Maiming GrenadeThis 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. 167 Level 17; Price 38,500 Hands 1; Proficiency Grenade Damage —; Range 20 ft.; Critical — Capacity Drawn Bulk L; Special Explode (6d10, 15 ft., see text) Source Starfinder Enhanced pg. 167 Level 11; Price 3,850 Hands 1; Proficiency Grenade Damage —; Range 20 ft.; Critical — Capacity Drawn Bulk L; Special Explode (3d10, 15 ft., see text)
|