Maiming Grenade I
Grenade

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
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