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Player > Weapon > Grenades > Dye grenade III

Dye grenade III

Starfinder Alien Archive 4 p.69

Level: 8
Price: 1300
Range: 20 ft
Capacity: Drawn
Bulk: L
Special: Explode (4d4 A, dye-stained, 10 ft.)

Lumocantha dye can be weaponized easily. A creature that fails its Reflex saving throw against a dye grenade takes additional damage from laser weapons equal to half the dye grenade's item level (minimum 1). This lasts until the dye is removed, usually by changing armor or clothing or by spending 1d4 hours cleaning off the stain.

NameLevelPriceRangeCapacityBulkSpecialSource
Dye grenade I15020 ftDrawnLExplode (1d4 A, dye-stained, 10 ft.)AA4 p.69
Dye grenade II432020 ftDrawnLExplode (2d4 A, dye-stained, 10 ft.)AA4 p.69
Dye grenade III8130020 ftDrawnLExplode (4d4 A, dye-stained, 10 ft.)AA4 p.69
Dye grenade IV12510020 ftDrawnLExplode (6d4 A, dye-stained, 10 ft.)AA4 p.69

Explode

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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