Maiming Grenade I
Level
11
Price
3,850
Bulk
L
Capacity
- Drawn
Usage
-
Range Increment
20 ft.
Damage
3d10
Critical
-Special
Explode (3d10, 15 ft., see text)This grenade is usually covered with vicious spikes. Any creatures who fail the Reflex save against the grenade’s initial damage must attempt a second Reflex save with a DC 5 lower than the normal DC of the grenade. For a maiming grenade I, a creature that fails on the second save is affected by the wound critical hit effect. For a maiming grenade II, a creature that fails on the second save is affected by the severe wound critical hit effect.
Source
Starfinder Enhanced pg. 164
Dragonscript
ID
8af978df9891bd55c6be685e