Player > Weapon > Grenades > Screamer grenade II
Range: 20 ft.
Special: Explode (2d10 So, deafened 1d4 minutes, 20 ft.)
When detonated, a screamer grenade releases a piercing shriek of sonic energy
|Screamer grenade I||4||725||20 ft.||Drawn||L||Explode (1d10 So, deafened 1d4 minutes, 15 ft.)||CRB p.184|
|Screamer grenade II||8||2720||20 ft.||Drawn||L||Explode (2d10 So, deafened 1d4 minutes, 20 ft.)||CRB p.184|
|Screamer grenade III||12||11300||20 ft.||Drawn||L||Explode (4d10 So, deafened 1d4 minutes, 25 ft.)||CRB p.184|
|Screamer grenade IV||16||43500||20 ft.||Drawn||L||Explode (7d10 So, deafened 1d4 minutes, 30 ft.)||CRB p.184|
Explosives have the explode special property, which lists the amount of damage the explosion deals, the damage type, special effects (with a duration, if necessary), and the radius of the explosion. When you attack with this type of weapon or ammunition, aim at a grid intersection. Each creature within the blast radius takes the listed damage but can attempt a Reflex saving throw for half damage. If the explode special property has any special effects other than damage, they are negated with a successful saving throw. Some exploding weapons, such as smoke grenades, don’t deal damage, so they don’t include the damage and damage type entries.