Resistance

Critical hits automatically inflict double damage dice, or triple damage dice if the weapon is two sizes larger than the target (
see above.) However, any effects beyond this can be avoided by a successful saving throw vs. death. For example, the critical roll may indicate an arm injury with minor bleeding, but if the victim makes his saving throw, no arm injury actually takes place. The character only suffers double damage from the hit. Obviously, this could be sufficient to mortally wound or kill a character anyway.

Some monsters are naturally resistant to the effects of certain critical injuries. Creatures such as golems, undead, or elementals don’t bleed and therefore ignore any such effects. A monster like a hydra can lose a head without being instantly slain. However, these injuries can still be important because it might affect the way a monster moves or attacks. A skeleton that’s had a leg knocked off can’t move at its full rate, even if it is less troubled by the injury than a living person would be. Slimes and jellies have no parts that are more specialized or important than the rest of the body, and are therefore immune to the effects of most critical hits. Use common sense to handle these situations as they arise.

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