Maiming Grenade II
Level
17
Price
38,500
Bulk
L
Capacity
- Drawn
Usage
-
Range Increment
20 ft.
Damage
6d10
Critical
-Special
Explode (6d10, 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
06a3e2bafd88b8fd6044cce3