The Hidden Truth

Player > Weapon > Melee > Xenolash, blooming

Xenolash, blooming

Starfinder Pact Worlds p.194

Level: 14
Price: 70000
Damage: 9d4 A & S
Critical: Corrode 4d4
Bulk: 1
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.

Two-handed WeaponsTypeLevelPriceDamageCriticalBulkSpecialSource
Xenolash, immatureAdvanced424302d4 A & SCorrode 1d41Analog, disarm, entangle, reach, tripPWD p.194
Xenolash, matureAdvanced10170005d4 A & SCorrode 2d41Analog, disarm, entangle, reach, tripPWD p.194
Xenolash, bloomingAdvanced14700009d4 A & SCorrode 4d41Analog, disarm, entangle, reach, tripPWD p.194
Xenolash, seededAdvanced184090009d8 A & SCorrode 6d41Analog, disarm, entangle, reach, tripPWD 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.


You are on fire. As long as you have this condition, at the start of your turn each round before you take any actions (or attempt the Reflex saving throw described below), you take the listed amount of damage as fire damage (or 1d6 fire damage, if no amount is listed in the effect that causes burning). Fire damage from multiple sources that inflict the burning condition is cumulative.
At the end of each round you are burning, you can attempt a Reflex saving throw to remove this condition. The DC of this saving throw is equal to 10 + the amount of fire damage you took this round from the burning condition. If you succeed at this saving throw, you lose the burning condition. You can attempt a new saving throw each round you have this condition, and you receive a +2 bonus for each previous saving throw you’ve attempted in consecutive rounds.
You can also automatically end this condition by jumping into enough water to douse yourself. If you don’t have enough water on hand, you can spend a full action to roll on the ground or otherwise smother the fire to attempt a new saving throw with a +4 bonus (plus any bonuses from previously failed consecutive attempts) to end the condition.


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.

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