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Player > Weapon > Grenades > Darkwater Grenade (Hybrid)
Starfinder Alien Archive 3 p.17
Level: 6
Price: 1400
Range: 20 ft.
Capacity:
Drawn
Bulk: L
Special: Explode (10 ft.; see text)
A darkwater grenade contains compressed, altered water molecules like a diaspora wyrm produces. The grenade has a 20-foot range increment and a capacity of drawn, and its explode special property produces a 10-foot-radius spread of light-absorbing mist, obscuring most sight and providing total concealment. This grenade works underwater and in a vacuum. A creature that has darkvision treats the field within 5 feet as if it provides only concealment. Magical light from a source of a higher level or CR than the grenade's negates the effect if the two interact. The mist lingers for 10 minutes, but a light wind or current disperses it in 1 minute, a moderate in 4 rounds, and strong in 1 round.
Name | Level | Price | Range | Capacity | Bulk | Special | Source |
---|---|---|---|---|---|---|---|
Darkwater Grenade (Hybrid) | 6 | 1400 | 20 ft. | Drawn | L | Explode (10 ft.; see text) | AA3 p.17 |
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.
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