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Player > Weapon > Melee > Monowhip

Monowhip

Starfinder Core Rulebook p.189

Level: 15
Price: 107000
Damage: 10d4 S
Critical: Severe wound
Bulk: L
Special: Analog, disarm, reach, trip

Designed to deal maximum damage, a monowhip is woven of monofilament fibers reinforced with carbon particles. Weighted at one end and spooled from a tough carbon-fiber grip, it delivers surgical-quality lacerations with minimal strength. The cuts delivered are so clean that victims sometimes fail to notice a severed limb until they are overwhelmed by a rush of blood loss.

One-handed WeaponsTypeLevelPriceDamageCriticalBulkSpecialSource
MonowhipAdvanced1510700010d4 SSevere woundLAnalog, disarm, reach, tripCRB p.189

Severe Wound

Roll twice on Table and choose your desired result. The target can still attempt any associated save.

D20LOCATIONSAVEEFFECT
1–10GeneralBleed 1d6
11–13Eye (sensory)RefLost eye, –2 Perception
14–15Leg (mobility)FortSevered limb, –10 land speed
16–17Arm (manipulation)RefSevered limb, lose a hand
18–19Vital organFort1d4 Con damage
20BrainFortStunned 1 round

Analog

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.

Disarm

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.

Reach

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.

Trip

When you attempt a trip combat maneuver while wielding a weapon with this property, you gain a +2 bonus to your attack roll.

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