
17-18 Appendage (E)
19-20 Appendage (F)

Bipedal

This body profile consists of a head, torso, two appendages (usually legs), and a tail.

d20 Location
1-2 Head
3-6 Tail
7-14 Torso
15-18 Appendage (Left)
17-20 Appendage (Right

Dibrachium

This body profile consists of a head, main body (or torso), two appendages (pectoral fins or arms), and a tail.

d20 Location
1-2 Head
3-6 Tail
7-12 Torso
13-16 Appendage (Left)
17-20 Appendage (Right

Draconic

This body profile consists of a head, torso, two legs, two arms, two wings, and a tail.

d20 Location
1-2 Head
3-4 Arm (Left)
5-6 Arm (Right)
7-8 Wing (Left)
9-10 Wing (Right)
11-12 Tail
13-16 Torso
17-18 Leg (Left)
19-20 Leg (Right)

Humanoid with an Additional Body Part

This body profile consists of two arms, two legs, a head, a torso, and an additional body part (such as a tail, extra head, or appendage, a tentacle, etc.)

d20 Location
1-2 Head
3-5 Additional body part
6-12 Torso
13-14 Arm (Left)
15-16 Arm (Right)
17-18 Leg (Left)
19-20 Leg (Right)

Serpentine

This body profile consists of a head, torso, and a tail.

d20 Location
1-4 Head
5-11 Tail
12-20 Torso

Monsters in the Monster Manual

Damage Resistance

If the monster has damage resistance, the damage is reduced if there are damage left after AP and Constitution modifier. For example, a deva takes 19 points of radiant damage. It has AP 3 and a +4 Constitution modifier reducing this damage to 12 (19 - 7). The deva takes 6 points of radiant damage.

Damage Vulnerability

If the monster is vulnerable to a certain type of damage, the damage is doubled after AP and Constitution modifier. For example, a skeleton takes 10 points of bludgeoning damage. It has AP 1 and a +2 Constitution modifier reducing this damage to 7. The skeleton takes 14 points of bludgeoning damage.

Monsters in Monster Manual

Aboleth

Psychic Drain. Psychic damage ignores armor.

Angel, Solar

Slaying Longbow. If the target has 45 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.

Ankheg

The ankheg's abdomen has 1 AP.

GRITTY REALISTIC COMBAT SYSTEM | DUNGEONS & DRAGONS 5E

Banshee

Wail (1/Day). Psychic damage ignores armor

Cambion

Fiendish Blessing. The AC of the cambion includes its Charisma bonus.

Cloaker

Damage Transfer. While attached to a creature, the cloaker takes only half the damage dealt to it after AP and Constitution modifier, and that creature takes the other half ignoring armor.

Death Knight

Parry. The death knight adds 6 to its parry reaction against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon.

Demon, Marilith

Parry. The marilith adds 5 to its parry reaction against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon.

Devil, Chain

Animated Chains. Each animated chain is an object with AC 15, 5 AP, 8 hit points, resistance to piercing damage, and immunity to psychic and thunder damage.

Devil, Erinyes

Parry. The erinyes adds 4 to its parry reaction against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.

Devil, Ice

Wall of Ice (Recharge 6). Each 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.

Elf, Drow Elite Warrior

Parry. The drow adds 3 to its parry reaction against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.

Elf, Drow Priestess of Lolth

Summon Demon (1/Day). Psychic damage ignores armor.

Ettercap

Web (Recharge 5-6). The webbing has AC 5, 5 AP, 2 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage.

Fomorian

Evil Eye. Psychic damage ignores armor.

Gith, Githzerai Monk

Psychic Defense. While the githzerai is wearing no armor and wielding no shield, it adds its Wisdom modifier to its dodge or parry reactions in addition to its Dexterity modifier.

Gith, Githzerai Zerth

Psychic Defense. While the githzerai is wearing no armor and wielding no shield, it adds its Wisdom modifier to its dodge or parry reactions in addition to its Dexterity modifier.

Golem, Clay

Berserk. Whenever the golem starts its turn with 30 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.


Haste (Recharge 5-6). Until the end of its next turn, the golem magically gains a +2 bonus to its dodge or parry reactions, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.

Golem, Flesh

Berserk. Whenever the golem starts its turn with 20 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.

The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 20 hit points or fewer, the golem might go berserk again.

Hag, Hag Covens

Hag Eye. Psychic damage ignores armor.

Half-Dragon, Half-Red Dragon Veteran

Parry. The veteran adds 3 to its parry reaction against one melee attack that would hit it. To do so, the veteran must see the attacker and be wielding a melee weapon.

Hobgoblin Warlord

Parry. The hobgoblin adds 3 to its parry reaction against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon.

GRITTY REALISTIC COMBAT SYSTEM | DUNGEONS & DRAGONS 5E

Hydra

Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Whenever the hydra takes 12 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.

At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 5 hit points for each head regrown in this way.


Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for dodge, parry, and opportunity attacks.

Intellect Devourer

Devour Intellect. Psychic damage ignores armor.

Ogre, Oni

Regeneration. The oni regains 5 hit points at the start of its turn if it isn't dead.

Ooze, Black Pudding

Pseudopod. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 reduction to armor points it offers in the location the target was hit. The armor is destroyed from the hit location if the penalty reduces its armor points to 0.

Ooze, Gray

Pseudopod. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 reduction to armor points it offers in the location the target was hit. The armor is destroyed from the hit location if the penalty reduces its armor points to 0.

Ooze, Psychic Gray Ooze

Psychic Crush (Recharge 5-6). Psychic damage ignores armor.

Revenant

Regeneration. The oni regains 5 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn't function at the start of the revenant's next turn. The revenant's body is destroyed only if it starts its turn dead and doesn't regenerate.

Roper

Grasping Tendrils. Each tendril can be attacked (AC 15; 10 armor points; 5 hit points; immunity to poison and psychic damage).

Rust Monster

Antennae. If the object touched is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative -1 reduction to armor points it offers in the location the target was hit. The armor is destroyed from the hit location if the penalty reduces its armor points to 0. A shield hit by the rust monster takes a cumulative -1 penalty to the shield's parry bonus. It is destroyed when this penalty drops the shield's parry bonus to +0.

Shield Guardian

Regeneration. The shield guardian regains 5 hit points at the start of its turn if it isn't destroyed.


Shield. When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 to the wearer's dodge or parry reaction if the guardian is within 5 feet of the wearer.

Slaad, Blue

Regeneration. The slaad regains 5 hit points at the start of its turn if it isn't dead.

Slaad, Death

Regeneration. The slaad regains 5 hit points at the start of its turn if it isn't dead.

Slaad, Gray

Regeneration. The slaad regains 5 hit points at the start of its turn if it isn't dead.

Slaad, Green

Regeneration. The slaad regains 5 hit points at the start of its turn if it isn't dead.

Slaad, Red

Regeneration. The slaad regains 5 hit points at the start of its turn if it isn't dead.

Succubus/Incubus

Draining Kiss. Psychic damage ignores armor if the succubus kisses an unarmored location.

Troll

Regeneration. The troll regains 5 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll's body is destroyed only if it starts its turn dead and doesn't regenerate.


Loathsome Limbs. A severed part has AC 17, 4 armor point, 5 hit points, and the troll's Regeneration trait.

GRITTY REALISTIC COMBAT SYSTEM | DUNGEONS & DRAGONS 5E

Vampire

Regeneration. The vampire regains 10 hit points at the start of its turn if it isn't dead and in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

Vampire Spawn

Regeneration. The vampire regains 5 hit points at the start of its turn if it isn't dead and in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

Will-o'-Wisp

Consume Life. As a bonus action, the will-o'-wisp can target one creature it can see within 5 feet of it that has 0 hit points or less and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 7 (3d4) hit points.

Miscellaneous Creatures in the Monster Manual

Giant Spider

Web (Recharge 5-6). The webbing has AC 5, 5 AP, 2 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage.

Nonplayer Characters in the Monster Manual

Bandit Captain

Parry. The captain adds 2 to its parry reaction against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

Gladiator

Parry. The gladiator adds 3 to its parry reaction against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

Knight

Parry. The knight adds 2 to its parry reaction against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

Noble

Parry. The noble adds 2 to its parry reaction against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.

Monsters in Volo's Guide to Monsters

Bodak

Death Gaze. Psychic damage ignores armor.

Cave Fisher

Adhesive Filament. The filament has AC 15, 5 AP, 2 hit points; immunity to poison and psychic damage.

Choldrith

Web (Recharge 5-6). The webbing has AC 5, 5 AP, 2 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage.

Flail Snail

Shell Defense. The flail snail withdraws into its shell, gaining +4 AP until it emerges. It can emerge from its shell as a bonus action on its turn.

Froghemoth

Shock Susceptibility. If the froghemoth takes lightning damage, it suffers several effects until the end of its next turn: its speed is halved, it takes a -2 penalty to its parry and dodge reactions, and Dexterity saving throws, it can't use reactions or Multiattack, and on its turn, it can use either an action or a bonus action, not both.

Giant, Fire Giant Dreadnough

Dual Shields. The giant carries two shields. The giant must stow or drop one of its shields to hurl rocks.

Giant, Frost Giant Everlasting One

Regeneration. The giant regains 5 hit points at the start of its turn. If the giant takes acid or fire damage, this trait doesn't function at the start of the giant's next turn. The giant's body is destroyed only if it starts its turn dead and doesn't regenerate.

Hobgoblin Iron Shadow

Unarmored Defense. While the hobgoblin is wearing no armor and wielding no shield, it adds its Wisdom modifier to its dodge or parry reactions in addition to its Dexterity modifier.

Kobold Inventor

Weapon Invention.

7. Skunk in a Cage. The skun has a walking speed of 20 feet, AC 19, 1 hit point, and no effective attacks.

Korred

Command Hair. The hair has AC 17, 5 AP, and 10 hit points.

Meenlock

Telepathic Torment. Psychic damage ignores armor.

GRITTY REALISTIC COMBAT SYSTEM | DUNGEONS & DRAGONS 5E

Mind Flayer, Elder Brain

Psychic Link. Psychic damage ignores armor.


Break Concentration. Psychic damage ignores armor.


Psychic Pulse. Psychic damage ignores armor

Spawn of Kyuss

Regeneration. The spawn of Kyuss regains 5 hit points at the start of its turn if it isn't dead and in sunlight or a body of running water. If the spawn takes acid, fire, or radiant damage, this trait doesn't function at the start of the vampire's next turn. The spawn is destroyed only if it starts its turn dead and doesn't regenerate.

Vegepygmy

Regeneration. The vegepygmy regains 1 hit point at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn dead and doesn't regenerate.

Vegepygmy Chief

Regeneration. The vegepygmy regains 2 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn dead and doesn't regenerate.

Vegepygmy, Thorny

Regeneration. The vegepygmy regains 2 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn dead and doesn't regenerate.

Wood Woad

Regeneration. The wood woad regains 5 hit points at the start of its turn if it is contact with the ground. If the wood woad takes fire damage, this trait doesn't function at the start of the wood woad's next turn. The wood woad dies only if it starts its turn dead and doesn't regenerate.

Xvart Warlock of Raxivort

Raxivort's Blessing. When the xvart reduces an enemy to 0 hit points, the xvart gains 2 temporary hit points.

Yuant-ti Mind Whisperer

Sseth's Blessing. When the yuan-ti reduces an enemy to 0 hit points, the yuan-ti gains 4 temporary hit points.

Yuan-ti Nightmare Speaker

Invoke Nightmare (Recharges after a Short or Long Rest). Psychic damage ignores armor.

Nonplayer Characters in Volo's Guide to Monsters

Abjurer

Arcane Ward. The abjurer has a magical ward that has 15 hit points. Whenever the abjurer takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, the abjurer takes any remaining damage. When the abjurer casts an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to the level of the spell.

Martial Arts Adept

Unarmored Defense. While the adept is wearing no armor and wielding no shield, it adds its Wisdom modifier to its dodge or parry reactions in addition to its Dexterity modifier.

Swashbuckler

Suave Defense. While the swashbuckler is wearing light or no armor and wielding no shield, it adds its Charisma modifier to its dodge reaction.

Warlock of the Great Old One

Whispering Aura. Psychic damage ignores armor.

Warlord

Survivor. The warlord regains 5 hit points at the start of its turn if it has at least 1 hit point but fewer hit points than half its hit point maximum.

GRITTY REALISTIC COMBAT SYSTEM | DUNGEONS & DRAGONS 5E

Monsters in the Monster Manual
Monster Armor Class Head AP Body AP Arms AP Legs AP Hit Points
Aarakocra 15 0 0 0 0 8
Aboleth 13 8 8 8 8 56
Angel, Deva 15 3 3 3 3 36
Angel, Planetar 15 4 4 4 4 55
Angel, Solar 15 5 5 5 5 62
Animate Object, Animated Armor 15 8 8 8 8 13
Animate Object, Flying Sword 17 5 5 5 5 7
Animate Object, Rug of Smothering 13 0 0 0 0 18
Ankheg 13 4 4 4 4 19
Azer 15 5 5 5 5 14
Banshee 15 0 0 0 0 26
Basilisk 15 6 6 6 6 18
Behir 11 4 4 4 4 68
Beholder 13 6 6 6 6 61
Beholder, Death Tyrant 13 7 7 7 7 77
Beholder, Spectator 15 2 2 2 2 14
Blight, Needle Blight 15 1 1 1 1 5
Blight, Twig Blight 17 2 2 2 2 2
Blight, Vine Blight 15 3 3 3 3 10
Bugbear 15 0 2 2 2 11
Bugbear Chief 15 0 6 0 0 22
Bulette 13 7 7 7 7 32
Bullywug 15 0 2 2 2 5
Cambion 18 0 4 4 4 25
Carrion Crawler 13 2 2 2 2 21
Centaur 13 0 0 0 0 20
Chimera 13 4 4 4 4 37
Chuul 13 6 6 6 6 36
Cloaker 13 2 2 2 2 37
Cockatrice 17 0 0 0 0 10
Couatl 15 4 4 4 4 29
Crawling Claw 19 0 0 0 0 1
Cyclops 11 4 4 4 4 53
Darkmantle 17 0 0 0 0 8
Death Knight 15 8 8 8 8 43
Demilich 19 5 5 5 5 20
Demon, Balor 11 7 7 7 7 90
Demon, Barlgura 13 3 3 3 3 27
Demon, Chasme 13 3 3 3 3 40
Denon, Dretch 17 1 1 1 1 7
Demon, Glabrezu 13 5 5 5 5 50
Demon, Goristro 11 9 9 9 9 99
Demon, Hezrou 13 3 3 3 3 44

GRITTY REALISTIC COMBAT SYSTEM | DUNGEONS & DRAGONS 5E

Monster Armor Class Head AP Body AP Arms AP Legs AP Hit Points
Demon, Manes 17 0 0 0 0 4
Demon, Marilith 13 3 3 3 3 59
Demon, Nalfeshnee 13 8 8 8 8 54
Demon, Quasit 19 0 0 0 0 3
Demon, Shadow Demon 15 0 0 0 0 25
Demon, Vrock 13 3 3 3 3 37
Demon, Yochlol 15 3 3 3 3 37
Devil, Barbed Devil 15 2 2 2 2 27
Devil, Bearded Devil 15 1 1 1 1 18
Devil, Bone Devil 13 6 6 6 6 49
Devil, Chain Devil 15 4 4 4 4 24
Devil, Erinyes 15 8 8 8 8 42
Devil, Horned Devil 13 5 5 5 5 56
Devil, Ice Devil 13 6 6 6 6 61
Devil, Imp 19 0 0 0 0 4
Devil, Lemure 15 0 0 0 0 6
Devil, Pit Fiend 13 7 7 7 7 91
Devil, Spined Devil 17 1 1 1 1 8
Dinosaur, Allosaurus 13 2 2 2 2 21
Dinosaur, Ankylosaurus 11 5 5 5 5 34
Dinosaur, Plesiosaurus 13 1 1 1 1 27
Dinosaur, Pteranodon 15 1 1 1 1 6
Dinosaur, Triceratops 11 4 4 4 4 43
Dinosaur, Tyrannosaurus Rex 11 3 3 3 3 56
Displacer Beast 13 1 1 1 1 33
Doppelganger 15 0 0 0 0 18
Dracolich, Adult Blue Dracolich 11 9 9 9 9 78
Dragon, Shadow, Young Red 13 8 8 8 8 56
Dragon, Black, Ancient 9 10 10 10 10 112
Dragon, Black, Adult 11 7 7 7 7 73
Dragon, Black, Young 13 6 6 6 6 48
Dragon, Black, Wyrmling 15 5 5 5 5 13
Dragon, Blue, Ancient 9 12 12 12 12 138
Dragon, Blue, Adult 11 9 9 9 9 78
Dragon, Blue, Young 13 8 8 8 8 52
Dragon, Blue, Wyrmling 15 7 7 7 7 18
Dragon, Green, Ancient 9 10 10 10 10 117
Dragon, Green, Adult 11 8 8 8 8 77
Dragon, Green, Young 13 7 7 7 7 51
Dragon, Green, Wyrmling 15 6 6 6 6 15
Dragon, Red, Ancient 9 12 12 12 12 149
Dragon, Red, Adult 11 9 9 9 9 83
Dragon, Red, Young 13 8 8 8 8 56
Dragon, Red, Wyrmling 15 7 7 7 7 23

GRITTY REALISTIC COMBAT SYSTEM | DUNGEONS & DRAGONS 5E

Monster Armor Class Head AP Body AP Arms AP Legs AP Hit Points
Dragon, White, Ancient 9 10 10 10 10 98
Dragon, White, Adult 11 8 8 8 8 70
Dragon, White, Young 13 7 7 7 7 46
Dragon, White, Wyrmling 15 6 6 6 6 12
Dragon, Brass, Ancient 9 10 10 10 10 92
Dragon, Brass, Adult 11 8 8 8 8 65
Dragon, Brass, Young 13 7 7 7 7 42
Dragon, Brass, Wyrmling 15 6 6 6 6 7
Dragon, Bronze, Ancient 9 12 12 12 12 128
Dragon, Bronze, Adult 11 9 9 9 9 76
Dragon, Bronze, Young 13 8 8 8 8 49
Dragon, Bronze, Wyrmling 15 7 7 7 7 12
Dragon, Copper, Ancient 9 10 10 10 10 107
Dragon, Copper, Adult 11 7 7 7 7 69
Dragon, Copper, Young 13 6 6 6 6 45
Dragon, Copper, Wyrmling 15 5 5 5 5 9
Dragon, Gold, Ancient 9 10 10 10 10 149
Dragon, Gold, Adult 11 7 7 7 7 83
Dragon, Gold, Young 13 6 6 6 6 56
Dragon, Gold, Wyrmling 15 5 5 5 5 19
Dragon, Silver, Ancient 9 12 12 12 12 134
Dragon, Silver, Adult 11 9 9 9 9 79
Dragon, Silver, Young 13 8 8 8 8 53
Dragon, Silver, Wyrmling 15 7 7 7 7 15
Dragon Turtle 9 10 10 10 10 115
Drider 13 6 6 6 6 43
Dryad 15 0 (6) 0 (6) 0 (6) 0 (6) 10
Duergar 15 0 4 4 4 10
Elemental, Air 13 0 0 0 0 38
Elemental, Earth 13 8 8 8 8 41
Elemental, Fire 13 0 0 0 0 39
Elemental, Water 13 2 2 2 2 40
Elf: Drow 15 0 6 0 0 6
Elf: Drow Elite Warrior 15 0 2 2 2 24
Elf: Drow Mage 15 0 (3) 0 (3) 0 (3) 0 (3) 20
Elf: Drow Priestess of Lolth 15 0 4 4 4 27
Empyrean 11 7 7 7 7 86
Ettercap 15 1 1 1 1 17
Ettin 13 3 3 3 3 33
Faerie Dragon 19 0 0 0 0 5
Flameskull 19 0 0 0 0 11
Flumph 17 0 0 0 0 3
Fomorian 11 4 4 4 4 57
Fungi, Gas Spore 3 0 0 0 0 1

GRITTY REALISTIC COMBAT SYSTEM | DUNGEONS & DRAGONS 5E

Monster Armor Class Head AP Body AP Arms AP Legs AP Hit Points
Fungi, Shrieker 5 0 0 0 0 6
Fungi, Violet Fungus 5 0 0 0 0 8
Galeb Duhr 15 4 4 4 4 23
Gargoyle 15 5 5 5 5 17
Genie, Dao 13 7 7 7 7 52
Genie, Djinni 13 5 5 5 5 48
Genie, Efreeti 13 6 6 6 6 55
Genie, Marid 13 6 6 6 6 59
Ghost 15 0 0 0 0 20
Ghoul 15 0 0 0 0 10
Ghoul, Ghast 15 0 0 0 0 16
Giant, Cloud 11 4 4 4 4 70
Giant, Fire 11 8 8 8 8 58
Giant, Frost 11 6 6 6 6 53
Giant, Hill 11 4 4 4 4 44
Giant, Stone 11 5 5 5 5 49
Giant, Storm 11 0 4 4 4 85
Gibbering Mouther 15 0 0 0 0 21
Gith, Githyanki Warrior 15 0 8 8 2 19
Gith, Githyanki Knight 15 8 8 8 8 30
Gith, Githzerai Monk 15 0 0 0 0 15
Gith, Githzerai Zerth 15 0 0 0 0 28
Gnoll 15 0 2 2 2 10
Gnoll Fang of Yeenoghu 15 0 2 2 2 22
Gnoll Pack Lord 15 0 6 0 0 19
Gnome, Deep (Svirfneblin) 17 0 6 0 0 6
Goblin 17 0 1 1 1 3
Goblin Boss 17 0 6 0 0 9
Golem, Clay 13 5 5 5 5 60
Golem, Flesh 15 0 0 0 0 26
Golem, Iron 13 11 11 11 11 65
Golem, Stone 13 8 8 8 8 56
Gorgon 13 9 9 9 9 40
Grell 15 0 0 0 0 21
Grell, Grick 15 2 2 2 2 12
Grell, Grick Alpha 13 5 5 5 5 32
Griffon 13 0 0 0 0 24
Grimlock 15 0 0 0 0 5
Hag, Green 15 6 6 6 6 25
Hag, Night 15 5 5 5 5 33
Hag, Sea 15 3 3 3 3 17
Half-Dragon, Half-Red Dragon Veteran 15 8 8 8 8 22
Harpy 15 0 0 0 0 15
Hell Hound 15 4 4 4 4 19

GRITTY REALISTIC COMBAT SYSTEM | DUNGEONS & DRAGONS 5E

Monster Armor Class Head AP Body AP Arms AP Legs AP Hit Points
Helmed Horror 15 8 8 8 8 27
Hippogriff 13 0 0 0 0 10
Hobgoblin 15 0 6 6 6 5
Hobgoblin Captain 15 0 8 8 2 14
Hobgoblin Warlord 15 8 8 8 8 29
Homunculus 19 1 1 1 1 2
Hook Horror 13 5 5 5 5 32
Hydra 11 4 4 4 4 65
Intellect Devourer 19 0 0 0 0 7
Invisible Stalker 15 0 0 0 0 34
Jackalwere 15 0 0 0 0 8
Kenku 15 0 0 0 0 6
Kobold 17 0 0 0 0 2
Kobold, Winged 17 0 0 0 0 3
Kraken 9 8 8 8 8 142
Kuo-toa 15 1 1 1 1 8
Kuo-toa Archpriest 15 1 1 1 1 29
Kuo-toa Whip 15 1 1 1 1 22
Lamia 13 2 2 2 2 41
Lich 15 4 4 4 4 39
Lizardfolk 15 3 3 3 3 9
Lizardfolk King/Queen 15 4 4 4 4 26
Lizardfolk Shaman 15 3 3 3 3 11
Lycanthrope, Werebear 15 0 (1) 0 (1) 0 (1) 0 (1) 39
Lycanthrope, Wereboar 15 0 (1) 0 (1) 0 (1) 0 (1) 26
Lycanthrope, Wererat 15 0 0 0 0 13
Lycanthrope, Weretiger 15 0 0 0 0 35
Lycanthrope, Werewolf 15 0 (1) 0 (1) 0 (1) 0 (1) 20
Magmin 17 2 2 2 2 4
Manticore 13 1 1 1 1 27
Medusa 15 3 3 3 3 37
Mephit, Dust 17 0 0 0 0 7
Mephit, Ice 17 0 0 0 0 9
Mephit, Smoke 17 0 0 0 0 8
Mephit, Steam 17 0 0 0 0 9
Merfolk 15 0 0 0 0 5
Merrow 13 3 3 3 3 20
Mimic 15 1 1 1 1 20
Mind Flayer 15 0 8 0 0 27
Minotaur 13 4 4 4 4 30
Modron, Duodrone 15 4 4 4 4 5
Modron, Monodrone 15 4 4 4 4 3
Modron, Pentadrone 13 4 4 4 4 16
Modron, Quadrone 15 4 4 4 4 9

GRITTY REALISTIC COMBAT SYSTEM | DUNGEONS & DRAGONS 5E

Monster Armor Class Head AP Body AP Arms AP Legs AP Hit Points
Modron, Tridrone 15 4 4 4 4 7
Mummy 15 2 2 2 2 20
Mummy Lord 15 7 7 7 7 29
Myconid, Myconid Adult 15 2 2 2 2 9
Myconid, Myconid Sovereign 13 3 3 3 3 26
Myconid, Myconid Sprout 17 0 0 0 0 3
Myconid, Quaggoth Spore Servant 15 2 2 2 2 15
Naga, Bone 13 2 2 2 2 28
Naga, Guardian 13 4 4 4 4 48
Naga, Spirit 13 2 2 2 2 32
Nightmare 13 1 1 1 1 27
Nothic 15 2 2 2 2 15
Ogre 13 0 2 2 2 24
Ogre, Half-Ogre 13 0 2 2 2 14
Ogre, Oni 13 0 6 6 6 42
Ooze, Black Pudding 13 0 0 0 0 33
Ooze, Gelatinous Cube 13 0 0 0 0 29
Ooze, Gray 15 0 0 0 0 9
Ooze, Ochre Jelly 13 0 0 0 0 20
Orc 15 0 2 2 2 7
Orc Eye of Gruumsh 15 0 4 4 4 15
Orc, Orog 15 8 8 8 8 14
Orc War Chief 15 0 6 6 6 26
Otyugh 13 4 4 4 4 40
Owlbear 13 2 2 2 2 24
Pegasus 13 0 0 0 0 24
Peryton 15 2 2 2 2 13
Piercer 15 4 4 4 4 9
Pixie 19 0 0 0 0 1
Pseudodragon 19 1 1 1 1 3
Purple Worm 9 10 10 10 10 81
Quaggoth 15 2 2 2 2 15
Rakshasa 15 3 3 3 3 30
Remorhaz 11 6 6 6 6 73
Remorhaz, Young 13 3 3 3 3 36
Revenant 15 0 1 1 1 36
Roc 9 5 5 5 5 85
Roper 13 11 11 11 11 36
Rust Monster 15 3 3 3 3 11
Sahuagin 15 2 2 2 2 9
Sahuagin Baron 13 2 8 2 2 30
Sahuagin Priestess 15 2 2 2 2 13
Salamander 13 3 3 3 3 38
Salamander, Fire Drake 15 2 2 2 2 10

GRITTY REALISTIC COMBAT SYSTEM | DUNGEONS & DRAGONS 5E

Monster Armor Class Head AP Body AP Arms AP Legs AP Hit Points
Satyr 15 0 1 1 1 14
Scarecrow 15 0 0 0 0 16
Shadow 15 0 0 0 0 7
Shambling Mound 13 6 6 6 6 51
Shield Guardian 13 8 8 8 8 49
Skeleton 15 1 1 1 1 6
Skeleton, Minotaur 13 2 2 2 2 29
Skeleton, Warhorse 13 2 2 2 2 11
Slaad, Blue 13 3 3 3 3 43
Slaad, Death 15 6 6 6 6 44
Slaad, Gray 15 5 5 5 5 37
Slaad, Green 13 4 4 4 4 48
Slaad, Red 13 3 3 3 3 36
Slaad, Tadpole 19 0 0 0 0 4
Specter 15 0 0 0 0 10
Sphinx, Androsphinx 13 7 7 7 7 62
Sphinx, Gynosphinx 13 5 5 5 5 51
Sprite 19 0 1 1 1 1
Stirge 19 1 1 1 1 1
Succubus/Incubus 15 2 2 2 2 25
Tarrasque 9 15 15 15 15 175
Thri-kreen 15 3 3 3 3 13
Treant 11 7 7 7 7 53
Troglodyte 15 1 1 1 1 6
Troll 13 4 4 4 4 29
Umber Hulk 13 7 7 7 7 36
Unicorn 13 0 0 0 0 29
Vampire 15 2 2 2 2 38
Vampire Spawn 15 2 2 2 2 25
Water Weird 13 0 0 0 0 28
Wight 15 0 2 2 2 15
Will-o'-Wisp 19 0 0 0 0 9
Wraith 15 0 0 0 0 21
Wyvern 13 3 3 3 3 42
Xorn 15 9 9 9 9 20
Yeti 13 1 1 1 1 21
Yeti, Abominable 11 5 5 5 5 50
Yuan-ti Abomination 13 2 2 2 2 48
Yuan-ti Malison 15 0 0 0 0 25
Yuan-ti Pureblood 15 0 0 0 0 18
Yugoloth, Arcanaloth 15 6 6 6 6 34
Yugoloth, Mezzoloth 15 8 8 8 8 23
Yugoloth, Nycaloth 13 8 8 8 8 43
Yugoloth, Ultroloth 15 6 6 6 6 40

GRITTY REALISTIC COMBAT SYSTEM | DUNGEONS & DRAGONS 5E

Monster Armor Class Head AP Body AP Arms AP Legs AP Hit Points
Zombie 15 0 0 0 0 9
Zombie, Beholder 13 6 6 6 6 36
Zombie, Ogre 13 0 0 0 0 31
Miscellaneous Creatures in the Monster Manual
Monster Armor Class Head AP Body AP Arms AP Legs AP Hit Points
Ape 15 0 0 0 0 8
Awakened Shrub 17 0 0 0 0 4
Awakened Tree 11 5 5 5 5 30
Axe Beak 13 0 0 0 0 10
Baboon 17 0 0 0 0 1
Badger 19 0 0 0 0 2
Bat 19 0 0 0 0 1
Black Bear 15 1 1 1 1 8
Blink Dog 15 0 0 0 0 9
Blood Hawk 17 0 0 0 0 3
Boar 15 1 1 1 1 5
Brown Bear 13 1 1 1 1 15
Camel 13 0 0 0 0 8
Cat 19 0 0 0 0 1
Constrictor Snake 13 0 0 0 0 7
Crab 19 1 1 1 1 1
Crocodile 13 2 2 2 2 10
Death Dog 15 0 0 0 0 14
Deer 15 0 0 0 0 2
Dire Wolf 13 2 2 2 2 17
Draft Horse 13 0 0 0 0 10
Eagle 17 0 0 0 0 2
Elephant 11 3 3 3 3 35
Elk 13 0 0 0 0 7
Flying Snake 19 0 0 0 0 2
Frog 19 0 0 0 0 1
Giant Ape 11 0 0 0 0 64
Giant Badger 15 0 0 0 0 6
Giant Bat 13 0 0 0 0 12
Giant Boar 13 2 2 2 2 18
Giant Centipede 17 1 1 1 1 3
Giant Constrictor Snake 11 0 0 0 0 33
Giant Crab 15 3 3 3 3 6
Giant Crocodile 11 5 5 5 5 39
Giant Eagle 13 0 0 0 0 13
Giant Elk 11 1 1 1 1 22
Giant Fire Beetle 17 3 3 3 3 3
Giant Frog 15 0 0 0 0 8
Giant Goat 13 1 1 1 1 10

GRITTY REALISTIC COMBAT SYSTEM | DUNGEONS & DRAGONS 5E

Monster Armor Class Head AP Body AP Arms AP Legs AP Hit Points
Giant Hyena 13 0 0 0 0 20
Giant Lizard 13 1 1 1 1 10
Giant Octopus 13 0 0 0 0 25
Giant Owl 13 0 0 0 0 10
Giant Poisonous Snake 15 0 0 0 0 5
Giant Rat 17 0 0 0 0 4
Giant Scorpion 13 4 4 4 4 23
Giant Sea Horse 13 1 1 1 1 9
Giant Shark 11 3 3 3 3 49
Giant Spider 13 1 1 1 1 13
Giant Toad 13 0 0 0 0 19
Giant Vulture 13 0 0 0 0 11
Giant Wasp 15 0 0 0 0 6
Giant Weasel 15 0 0 0 0 4
Giant Wolf Spider 15 0 0 0 0 5
Goat 15 0 0 0 0 2
Hawk 19 0 0 0 0 1
Hunter Shark 13 1 1 1 1 20
Hyena 15 0 0 0 0 3
Jackal 17 0 0 0 0 2
Killer Whale 11 2 2 2 2 49
Lion 13 0 0 0 0 13
Lizard 19 0 0 0 0 1
Mammoth 11 4 4 4 4 49
Mastiff 15 0 0 0 0 3
Mule 15 0 0 0 0 5
Octopus 17 0 0 0 0 2
Owl 19 0 0 0 0 1
Panther 15 0 0 0 0 6
Phase Spider 13 1 1 1 1 16
Poisonous Snake 19 0 0 0 0 1
Polar Bear 13 2 2 2 2 18
Pony 15 0 0 0 0 4
Quipper 19 0 0 0 0 1
Rat 19 0 0 0 0 1
Raven 19 0 0 0 0 1
Reef Shark 15 1 1 1 1 9
Rhinoceros 13 2 2 2 2 20
Riding Horse 13 0 0 0 0 7
Saber-Toothed Tiger 13 0 0 0 0 23
Scorpion 19 1 1 1 1 1
Sea Horse 19 0 0 0 0 1
Spider 19 0 0 0 0 1
Swarm of Bats 15 0 0 0 0 10

GRITTY REALISTIC COMBAT SYSTEM | DUNGEONS & DRAGONS 5E

Monster Armor Class Head AP Body AP Arms AP Legs AP Hit Points
Swarm of Insects 15 1 1 1 1 10
Swarm of Poisonous Snakes 15 0 0 0 0 16
Swarm of Quippers 15 0 0 0 0 15
Swarm of Rats 15 0 0 0 0 13
Swarm of Ravens 15 0 0 0 0 13
Tiger 13 0 0 0 0 17
Vulture 15 0 0 0 0 3
Warhorse 13 0 0 0 0 10
Weasel 19 0 0 0 0 1
Winter Wolf 13 2 2 2 2 32
Wolf 15 1 1 1 1 5
Worg 13 2 2 2 2 13
Nonplayer Characters in the Monster Manual
Monster Armor Class Head AP Body AP Arms AP Legs AP Hit Points
Acolyte 15 0 0 0 0 4
Archmage 15 0 (3) 0 (3) 0 (3) 0 (3) 37
Assassin 15 0 2 2 2 26
Bandit 15 0 1 1 1 5
Bandit Captain 15 0 2 2 2 22
Berserker 15 0 2 2 2 21
Commoner 15 0 0 0 0 2
Cultist 15 0 1 1 1 4
Cult Fanatic 15 0 1 1 1 13
Druid 15 0 (6) 0 (6) 0 (6) 0 (6) 11
Gladiator 15 0 2 2 2 33
Guard 15 0 6 0 0 5
Knight 15 8 8 8 8 18
Mage 15 0 (3) 0 (3) 0 (3) 0 (3) 18
Noble 15 0 8 0 0 4
Priest 15 0 6 0 0 11
Scout 15 0 1 1 1 7
Spy 15 0 0 0 0 12
Thug 15 0 1 1 1 12
Tribal Warrior 15 0 2 2 2 5
Veteran 15 0 7 7 7 20
Monsters in Volo's Guide to Monsters
Monster Armor Class Head AP Body AP Arms AP Legs AP Hit Points
Banderhobb 13 4 4 4 4 29
Barghest 13 5 5 5 5 38
Beholder, Death Kiss 13 4 4 4 4 55
Beholder, Gauth 15 3 3 3 3 21
Beholder, Gazer 19 0 0 0 0 5
Bodak 15 2 2 2 2 20

GRITTY REALISTIC COMBAT SYSTEM | DUNGEONS & DRAGONS 5E

Monster Armor Class Head AP Body AP Arms AP Legs AP Hit Points
Boggle 17 0 0 0 0 7
Catoblepas 13 3 3 3 3 29
Cave Fisher 15 5 5 5 5 20
Chitine 17 0 2 2 2 7
Choldrith 15 0 2 2 2 25
Cranium Rat 19 0 0 0 0 1
Cranium Rat, Swarm of 15 0 0 0 0 16
Darkling 17 0 1 1 1 5
Darkling Elder 15 0 2 2 2 11
Deep Scion 15 0 0 0 0 21
Demon, Babau 15 3 3 3 3 25
Demon, Maw 15 4 4 4 4 13
Demon, Shoosuva 13 3 3 3 3 42
Devourer 13 5 5 5 5 56
Dinosaur, Brontosaurus 9 6 6 6 6 48
Dinosaur, Deinonychus 15 1 1 1 1 10
Dinosaur, Dimetrodon 15 2 2 2 2 8
Dinosaur, Hadrosaurus 13 1 1 1 1 10
Dinosaur, Quetzalcoatlus 11 2 2 2 2 17
Dinosaur, Stegosaurus 11 4 4 4 4 35
Dinosaur, Velociraptor 19 1 1 1 1 4
Draegloth 13 3 3 3 3 43
Firenewt, Giant Strider 13 3 3 3 3 11
Firenewt Warlock of Imix 15 0 (3) 0 (3) 0 (3) 0 (3) 13
Firenewt Warrior 15 0 6 0 0 9
Flail Snail 13 9 9 9 9 20
Froghemoth 11 3 3 3 3 69
Giant, Cloud Giant Smiling One 11 4 4 4 4 90
Giant, Fire Giant Dreadnought 11 8 8 8 8 66
Giant, Frost Giant Everlasting One 11 6 6 6 6 63
Giant, Mouth of Grolantor 11 4 4 4 4 44
Giant, Stone Giant Dreamwalker 11 6 6 6 6 61
Giant, Storm Giant Quintessent 11 0 0 0 0 85
Girallon 13 0 0 0 0 24
Gnoll, Flind 15 0 6 6 6 34
Gnoll Flesh Gnawer 15 0 2 2 2 9
Gnoll Hunter 15 0 1 1 1 9
Gnoll Witherling 15 3 3 3 3 5
Grung 17 0 0 0 0 5
Grung Elite Warrior 17 0 0 0 0 15
Grung Wildling 17 0 (6) 0 (6) 0 (6) 0 (6) 9
Guard Drake 15 4 4 4 4 17
Hag, Annis 13 6 6 6 6 32
Hag, Bheur 15 4 4 4 4 30

GRITTY REALISTIC COMBAT SYSTEM | DUNGEONS & DRAGONS 5E

Monster Armor Class Head AP Body AP Arms AP Legs AP Hit Points
Hobgoblin Devastator 15 0 2 2 2 16
Hobgoblin Iron Shadow 15 (17) 0 0 0 0 12
Ki-rin 11 7 7 7 7 67
Kobold Dragonshield 17 0 1 1 1 14
Kobold Inventor 17 0 0 0 0 5
Kobold Scale Sorcerer 17 3 3 3 3 9
Korred 17 5 5 5 5 23
Leucrotta 13 2 2 2 2 29
Meenlock 17 3 3 3 3 11
Mind Flayer, Alhoon 15 4 4 4 4 35
Mind Flayer, Elder Brain 13 0 0 0 0 65
Mind Flayer, Ulitharid 13 0 8 0 0 53
Mindwitness 13 3 3 3 3 32
Morkoth 15 5 5 5 5 42
Neogi 17 2 2 2 2 11
Neogi Hatchling 19 0 0 0 0 3
Neogi Master 15 2 2 2 2 23
Neothelid 9 8 8 8 8 110
Nilbog 17 0 1 1 1 3
Orc Blade of Ilneval 15 0 6 6 6 19
Orc Claw of Luthic 15 0 2 2 2 15
Orc Hand of Yurtrus 15 0 2 2 2 11
Orc Nurtured One of Yurtrus 15 0 0 0 0 11
Orc Red Fang of Shargaas 15 0 2 2 2 18
Orc, Tanarukk 15 3 3 3 3 25
Quickling 19 0 0 0 0 4
Redcap 17 2 2 2 2 13
Sea Spawn 15 2 2 2 2 12
Shadow Mastiff 15 0 0 0 0 13
Slithering Tracker 15 0 0 0 0 12
Spawn of Kyuss 15 0 0 0 0 22
Tlincalli 13 4 4 4 4 33
Trapper 13 3 3 3 3 33
Vargouille 19 0 0 0 0 5
Vegepygmy 17 1 1 1 1 4
Vegepygmy Chief 17 2 2 2 2 11
Vegepygmy, Thorny 15 3 3 3 3 11
Wood Woad 15 5 5 5 5 23
Xvart 17 0 1 1 1 3
Xvart Warlock of Raxivort 17 0 (3) 0 (3) 0 (3) 0 (3) 8
Yeth Hound 13 1 1 1 1 21
Yuan-ti Anathema 11 5 5 5 5 76
Yuan-ti Broodguard 15 2 2 2 2 16
Yuan-ti Mind Whisperer 15 2 2 2 2 27

GRITTY REALISTIC COMBAT SYSTEM | DUNGEONS & DRAGONS 5E

Monster Armor Class Head AP Body AP Arms AP Legs AP Hit Points
Yuan-ti Nightmare Speaker 15 2 2 2 2 27
Yuan-ti Pit Master 15 2 2 2 2 33
Assorted Beasts in Volo's Guide to Monsters
Monster Armor Class Head AP Body AP Arms AP Legs AP Hit Points
Auroch 13 1 1 1 1 16
Cow 13 0 0 0 0 8
Dolphin 15 1 1 1 1 5
Swarm of Rot Grubs 15 0 0 0 0 10
Nonplayer Characters in Volo's Guide to Monsters
Monster Armor Class Head AP Body AP Arms AP Legs AP Hit Points
Abjurer 15 0 (3) 0 (3) 0 (3) 0 (3) 28
Apprentice Wizard 15 0 0 0 0 4
Archdruid 15 0 2 2 2 49
Archer 15 0 2 2 2 23
Bard 15 0 6 0 0 17
Blackguard 15 8 8 8 8 40
Champion 15 8 8 8 8 46
Conjurer 15 0 (3) 0 (3) 0 (3) 0 (3) 18
Diviner 15 0 (3) 0 (3) 0 (3) 0 (3) 30
Enchanter 15 0 (3) 0 (3) 0 (3) 0 (3) 18
Evoker 15 0 (3) 0 (3) 0 (3) 0 (3) 25
Illusionist 15 0 (3) 0 (3) 0 (3) 0 (3) 15
Kraken Priest 15 0 0 0 0 23
Martial Arts Adept 15 (18) 0 0 0 0 23
Master Thief 15 0 2 2 2 28
Necromancer 15 0 (3) 0 (3) 0 (3) 0 (3) 25
Swashbuckler 15 0 1 1 1 25
Transmuter 15 0 (3) 0 (3) 0 (3) 0 (3) 18
War Priest 15 8 8 8 8 38
Warlock of the Archfey 15 0 (3) 0 (3) 0 (3) 0 (3) 22
Warlock of the Fiend 15 0 (3) 0 (3) 0 (3) 0 (3) 26
Warlock of the Great Old One 15 0 (3) 0 (3) 0 (3) 0 (3) 30
Warlord 15 8 8 8 8 58
Monsters in Mordenkainen's Tome of Foes
Monster Armor Class Head AP Body AP Arms AP Legs AP Hit Points
Allip 15 0 0 0 0 21
Astral Dreadnought 9 12 12 12 12 92
Balhannoth 13 8 8 8 8 40
Berbalang 15 1 1 1 1 21
Boneclaw 13 3 3 3 3 53
Cadaver Collector 13 5 5 5 5 59
Choker 17 4 4 4 4 5
Clockwork, Bronze Scout 15 0 0 0 0 8

GRITTY REALISTIC COMBAT SYSTEM | DUNGEONS & DRAGONS 5E

Monsters in Mordenkainen's Tome of Foes
Monster Armor Class Head AP Body AP Arms AP Legs AP Hit Points
Clockwork, Iron Cobra 15 0 0 0 0 16
Clockwork, Oaken Bolter 15 2 2 2 2 20
Clockwork, Stone Defender 15 6 6 6 6 17
Corpse Flower 13 0 0 0 0 48
Deathlock 15 0 (3) 0 (3) 0 (3) 0 (3) 16
Deathlock Mastermind 15 2 (5) 2 (5) 2 (5) 2 (5) 41
Deathlock Wight 15 0 (3) 0 (3) 0 (3) 0 (3) 13
Demon, Alkilith 15 3 3 3 3 51
Demon, Armanite 13 2 2 2 2 29
Demon, Bulezau 15 2 2 2 2 17
Demon, Dybbuk 15 1 1 1 1 13
Demon, Maurezhi 15 4 4 4 4 33
Demon, Molydeus 11 3 3 3 3 71
Demnon, Nabassu 15 6 6 6 6 45
Demon, Rutterkin 15 0 0 0 0 13
Demon, Rutterkin, Abyssal Wretch 15 0 0 0 0 8
Demon, Sibriex 11 15 15 15 15 54
Demon, Wastrilith 13 4 4 4 4 50
Demon, Demon Lord, Baphomet 11 10 10 10 10 84
Demon, Demon Lord, Demogorgon 11 10 10 10 10 120
Demon, Demon Lord, Fraz-Urb'luu 13 7 7 7 7 88
Demon, Demon Lord, Graz'zt 13 8 8 8 8 104
Demon, Demon Lord, Juiblex 11 8 8 8 8 118
Demon, Demon Lord, Orcus 11 5 (8) 5 (8) 5 (8) 5 (8) 127
Demon, Demon Lord, Yeenoghu 11 7 7 7 7 100
Demon, Demon Lord, Zuggtmoy 13 6 6 6 6 100
Derro 17 0 1 1 1 5
Derro Savant 17 0 1 1 1 13
Devil, Abishai, Black 15 2 2 2 2 20
Devil, Abishai, Blue 15 7 7 7 7 55
Devil, Abishai, Green 15 5 5 5 5 53
Devil, Abishai, Red 15 9 9 9 9 64
Devil, Abishai, White 15 5 5 5 5 20
Devil, Amnizu 15 10 10 10 10 57
Devil, Hellfire Engine 11 5 5 5 5 71
Devil, Merregon 15 4 4 4 4 15
Devil, Narzugon 15 8 8 8 8 33
Devil, Nupperibo 15 3 3 3 3 5
Devil, Orthon 13 6 8 8 2 35
Devil, Archdevil, Bael 13 8 8 8 8 59
Devil, Archdevil, Geryon 11 6 6 6 6 102
Devil, Archdevil, Hutijin 13 7 7 7 7 55
Devil, Archdevil, Moloch 13 5 5 5 5 72

GRITTY REALISTIC COMBAT SYSTEM | DUNGEONS & DRAGONS 5E

Monsters in Mordenkainen's Tome of Foes
Monster Armor Class Head AP Body AP Arms AP Legs AP Hit Points
Devil, Archdevil, Titivilus 15 4 4 4 4 37
Devil, Archdevil, Zariel 13 4 4 4 4 129
Drow Arachnomancer 15 0 2 2 2 52
Drow Favored Consort 15 0 (3) 0 (3) 0 (3) 0 (3) 63
Drow House Captain 15 4 6 6 6 52
Drow Inquisitor 15 0 8 0 0 46
Drow Matron Mother 15 6 8 8 2 73
Drow Shadowblade 15 0 2 2 2 43
Duergar Despot 15 14 14 14 14 32
Duergar Hammerer 15 9 9 9 9 13
Duergar Kavalrachni 15 0 4 4 4 10
Duergar Mind Master 15 0 1 1 1 14
Duergar Screamer 15 7 7 7 7 15
Duergar Soulblade 15 0 1 1 1 8
Duergar Stone Guard 15 4 6 6 6 14
Duergar Warlord 15 8 8 8 8 23
Duergar Xarrorn 15 8 8 8 8 10
Eidolon 15 0 0 0 0 35
Eidolon, Sacred Statue 13 10 10 10 10 34
Eladrin, Autumn 15 6 6 6 6 37
Eladrin, Spring 15 6 6 6 6 37
Eladrin, Summer 15 6 6 6 6 37
Eladrin, Winter 15 6 6 6 6 37
Elder Elemental, Elder Tempest 9 0 0 0 0 86
Elder Elemental, Leviathan 9 0 0 0 0 90
Elder Elemental, Phoenix 9 0 0 0 0 57
Elder Elemental, Zaratan 9 11 11 11 11 85
Elemental Myrmidon, Air 15 8 8 8 8 38
Elemental Myrmidon, Earth 15 8 8 8 8 37
Elemental Myrmidon, Fire 15 8 8 8 8 40
Elemental Myrmidon, Water 15 8 8 8 8 37
Giff 15 0 8 0 0 19
Gith, Githyanki Gish 15 6 8 8 2 40
Gith, Githyanki Kith'rak 15 8 8 8 8 51
Gith, Githyanki Supreme Commander 15 8 8 8 8 48
Gith, Githzerai Anarch 15 5 5 5 5 38
Gith, Githzerai Enlightened 15 4 4 4 4 33
Gray Render 13 8 8 8 8 59
Howler 13 3 3 3 3 38
Kruthik, Adult 15 5 5 5 5 14
Kruthik Hive Lord 13 7 7 7 7 39
Kruthik, Young 17 3 3 3 3 4
Marut 13 11 11 11 11 104

GRITTY REALISTIC COMBAT SYSTEM | DUNGEONS & DRAGONS 5E

Monsters in Mordenkainen's Tome of Foes
Monster Armor Class Head AP Body AP Arms AP Legs AP Hit Points
Meazel 15 0 0 0 0 19
Nagpa 15 7 7 7 7 69
Nightwalker 11 0 0 0 0 95
Oblex, Adult 15 0 0 0 0 23
Oblex, Elder 11 0 0 0 0 45
Oblex Spawn 19 0 0 0 0 6
Ogre Battering Ram 13 0 4 4 4 24
Ogre Bolt Launcher 13 0 2 2 2 24
Ogre Chain Brute 13 0 2 2 2 24
Ogre Howdah 13 0 8 0 0 24
Retriever 13 6 6 6 6 65
Salamander, Frost 11 6 6 6 6 68
Shadar-kai, Gloom Weaver 15 0 (3) 0 (3) 0 (3) 0 (3) 34
Shadar-kai, Shadow Dancer 15 0 2 2 2 27
Shadar-kai, Soul Monger 15 0 2 2 2 40
Skulk 15 0 0 0 0 8
Skull Lord 15 8 8 8 8 31
Sorrowsworn, The Angry 15 8 8 8 8 64
Sorrowsworn, The Hungry 15 7 7 7 7 63
Sorrowsworn, The Lonely 15 5 5 5 5 33
Sorrowsworn, The Lost 15 4 4 4 4 26
Sorrowsworn, The Wretched 17 4 4 4 4 5
Star Spawn Grue 17 0 0 0 0 7
Star Spawn Hulk 13 7 7 7 7 44
Star Spawn Larva Mage 15 5 5 5 5 38
Star Spawn Mangler 15 0 0 0 0 27
Star Spawn Seer 15 6 6 6 6 40
Steeder, Female 13 1 1 1 1 14
Steeder, Male 15 1 1 1 1 6
Steel Predator 13 7 7 7 7 60
Stone Cursed 15 10 10 10 10 8
Sword Wraith Commander 15 0 8 0 0 34
Sword Wraith Warrior 15 0 6 0 0 15
Tortle 15 0 7 0 0 9
Tortle Druid 15 0 7 0 0 13
Troll, Dire 11 3 3 3 3 65
Troll, Rot 13 5 5 5 5 42
Troll, Spirit 13 4 4 4 4 46
Troll, Venom 13 4 4 4 4 32
Vampiric Mist 15 0 0 0 0 11
Yugoloth, Canoloth 15 6 6 6 6 35
Yugoloth, Dhergoloth 15 5 5 5 5 32
Yugoloth, Hydroloth 15 0 0 0 0 39

GRITTY REALISTIC COMBAT SYSTEM | DUNGEONS & DRAGONS 5E

Monsters in Mordenkainen's Tome of Foes
Monster Armor Class Head AP Body AP Arms AP Legs AP Hit Points
Yugoloth, Merrenoloth 15 0 0 0 0 18
Yugoloth, Oinoloth 15 4 4 4 4 28
Yugoloth, Yagnoloth 13 5 5 5 5 47

GRITTY REALISTIC COMBAT SYSTEM | DUNGEONS & DRAGONS 5E

There are four critical types of tables: Energy, Impact, Slashing, and Thunder. As there are several types of damage for Energy, the DM may have to adjust the description of the critical damage to better suit the damage to the damage type received.

Damage Type Critical Table
Damage Type Critical Table
Acid Energy
Bludgeoning Impact
Cold Energy
Fire Energy
Force Energy
Lightning Energy
Necrotic Energy
Piercing Impact
Poison Energy
Psychic Energy
Radiant Energy
Slashing Slashing
Thunder Thunder

minor scar

head – lose an eye leg – lose a foot or leg arm – lose an arm or hand torso

1-4 minor scar 5-7(9) horrible scar 6-7 limp – leg only 6-7 broken ribs – torso only 8-9 internal injury – torso only 6-9 festering wound 8-9 lose something

Arm 1-4 minor scar 5 horrible scar 6 horrible scar, festering wound 7 horrible scar, festering wound, blood loss 8 festering wound, lose a hand, blood loss 9 festering wound, lose an arm, blood loss 10 death

Leg 1-4 minor scar 5 horrible scar 6 horrible scar, festering wound, limp 7 horrible scar, festering wound, limp, blood loss 8 festering wound, lose a foot, blood loss 9 festering wound, lose a leg, blood loss 10 death

torso 1-4 minor scar 5 horrible scar 6 horrible scar, festering wound, broken ribs 7 horrible scar, festering wound, broken ribs, blood loss 8 horrible scar, festering wound, internal injury 9 horrible scar, festering wound, internal injury, blood loss 10 death

Head 1-4 minor scar 5 horrible scar 6 horrible scar, festering wound 7 horrible scar, festering wound, blood loss 8 horrible scar, festering wound, lose an ear, blood loss 9 horrible scar, festering wound, lose a nose, blood loss 10 death

GRITTY REALISTIC DUNGEONS & DRAGONS 5E

Energy Damage Critical Table - Arm
Damage Type Critical Table
1 A blast to your arm leaves it all numb and tingly. Checks made with the arm are at disadvantage until the end of your next turn.
2 The attack smashes your arm, sending currents of energy crackling down to the fingers and up to the shoulder. Your arm us useless for 1 minute.
3 The attack burns your arm leaving you stunned until the end of your next turn. Your arm is useless for 1 minute.
4 The shock of the attack makes you vomit. You are stunned until the end of your next turn. Your arm is usless for 1 minute.
5 Your arm suffers superficial burns inflicting no small amount of pain to you. Your attack rolls are at disadvantage at the end of your next turn and you take 1 level of exhaustion. You have a Minor Scar.
6 The attack wreathes your arm in flame, scorching clothing and armor, and temporarily fusing together your fingers. Your attack rolls are at disadvantage for 1 minute, you take 1 level of exhaustion, and you must succeed on a DC 15 Constitution saving throw or Lose the use of the Hand permanently.
7 With a terrible snapping sound, the heat of the attack boils the marrow in your arm, causing it to shatter. Your arm is broken and until it is healed you are considered to having Lost the Arm. You are stunned until the end of your next turn and also take 1 level of exhaustion.
8 Energy sears through your arm at the shoulder, causing the limb to be severed from the body. You must succeed on a DC 15 Constitution saving throw or become stunned until the end of your next turn. In addition, you take 1 level of exhaustion and are suffering from Blood Loss. You now have Lost an Arm.
9 Fire consumes your arm, burning the flesh to a crisp right down to the bone. You must succeed on a DC 15 Constitution saving throw or die from shock. If you survive, however, you take 1 level of exhaustion and you are stunned until the end of your next turn. You now have Lost an Arm.
10+ The attack reduces your arm to a cloud of ash and sends you crumbling to the ground where you immediately die from shock, clutching your smoking stump.
Energy Damage Critical Table - Body
Damage Type Critical Table
1 A blow to your body steals a breath from your lungs. You lose your bonus action and reaction until the end of your next turn.
2 The blast punches the air from your body. You are stunned until the end of your next turn.
3 The attack cooks the flesh on the chest and abdomen leaving you stunned until the end of your next turn.
4 The energy ripples all over you, scorching your body and inflicting 1 level of exhaustion.
5 The fury of the attack forces you to the ground, helplessly covering your face and keening in agony. You are prone and must make a successful DC 15 Dexterity saving throw or catch fire. You take 1 level of exhaustion.
6 Struck by the full force of the attack, you are sent reeling to the ground, smoke spiralling out of the wound. You are knocked prone, stunned for 1 minute, and take 1 level of exhaustion. In addition, you must make a successful DC 15 Dexterity saving throw or catch on fire.
7 The intense power of the energy attack cooks your organs, burning your lungs and heart with intense heat. You are stunned for 1 minute and your Constitution bonus is halved when you take damage. You have an Internal Injury.
8 As the attack washes over you, your skin turns black and peels off while body fat seeps out of your clothing and armor. You are stunned for 1 minute and you have an Internal Injury and Horrible Scar.
9-10 + You are completely encased in fire, melting your skin and popping your eyes like superheated eggs. You fall to the ground a blackened corpse.

GRITTY REALISTIC DUNGEONS & DRAGONS 5E

Energy Damage Critical Table - Head
Damage Type Critical Table
1 A grazing blow to the head frazzles your senses, imposing disadvantage on ability checks until the end of your next turn.
2 The blast of energy dazzles you, leaving you blinded until the end of your next turn.
3 The attack cooks off your ear, leaving you stunned until the end of your next turn. You have Lost an Ear.
4 The energy attack burns away all of the hairs on your head as well as leaving you reeling from the injury. You are blinded for 1 minute.
5 A blast of energy envelopes your head, burning your face and hair, and causing you to scream. In addition to losing your hair, you are blinded for 1 minute and takes 1 level of exhaustion. You have a Minor Scar.
6 The attack cooks your face, melting your features and damaging your eyes. You are blinded for the next 1 hour. You have a Horrible Scar. You also take 1 level of exhaustion.
7 In a gruesome display, the flesh is burned from the your head, exposing charred bone and muscle underneath. You are blinded permanently and take 1 level of exhaustion. Also, you have a Horrible Scar.
8 Your head is destroyed in a convocation of fiery death. You do not survive.
9 Superheated by the attack, your brain explodes, tearing apart your skull and sending flaming chunks of meat flying at those nearby. You are no more.
10+ As above, except your entire body catches fire and you run off headless 15 feet in a random direction. Anything flammable you pass, including characters, must make a DC 10 Dexterity saving throw or catch fire.
Energy Damage Critical Table - Leg
Damage Type Critical Table
1 A blow to the leg leaves you gasping for air.
2 A grazing strike against the leg slows you for a bit. Your speed is halved until the end of your next turn.
3 The blast breaks your leg leaving you stunned until the end of your next turn and your speed is halved for 1 minute.
4 A solid blow to the leg sends electric currents of agony coursing through you. You take 1 level of exhaustion.
5 Your leg endures horrific burn damage, fusing clothing and armor with flesh and bone. You are stunned until the end of your next turn. You receive a Limp and a Minor Scar.
6 The attack burns your foot, charring the flesh and emitting a foul aroma. You must successfully make a successful DC 15 Constitution saving throw or Lose the Foot. In addition, you take 1 level of exhaustion.
7 The energy attack fries the leg, leaving it a mess of blackened flesh. The leg is broken and until healed, you count as having Lost the Leg. You must make a successful DC 15 Constitution saving throw or become stunned until the end of your next turn. In addition you gain 1 level of exhaustion. You now only have one leg.
8 Energy sears through the bone, causing the leg to be severed. You must make a successful DC 15 Constitution saving throw or become stunned until the end of your next turn. In addition you gain 1 level of exhaustion and are suffering from blood loss. You Lose the Leg.
9 The force of the attack reduces the leg to little more than a chunk of sizzling gristle. You must make a make a successful DC 15 Constitution saving throw or die from shock. The Leg is utterly Lost.
10+ In a terrifying display of power, the leg immolates and fire consumes you completely. You die in a matter of agonising seconds.

GRITTY REALISTIC DUNGEONS & DRAGONS 5E

Impact Damage Critical Table - Arm
Damage Type Critical Table
1 The attack numbs your limb causing you to drop anything held in that hand.
2 The strike leaves a deep bruise.
3 The impact inflicts crushing pain and you drop whatever was held in that hand.
4 The impact leaves you reeling from pain. You are stunned until the end of your next turn. The limb is useless for 1 minute.
5 Muscle and bone take a pounding as the attack rips into the arm. Your attack rolls are at disadvantage for 1 minute. In addition, you must make a successful DC 15 Dexterity saving throw or drop anything held in that hand. You have a Minor Scar.
6 The attack pulverises your hand, crushing and breaking 1d5 fingers (for the purposes of this critical, a thumb counts a finger). You must immediately make a successful DC 15 Constitution saving throw or Lose the use of your Hand.
7 With a loud snap, the arm bone is shattered and left hanging limply at your side, dribbling blood onto the ground. The arm is broken and you Lose the Arm until healed, and you take 1 level of exhaustion.
8 The force of the attack takes the arm off just below the shoulder, showering blood and gore across the ground. You must immediately make a successful DC 15 Constitution saving throw or die from shock. If you pass the check, you are still stunned for 1 minute, take 1 level of exhaustion and suffer from blood loss. You Lose the Arm.
9 In a rain of blood, gore and meat, your arm is removed from your body. Screaming incoherently, you twist about in agony for a few seconds before collapsing to the ground and dying.
10+ As above, except as the arm is removed it is smashed apart by the force of the attack, and bone, clothing and armor fragments fly about like shrapnel. Anyone within 5 feet must make a DC 10 Dexterity saving throw taking (2) 1d4 bludgeoning damage to a random hit location on failed save, or half as much damage on a successful one.
Impact Damage Critical Table - Body
Damage Type Critical Table
1 A blow to your body steals the breath from your lungs. You lose your bonus action and reaction until the end of your next turn.
2 The impact punches the air from your body.
3 The attack breaks a rib. You are stunned until the end of your next turn.
4 The blow batters you, shattering ribs. You take 1 level of exhaustion and are stunned until the end of your next turn. You have Broken Ribs.
5 A solid blow to the chest winds you and you momentary doubles over in pain, clutching yourself and crying in agony. You take 1 level of exhaustion and are stunned for 2 rounds.
6 The attack knocks you sprawling on the ground, prone. You fly 10 feet away from the attacker and fall prone (if you strike a wall or other solid object, you stop). You take 1 level of exhaustion and are stunned for 2 rounds.
7 With an audible crack, your ribs break. You have an Internal Injury. You also take 1 level of exhaustion.
8 The force of the attack ruptures several of your organs and knocks you prone, gasping in wretched pain. You suffer Blood Loss, Internal Injury, and Festering Wound. You also take 1 level of exhaustion.
9 You jerk back from the force of the attack, throwing back your head and spewing out a jet of blood before crumpling to the ground dead.
10+ As above, except you are thrown 10 feet away from the attack. Anyone in the target’s path must make a DC 15 Dexterity saving throw or be knocked prone.

GRITTY REALISTIC DUNGEONS & DRAGONS 5E

Impact Damage Critical Table - Head
Damage Type Critical Table
1 The impact fills your head with a terrible ringing noise. You must make a DC 15 Constitution saving throw or be stunned until the end of your next turn.
2 The attack causes you to see stars. You have disadvantage on attack rolls until the end of your next turn.
3 Your nose explodes in a torrent of blood, blinding you until the end of your next turn. You have a Minor Scar.
4 The concussive strike staggers you, dealing 1 level of exhaustion.
5 The force of the blow sends you reeling in pain. You are stunned until the end of your next turn.
6 Your head is snapped back by the attack leaving you staggering around trying to control mind-numbing pain. You are stunned for 1 minute.
7 The attack slams into your head, fracturing your skull and opening a long tear in your scalp. You are stunned for 1 minute. You have a Minor Scar.
8 Blood pours from your nose, mouth, ears and eyes as the attack pulverises your brain. You do not survive the experience.
9 Your head bursts like an overripe fruit and sprays blood, bone and brains in all directions. Anyone within 5 feet of you must make a successful DC 10 Dexterity saving throw or suffer disadvantage on their Wisdom (Perception) checks at the end of their next turn as gore gets in their eyes or on their visors.
10+ As above, except that the attack was so powerful that it passes through you and may hit another target nearby. If the hit was from a melee weapon, the attacker may immediately make another attack (with the same weapon) against any other target they can reach without moving. If the hit was from a ranged weapon they may immediately make another attack (with the same weapon) against any target standing directly behind the original target and still within range of their weapon.
Impact Damage Critical Table - Leg
Damage Type Critical Table
1 A light blow to the leg leaves you gasping for air.
2 A grazing strike against the leg slows you. Your speed is halved until the end of your next turn.
3 The blow breaks your leg leaving you stunned until the end of your next turn and your speed is halved for 1 minute.
4 A solid blow to the leg sends lightning agony coursing through you. You take 1 level of exhaustion. Your speed is halved for 1 minute.
5 A powerful impact causes micro fractures in your bones, inflicting considerable agony. Your Dexterity checks are at disadvantage for 1 minute and you take 1 level of exhaustion. You have a Limp.
6 Several of the tiny bones in your foot snap like twigs with cracking noises. You must make a successful DC 15 Constitution saving throw or permanently Lose the use of your Foot. On a success, your speed is halved until healing is received.
7 With a nasty crunch, the leg is broken and you knocked down mewling in pain. You fall prone with a broken leg and you count as having Lost a Leg until healed. You take 1 level of exhaustion.
8 The force of the attack rips the lower half of the leg away in a stream of blood. You must make a successful DC 15 Constitution saving throw or die from shock. On a success, you are stunned for 1 minute, take 1 level of exhaustion and suffer Blood Loss. You have Lost the Leg.
9 The hit rips apart the flesh of the leg, causing blood to spray out in all directions. Even as you try futilely to stop the sudden flood of vital fluid, you fall to the ground prone and die in a spreading pool of gore.
10+ As above, but such is the agony of your death that your piteous screams drown out all conversation within 15 feet for the rest of the round.

GRITTY REALISTIC DUNGEONS & DRAGONS 5E

Slashing Damage Critical Table - Arm
Damage Type Critical Table
1 The slashing attack tears anything free that was held in this arm.
2 Deep cuts cause you to drop whatever was held. You suffer a Minor Scar.
3 The shredding attack sends you screaming in pain. You drop whatever was held in that hand. You suffer a Minor Scar.
4 The attack flays the skin from the limb, filling the air with blood and the sounds of your screaming. You fall prone from the agony. The limb is useless for 1 minute. You suffer a Minor Scar.
5 A bloody and very painful looking furrow is opened up in your arm. You take 1 level of exhaustion and vomit all over the place in agony. You drop whatever was held and Lose the Arm until healing is received. You also suffer Blood Loss and suffer a Minor Scar.
6 The blow mangles flesh and muscle as it hacks into your hand, liberating 1d5 fingers in the process (a roll of a 5 means that the thumb has been sheared off). You take 1 level of exhaustion and must immediately make a successful DC 15 Constitution saving throw or Lose the use of your Hand. You suffer a Minor Scar.
7 The attack rips apart skin, muscle, bone and sinew with ease, turning your arm into a dangling ruin and inflicting 1 level of exhaustion. The arm is broken and, until healed, you count as having Lost the Arm. In addition, numerous veins have been severed and you are now suffering from Blood Loss.
8 With an assortment of unnatural, wet ripping sounds, the arm flies free of the body trailing blood behind it in a crimson arc. You must immediately make a successful DC 15 Constitution saving throw or die from shock. If you pass the save, you are stunned for 1 minute and suffer blood loss. You also take 1 level of exhaustion and now have Lost the Arm.
9-10+ The attack slices clean through the arm and into the torso, drenching the ground in blood and gore and killing you instantly.
Slashing Damage Critical Table - Body
Damage Type Critical Table
1 If you are not wearing armor on this location, you take a painful laceration and suffer a Minor Scar. If you are wearing armor, there is no effect. Phew!
2 The attack damages your armor, reducing its armor points by 1. If not armored, you are also stunned until the end of your next turn and you suffer a Minor Scar.
3 The attack rips a large patch of skin from your torso, leaving you gasping in pain. You are stunned until the end of your next turn and suffer a Minor Scar.
4 A torrent of blood spills from the deep cuts, making the ground slick with gore. All characters attempting to move through this pool of blood must succeed on a DC 10 Dexterity saving throw or fall prone. You take 1 level of exhaustion. You suffer a Minor Scar.
5 The blow opens up a long wound in your torso, causing you to double over in terrible pain. You take 1 level of exhaustion and suffer a Minor Scar.
6 The mighty attack takes a sizeable chunk out of you and knocks you to the ground as you clutch the oozing wound, shrieking in pain. You are prone and take 1 level of exhaustion. You also suffer a Minor Scar.
7 The attack cuts open your abdomen. You receive an Internal Injury and a Festering Wound. You also take 1 level of exhaustion and are now suffering Blood Loss.
8 With a vile tearing noise, the skin on your chest comes away revealing a red ruin of muscle. You must make a successful DC 15 Constitution saving throw or die. If you pass, you take 1 level of exhaustion, and now suffer Blood Loss, Internal Injury, Festering Wound, and Horrible Scar.
9 The powerful blow cleaves you from gullet to groin, revealing your internal organs and spilling them on to the ground before you. You are now quite dead.
10+ As above, except that the area and you are awash with gore. For the rest of the fight, anyone moving within 5 feet of your corpse must make a successful DC 15 Dexterity saving throw or fall prone.

GRITTY REALISTIC DUNGEONS & DRAGONS 5E

Slashing Damage Critical Table - Head
Damage Type Critical Table
1 The attack tears skin from your face. You suffer a Minor Scar. If you are wearing a helmet, there is no effect.
2 The attack slices open your scalp which immediately begins to bleed profusely. Due to blood pouring into your eyes, you have disadvantage on Wisdom (Perception) checks for 1 minute. You suffer a Minor Scar.
3 The attack tears your helmet from your head. If wearing no helmet, you Lose an Ear instead.
4 The attack scoops out one of your eyes, inflicting 1 level of exhaustion and leaving you stunned until the end of your next turn. You suffer a Minor Scar.
5 The attack opens up your face, leaving you stunned for 1 minute and inflicting 1 level of exhaustion. You suffer a Minor Scar. If you are wearing a helmet, the helmet comes off.
6 As the blow rips violently across your face—it takes with it an important feature. Roll 1d10 to see what you have lost. 1–3: Lose an Eye, 4–7: Nose, Horrible Scar, 8–10: Lose an Ear. In addition, you are now suffering Blood Loss and take 1 level of exhaustion.
7 In a splatter of skin and teeth, the attack removes most of your face. You are permanently blinded and suffer a Horrible Scar. You also now have trouble speaking without slurring your words. In addition, you are suffering from Blood Loss and take 1 level of exhaustion.
8 The blow slices into the side of your head causing your eyes to pop out and your brain to ooze down your cheek like spilled jelly. You're dead before you hit the ground.
9 With a sound not unlike a wet sponge being torn in half, your head flies free of your body and sails through the air, landing harmlessly 15 feet away with a soggy thud. You are instantly slain.
10+ As above, except your neck spews blood in a torrent, drenching all those nearby and forcing them to make a DC 15 Dexterity saving throw. Anyone who fails the save, has disadvantage on Wisdom (Perception) checks at the end of their next turn as gore fills their eyes or fouls their visor.
Slashing Damage Critical Table - Leg
Damage Type Critical Table
1 The attack knocks the limb backwards, painfully jerking it away from the body.
2 Your kneecap splits open. You must make a successful DC 15 Dexterity saving throw or fall prone. You suffer a Minor Scar.
3 The attack rips a length of flesh from the leg, causing blood to gush from the wound. You suffer Blood Loss and Minor Scar.
4 The attack rips the kneecap free from your leg, causing it to collapse out from under you. Your speed is halved until you receive healing. You suffer a Limp and a Minor Scar.
5 In a spray of blood, your leg is opened up, exposing bone, sinew and muscle. You take 1 level of exhaustion and your speed is halved for 1 hour. You receive a Limp and a Minor Scar.
6 The blow slices an inch off the end of your foot. You must make a successful DC 15 Constitution saving throw or permanently Lose the use of your Foot. On a success, your speed is halved until you are healed. In either case, you take 1 level of exhaustion. You suffer a Minor Scar.
7 The force of the blow cuts deep into the leg, grinding against bone and tearing ligaments apart. The leg is broken and, until healed, you count as having Lost a Leg. In addition, the level of maiming is such that you are now suffering from Blood Loss. You also take 1 level of exhaustion. You suffer a Minor Scar if it ever heals.
8 In a single bloody hack the leg is lopped off you, spurting its vital fluids across the ground. You must immediately make a successful DC 15 Constitution saving throw or die from shock. On a success, you are stunned for 1 minute, take 1 level of exhaustion and suffer blood loss. You now have Lost the Leg.
9 With a meaty chop, the leg comes away at the hip. You pitch to the ground howling in agony, before dying moments later.
10+ As above, except that the tide of blood is so intense that, for the remainder of the battle, anyone moving within 10 feet of the target this round must make a successful DC 15 Dexterity saving throw or fall prone.

GRITTY REALISTIC DUNGEONS & DRAGONS 5E

Thunder Damage Critical Table - Arm
Damage Type Critical Table
1 The attack throws the limb backwards, painfully jerking it away from the body.
2 The attack sends a fracture through the limb. You drop anything held in the hand.
3 The explosion takes 1d5 fingers from your hand. Anything carried in the hand is destroyed. You suffer a Minor Scar.
4 The blast causes you to howl in agony. You take 1 level of exhaustion, are stunned until the end of your next turn, and the limb is useless, effectively Lost an Arm until healed.
5 Fragments from the explosion tear into your hand, ripping away flesh and muscle alike. You must immediately make a successful DC 15 Constitution saving throw or Lose the Hand. Even on a success, the hand is useless until healed. You take 1 level of exhaustion.
6 The explosive attack shatters the bone and mangles the flesh turning your arm into a red ruin, inflicting 1 level of exhaustion. Your arm is broken and, until healed, it counts as having Lost an Arm. In addition, the horrendous nature of the wound means that you now suffer from Blood Loss.
7 In a violent hail of flesh, the arm is blown apart. You must immediately make a successful DC 15 Constitution saving throw or die from shock. On a success, you are stunned for 1 minute, take 1 level of exhaustion, and suffer Blood Loss. You now have Lost an Arm.
8 The arm disintegrates under the force of the explosion taking a good portion of the shoulder and chest with it. You are sent screaming to the ground, where you die in a pool of your own blood and organs.
9-10+ With a mighty bang the arm is blasted from your body, killing you instantly in a rain of blood droplets.
Thunder Damage Critical Table - Body
Damage Type Critical Table
1 You are blown backwards 5 feet. You are prone when you land.
2 You are blown backwards 10 feet. You are prone when you land.
3 The explosion destroys whatever armor protected the body. If you wore none, you are blown backwards 15 feet. You are prone when you land.
4 The explosion sends you sprawling to the ground. You take 1 level of exhaustion, are stunned until the end of your next turn, and are prone.
5 Concussion from the explosion knocks you to the ground and tenderises your innards. You fall down stunned until the end of your next turn and take 1 level of exhaustion.
6 Chunks of your flesh are ripped free by the force of the attack leaving large, weeping wounds. You are stunned until the end of your next turn, take 1 level of exhaustion and are now suffering Blood Loss. You suffer an Internal Injury.
7 The explosive force of the attack ruptures your flesh and scrambles your nervous system, knocking you to the ground. You fall down, are stunned for 1 minute and take 1 level of exhaustion. In addition, you now suffer Blood Loss and suffer an Internal Injury and a Festering Wound.
8 Your chest explodes outward, disgorging a river of partially cooked organs onto the ground, killing you instantly.
9 Pieces of your body fly in all directions as you are torn into bloody gobbets by the attack.
10+ As above, except anyone within 10 feet of the target is drenched in gore and must make a successful DC 15 Dexterity saving throw or have Wisdom (Perception) checks made at disadvantage until the end of their round as blood fouls their sight.

GRITTY REALISTIC DUNGEONS & DRAGONS 5E

Thunder Damage Critical Table - Head
Damage Type Critical Table
1 The explosion leaves you confused. You lose your bonus action and reaction until the end of your next turn.
2 The flash and noise leaves you blind and deafened until the end of your next turn.
3 The detonation leaves your face a bloody ruin from scores of small cuts. You are stunned until the end of your next turn.
4 The force of the burst knocks you to the ground prone and you are stunned until the end of your next turn.
5 The explosion flays the flesh from your face and bursts your eardrums with its force. You are stunned for 1 minute and are permanently deafened. You take 1 level of exhaustion and lose your bonus action and reaction for 1 hour. Finally, you suffer a Horrible Scar.
6 Your head explodes under the force of the attack, leaving your headless corpse to spurt blood from the neck for the next few minutes. Needless to say this is instantly fatal.
7 Both head and body are blown into a mangled mess, instantly killing you.
8 In a series of unpleasant explosions your head and torso peel apart, leaving a gory mess on the ground. For the rest of the fight, anyone moving over this spot must make a successful DC 10 Dexterity saving throw or fall prone.
9 You cease to exist in any tangible way, entirely turning into a kind of crimson mist. You don’t get much deader than this, except....
10+ As above, except such is the unspeakably appalling manner in which you were killed, that any of your allies who are within 5 feet of where you stood, must make a successful DC 15 Wisdom saving throw or become frightened until the end of their next turn.
Thunder Damage Critical Table - Leg
Damage Type Critical Table
1 A glancing blast sends you backwards 5 feet.
2 The force of the explosion takes your feet out from under you. You land prone.
3 The concussion cracks your leg, leaving you stunned until the end of your next turn and your speed is halved for 1 minute.
4 The explosion sends you spinning through the air. You travel 5 feet away from the explosion. You are prone and your speed is halved for 1 minute.
5 Explosive force removes part of your foot and scatters it over a wide area. You must make a successful DC 15 Constitution saving throw or permanently Lose the use of your Foot, inflicting 1 level of exhaustion. On a success, you take 1 level of exhaustion and you suffer a Limp.
6 The concussive force of the blast shatters your leg bones and splits apart your flesh, inflicting 1 level of exhaustion. The leg is broken and, until healed, you count as having Lost a Leg. In addition, the horrendous nature of the wound means that you now suffer from Blood Loss.
7 The explosion reduces your leg into a hunk of smoking meat. You must immediately make a successful DC 15 Constitution saving throw or die from shock. On a successful save, you are still stunned for 1 minute, take 1 level of exhaustion and suffer Blood Loss. You now have Lost a Leg.
8 The blast tears the leg from the body in a geyser of gore, sending you crashing to the ground, blood pumping from the ragged stump: instantly fatal.
9-10+ The leg explodes in an eruption of blood, killing you immediately and sending tiny fragments of bone, clothing, and armor hurtling off in all directions. Anyone within 5 feet of you must make a DC 10 Dexterity saving throw takes 7 (2d6) bludgeoning damage to a random hit location on a failed save, or half as much damage on a successful one.

GRITTY REALISTIC DUNGEONS & DRAGONS 5E