Critical Hit Tables for AD&D
Table 1: One-Handed Slashing Weapons
(axe, axe-like, sword sword-like, bardiche, bec de corbin, par ransuer, spetum, voulge, etc.)
01-25 MAXIMUM DAMAGE
26-45 Extremely deep cut: max. damage x 1.5
46-65 Hit semi-vital area: max. damage x 2
66-80 Hit vital area: max. damage x 2.5
81-89 Hit extremely vital area: damage x 3
90 Serious hit on left leg: max. damage + 1d4 points of blood loss damage for every round after injury until
bound or healed. If not entirely, magically healed within 3 rounds, injury will have permanent effects
(subtract 1-3 from movement rate) until a regeneration is performed.
91 Serious hit on right leg: same as above
92 Serious hit on left arm: max. damage +1d4 points of blood loss damage for every round after injury until
bound or healed. If not entirely, magically healed within 3 rounds, injury will have permanent effects. Also,
a shield cannot be operated correctly to obtain A.C. benefits, weapons (single and two-handed) are wielded
with -4 to their thac0 and -4 to damage (with a minimum damage of one point), and # of attacks drop to the
next category: 2:1 to 3:2, 3:2 to 1:1, 1:1 to 2:3.
93 Serious hit on right arm: same as above
94 Critical hit on left leg: severed, max. damage x 1.5 + 1d6 points of blood loss damage for every round after
injury until bound or healed. If not entirely magically healed (yes, a severed body part can be reattached if
entirely, magically healed within 1 round), injury will be permanent until a regeneration is performed.
Movement rate is halved. Location (d6): 1:Foot, 2:Mid-shin, 3:Knee, 4:Mid-quadriceps, 5:Mid-hamstring,
6:Lower-pelvis
95 Critical hit on right leg: same as above
96 Critical hit on left arm: severed, max. damage x 1.5 + 1d6 points of blood loss every round until bound or
healed. If not entirely, magically healed (same as #94), injury will be permanent until a regeneration is
performed. Obviously, shield and weapon use which require that arm become impossible. Location (d6):
1:Hand, 2:Mid-elbow, 3:Elbow, 4:Mid-biceps, 5:Mid-triceps, 6:Shoulder
97 Critical hit on right arm: same as above
98 Punctured lung: max. damage x 3 + 1d6 points of blood loss damage for every round after the injury until
pressure is constantly applied (which lowers it to 1-2 points of damage) or magically healed. With or without
pressure, victim will drowned in his own blood within 2d10 rounds unless magically cured. Magical cure
must take place within 3 rounds, if it doesn't, the magical cure will still stop the bleeding, and the appropriate
damage will be cured, but the victim will lose the use of his right or left lung until a regeneration is
performed. Loss of one lung will lower the individuals constitution (in regards to endurance, not hit points or
system survival rolls) by 1d8 points (if a roll of 7 or 8 occurs, the other lung was also slightly damaged).
99 Punctured heart: max. damage x 4 + 1d8+1 points of blood loss damage for every round after the injury until
pressure is constantly applied (which lowers it to 1d4 points of damage) or magically healed. Magical
healing, if performed before victim dies, will fully repair this wound unless the victim rolls a 1 or 2 on a d6.
If that occurs, the wound will still heal, but the victim's constitution (in regards to endurance and system
survival rolls, but not hit points), will drop 1d6+1 until a regeneration is performed.
00 Neck or head critically hit, roll a d6:
1-3 Decapitation, you're dead!
4-5 if you're wearing a helmet, max. damage x 3 and 1d6 points of blood loss damage for every round after the
injury until direct pressure is applied (which slows it to 1-2 points of damage per round) or a magical cure is
performed. And, you're retarded until a regeneration is performed (unless a magical heal is done, within one
round, which cures all of the injury's damage in one round). If you're not wearing a helmet, your brains are
everywhere: you're dead!
6 This is your lucky day! You only suffer max. damage x 2 (x 1.5 if you are wearing a helmet), receive
amnesia for the next 1d10 days (unless healed completely within the next 2 rounds), and take 1d4 points of
blood loss damage for every round after the injury occurred until bound (which stops the progressive
damage) or magically healed.
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Table 2: Two-Handed Slashing Weapons (axe, axe-like, sword, or sword-like)
01-25 MAXIMUM DAMAGE 87-88 SEE #90 ON TABLE 1
26-45 Extremely deep cut: max. damage x 1.5 89-90 See #90 on Table 1
46-65 Hit semi vital area: max. damage x 2 91-92 See #90 on Table 1
66-73 Hit vital area: max. damage x 2.5 93-94 See #90 on Table 1
74-80 Hit extremely vital area: max. damage x 3 95-96 See #90 on Table 1
81-82 See #90 on Table 1 97 See #90 on Table 1
83-84 See #90 on Table 1 98 See #90 on Table 1
85-86 See #90 on Table 1 99-00 See #90 on Table 1
Table 3: One-Handed Crushing Weapons* (club, pole, stick, hammer, mace, morning
star, flail, etc.)
01-30 EXTREMELY SOLID CRUSH: MAX. DAMAGE
31-55 Crushed semi-vital area: max. damage x 1.5
56-75 Crushed vital area: max. damage x 2
76-90 Crushed extremely vital area: max. damage x 2.5
91 Cracked right arm**, max. damage. It will heal in 1-4 weeks if not strained. It will have a 25% chance of breaking entirely, if
used in battle (% check must be made for every successful hit that the injured makes on his opponent), or for strenuous work,
until healed. Also, thaco drops -2 and damage drops -2 (with a minimum damage of one point). If break occurs, d4 additional
damage is taken and arm becomes inoperable (see #95 for additional effects). Location (d10): 1-2:Wrist, 3-4:Forearm, 5-
6:Elbow, 7-8:Upper Arm, 9-10:Shoulder
92 Cracked left arm: same as above
93 Cracked right leg: max damage. It will heal in 1d4 weeks if not strained. It will have a 25% chance of breaking entirely, per
round, if being strained in battle, or a 5-10% (GM's call) chance of breaking, per round, if heavy movement (any movement
faster than half of normal movement rate, any movement with a large amount of extra weight on body, demanding physical
exertion, etc.) If break occurs, 1d4 additional points of damage are taken (see #99 for additional effects). Location (d10): 1-2:
Ankle, 3-4: Shin, 5-6: Knee, 7-8: Thigh, 9-10: Lower Pelvis
94 Cracked left leg: same as above
95 Broken right arm: max. damage x 1.5. If there is a Cleric or someone with a healing proficiency in the party, they may set the
leg (1d4 extra points of damage during setting procedure, but, if they fail their wisdom check and set it wrong, it will have to
be reset for an additional d4 damage), if not, the arm will heal incorrectly and a luck roll will be taken for the severity of its
incorrectness. After splinting, recovery time is 1-2 months. Obviously, the arm cannot be used in battle until healed
completely. If the arm is used in any way that seems questionable, before it is fully healed, a % roll, similar to that in #91, will
be rolled for the result. Location: 1-2:Wrist, 3-4:Forearm, 5-6:Elbow, 7-8:Upper Arm, 9-10:Shoulder
96 Broken left arm: same as above
97 Broken right leg: max. damage x 1.5. If there is a Cleric... (see #95), if not, the leg will heal incorrectly and a luck roll must be
taken for the severity of its incorrectness. After splinting, recovery is 1-3 months. Absolutely no weight can be put on the leg
for two weeks after the break; after that, movement can occur at a rate of 25% so long as there is no additional weight on the
individual's body. If the leg is used in any way that seems questionable, before it is fully healed, a % roll, similar to that in #91,
will be rolled for the result. Location (d10): 1-2:Ankle, 3-4:Shin, 5-6:Knee, 7-8:Thigh, 9-10:Lower Pelvis
98 Broken left leg: same as above
99 Broken neck: max. damage x 2.5. Individual immediately falls to the ground and is paralyzed. It can be set, as exactly
described in #95, but, whether or not the healing is done magically, or naturally over time (1d4+1 months), a save vs.
paralyzation must be taken by the individual to avoid permanent paralysis from the neck down. If the injured fails his / her
saving throw, a form of regeneration must be performed before full recovery can occur
00 Head critically hit: if you're wearing a helmet, max. dam. x 3 will occur, and you will be retarded unless you make a saving
throw vs. paralyzation. If you are not wearing a helmet, your skull has been crushed and your brains are mush; you're dead!
*One-handed, spiked, crushing weapons, do an additional d3 damage on critical hits.
**All cracks and breaks, after being set (if need be), can be healed by magical means if gotten to within a
week's time. After that, a regeneration will need to be used, or the time, indicated by the % roll, will have to
be waited out.
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Table 4: Two-Handed Crushing Weapons*
(club, hammer, mace, morning star, flail, rock thrown from a giant, etc.)
01-25 EXTREMELY SOLID CRUSH: MAX. DAMAGE 87-88 SEE #94 ON TABLE 3**
26-45 Crushed semi-vital area: max. damage x 1.5 89-90 See #95 on Table 3**
46-65 Crushed vital area: max. damage x 2 91-92 See #96 on Table 3**
66-80 Crushed extremely vital area: damage x 3 93-94 See #97 on Table 3**
81-82 See #91 on Table 3** 95-96 See #98 on Table 3**
83-84 See #92 on Table 3** 97-98 See #99 on Table 3**
85-86 See #93 on Table 3** 99-00 See #00 on Table 3**
*Two-handed, spiked, crushing weapons, do an additional 1d4+1 damage on critical hits.
**All cracks and breaks on the two-handed crushing weapons table heal like the ones on Table 3.
Table 5: Sharp Projectile Weapons
(arrow, dart, dagger, thrown dagger, bolt)
01-30 EXTREMELY DEEP PUNCTURE: MAX. DAMAGE
31-60 Punctured semi-vital area: max. damage x 1.5
61-80 Punctured vital area: max. damage x 2
81-90 Punctured extremely vital area: max. damage x 2.5
91-92 Punctured right eye: max. damage x 2, loss of vision in that eye, -2 to thac0, -2 to comeliness, and -4 to
perception
93-94 Punctured left eye: same as above
95-98 Punctured / deeply cut face, max. damage x 1.5, comeliness -2 (large scar). Location (d6): 1-2:Right Cheek,
3-4:Left Cheek, 5-6:Chin.
99 Internal Organ Damage, roll d6
1-3 Lung: see #98 on Table 1
4-6 Heart: see #99 on Table 1
00 Skull critically punctured: if you're wearing a helmet, max. damage x 3, and 1-3 points of blood loss damage
for every round after the injury until direct pressure / binding or a magical cure is performed. And, you're
retarded until a regeneration is performed (unless a magical heal is done within three rounds, which cures all
of the injury's damage in one round). If you're not wearing a helmet, your brains have been deeply
punctured, max. damage x 5, and unless a magical heal is done within one round, which cures all of the
injury's damage in one round, you're dead!
Table 6: Spear-Like Weapons
(spear, javelin, trident, lance, fork, pick, pike, etc.)
01-35 EXTREMELY DEEP PUNCTURE: MAX. DAMAGE
36-65 Punctured semi-vital area: max. damage x 1.5
66-80 Punctured vital area: max. damage x 2
81-90 Punctured extremely vital area: max. damage x 2.5
91-92 Punctured right eye: max. damage x 3, loss of vision in that eye, -2 to thac0, -3 to comeliness, and -4 to
perception. Also, take a luck roll on a d6; if a 1 is rolled see #00
93-94 Punctured left eye: same as above
95-96 Punctured / deeply cut face, max. damage x 2, comeliness -3 (huge scar). Location (d6): 1-2:Right side, 3-
4:Left side, 5-6:Chin
97-98 Punctured lung: see #98 on Table 1
99 Punctured heart: see #99 on Table 1
00 Skull critically punctured: see #00 on Table 5
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Table 7: Bitten or Clawed
(monsters and unarmed humanoids excluding dragons)
01-20 DEEPLY CLAWED / BIT: MAX. DAMAGE, 15% CHANCE FOR A DISEASE TO OCCUR*
21-50 Extremely, deeply clawed / bit: max. damage x 1.5, 25% chance for a disease to occur
51-70 Clawed / bit semi-vital area: max. damage x 2, 40% chance for a disease to occur
71-85 Clawed / bit vital area: max. damage x 2.5, 50% chance for a disease to occur
86-95 Clawed / bit extremely vital area: max. damage x 3, 60% chance for a disease to occur
96-97 If the monster is below 10' tall, see Table 5. Then roll a d4. Directly correspond the result of your roll to the numbers 91-98
for the result by rolling a d8. Also, there is a 70% chance for a disease to occur.
98-99 See #99 on Table 5
00 If the monster is under 9' in height, see #99 on Table 5. If the monster is 9' or taller, your head has been bitten or ripped from
your body. You're dead!
*If a disease was contracted, refer to pg14 of the DMG and roll % dice on the Disease (or disorder) Table.
Also, the character will most likely have no idea that he / she has a disease until the symptoms surface, so
seeking its cure before that time would be playing on out-of-character knowledge.
Table 8: Dragon, Bitten or Clawed
The following table only refers to dragons, in the 1st edition Monster Manual, who are in the Adult Stage
(stage 5) or older,* and the dragons in the 2nd edition Monstrous Manual, who are in the Young Adult Stage
(stage 5) or older.** All other dragons use Table 7. (The idea behind this is that we used a mix of 1st & 2nd
edition dragons within the same campaign. It should be interesting to see how the 3rd edition dragons
measure up. –Editor).
01-15 DEEPLY CLAWED / BIT: MAX. DAMAGE AND15% CHANCE FOR A DISEASE TO OCCUR*
16-30 Extremely deeply clawed / bit: max. damage + 1d8, +1 point of damage per age category & 25% chance for disease to occur
31-45 Clawed / bit semi-vital area: max. damage x 2, +1 point of damage per age category & 35% chance for disease to occur
46-60 Clawed / bit vital area: max.damage x 2.5 + 1d8, +1 point of damage per age category & 45% chance for disease to occur
61-69 Clawed / bit extremely vital area: max. damage x 3, +1 point of damage per age category & 60% chance for disease to occur
70-71 See #90 on Table 1
72-73 See #91 on Table 1
74-75 See #92 on Table 1
76-77 See #93 on Table 1
78-79 See #94 on Table 1
80-81 See #95 on Table 1
82-83 See #96 on Table 1
84-85 See #97 on Table 1
86-87 See #98 on Table 1
88-89 See #99 on Table 1
90-95 See #00 on Table 5
96-00 Your body has been been ripped (around the waistline to chest area) or torn into two pieces, you are dead! Everyone in the
party must make their saving throw vs. spell (no matter how close the dragon is to death) or be subjected to the same effects
of the Magic User, 4th level spell, Fear.
*Consult Table 7 for information concerning diseases.
**A 1st edition dragon whose age is 1-6 still needs a roll of 20, followed by another successful hit, to
critically hit their opponent, but a dragon in the age category of 7-8 can critically hit their foe with a 19 or
20, followed by a successful hit.
***A 2nd edition dragon of ages 1-7 also critically hits their foe in the normal fashion, but ages 8-10
critically hit their opponent on a 19 or 20, and ages 11-12 only need an 18-20 (followed by another
successful hit).
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