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Coup de grâce is a part of an attack action that allows an attacker to attempt a killing blow against a helpless opponent. A coup de grâce can be administered with a melee weapon, or with a bow or crossbow at a short range. An attacker delivering a coup de grâce automatically scores a critical hit, after which the defender instantly dies if he has less than 4 Hit Dice. Rogues also gain their extra sneak attack damage for this attack, if the defender survives. Delivering a coup de grâce does not provoke any attacks of opportunity from threatening foes. A coup de grâce is fully possible against a creature otherwise immune to critical hits.

Any opponent which is asleep or paralyzed and has less than four hit dice is subject to a coup de grâce.

Note:

  • You don't need to be adjacent for a ranged coup de grâce to take place. The distance requires is the same as you need to the one of point blank shot or sneak attack.



In D&D 3.0 edition

Coup de grâce is a full-round action that allows an attacker to attempt a killing blow against a helpless opponent. A coup de grâce can be administered with a melee weapon, or with a bow or crossbow if the attacker is adjacent to the opponent. An attacker delivering a coup de grâce automatically scores a critical hit, after which the defender must make a fortitude save (DC 10 + damage dealt) or die. Rogues also gain their extra sneak attack damage for this attack. Delivering a coup de grâce provokes attacks of opportunity from threatening foes. A coup de grâce is not possible against a creature immune to critical hits.

Any opponent which is asleep and has less than four hit dice is subject to a coup de grâce.

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