Player > Weapon > Melee > Xenolash, blooming
Damage: 9d4 A & S
Critical: Corrode 4d4
Special: Analog, disarm, entangle, reach, trip
A xenolash is a genetically engineered vine that weeps caustic, quick-hardening sap from the razor-sharp thorns along its length. Because the sap (rather than the weapon itself) entangles creatures, targets are not anchored to the xenolash. Grown in extraordinary conditions by Xenowardens and primarily sold only to those they trust, the plants derive their sustenance and amber-like sap from light, ambient energy, and atmospheric chemicals.
|Xenolash, immature||Advanced||4||2430||2d4 A & S||Corrode 1d4||1||Analog, disarm, entangle, reach, trip||PWD p.194|
|Xenolash, mature||Advanced||10||17000||5d4 A & S||Corrode 2d4||1||Analog, disarm, entangle, reach, trip||PWD p.194|
|Xenolash, seeded||Advanced||18||409000||9d8 A & S||Corrode 6d4||1||Analog, disarm, entangle, reach, trip||PWD p.194|
The target takes corrode damage equal to the amount listed. This functions as the burning condition but deals acid damage rather than fire damage.
This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. While this use of the word “analog” is not technically correct when referring to technology, use of the term in this way has become common throughout the Pact Worlds.
When you attempt a disarm combat maneuver while wielding a weapon with the disarm special property, you gain a +2 bonus to your attack roll.
A creature hit by an entangle weapon becomes entangled until it escapes with an Acrobatics check (DC = 10 + weapon’s item level + the attacker’s Dexterity modifier) or a Strength check (DC = 15 + weapon’s item level + the attacker’s Dexterity modifier). An entangled creature can attempt such a check as a move action. Some weapons (such as stickybomb grenades) have a maximum duration for this effect. See page 275 for information about the entangled condition.
Only melee weapons can have the reach special property. Wielding a weapon with reach gives you 10 feet of reach for attacks with that weapon. See Reach and Threatened Squares on page 255 for more information.
When you attempt a trip combat maneuver while wielding a weapon with this property, you gain a +2 bonus to your attack roll.