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Player > Weapon > Range > Frost maw, growl-class
Starfinder Adventure Path #29: The Cradle Infestation (The Threefold Conspiracy 5 of 6) p.48
Level: 3
Price: 1350
Damage: 1d8 C
Range: 15 ft.
Critical: Bind 1d4 rounds
Capacity: 20
Usage: 2
Bulk: 1
Special: Aurora, blast, living, unwieldy
Barathu researchers studying frost worms on Triaxus have modified tissue harvested from worm larvae to produce a new weapon: an armored, toothy tube with bone protrusions that serve as comfortable grips. The frost maw sprays out fluid that forms a coating of electrically charged, gleaming ice formations wherever it is used. With a particularly lucky shot, this ice can form a thick enough coat to freeze a creature in place.
Two-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Frost maw, growl-class | Longarms | 3 | 1350 | 1d8 C | 15 ft. | Bind 1d4 rounds | 20 | 2 | 1 | Aurora, blast, living, unwieldy | 3C05 p.48 |
Frost maw, snarl-class | Longarms | 9 | 13000 | 2d8 C | 60 ft. | Bind 1d4 rounds | 20 | 2 | 1 | Aurora, blast, living, unwieldy | 3C05 p.48 |
Frost maw, roar-class | Longarms | 10 | 19000 | 4d8 C | 80 ft. | Bind 1d4 rounds | 20 | 2 | 1 | Aurora, blast, living, unwieldy | 3C05 p.48 |
The target is entangled, as if the weapon had the entangle weapon special property.
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.
This weapon fires in a cone that extends only to its first range increment. You can't use it to attack creatures beyond that range.
For each attack you make with a weapon with the blast special property, roll one attack against each target in the cone, starting with those closest to you. Each attack takes a –2 penalty in addition to other penalties, such as the penalty to all attacks during a full attack. Roll damage only once for all targets. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects on a critical hit that require you to roll) and apply it to each creature against which you score a critical hit. You can't avoid shooting at allies in the cone, nor can you shoot any creature more than once.
Attacks with blast weapons ignore concealment. A blast weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as the operative's trick attack). Ammunition for blast weapons is designed for blast attacks, so you spend the usage amount only once for each cone of attacks.
Weapons with the unwieldy special property are large and awkward, can't be fired without cooling down first, or are otherwise difficult to use with repeated attacks. You can't use an unwieldy weapon as part of a full attack (or any other action in which you could make multiple attacks), you can't attack with it more than once per round, and you can't use it to make an attack of opportunity.
When an aurora weapon strikes a target, the creature glows with a soft luminescence for 1 minute. This negates invisibility effects and makes it impossible for the target to gain concealment from or hide in areas of shadow or darkness.
Unlike simpler forms of biotech, a living weapon is not just
organic material—it's actually a simple living organism. The
core function of a living weapon is based on the same scientific
principles as manufactured weapons, but come about as part of
its natural development and body function.
A living weapon can be affected by spells that target creatures,
though it is mindless, incapable of independent action, and has
no ability scores other than Constitution (which is always equal
to its item level). It is subject to poisons and diseases, though
it does not need to breath and is always protected as well as a
creature with active environmental protection from armor. If it
is forced to make a saving throw, its save bonus is always equal
to its item level. If it suffers a condition that would normally
cause it to take a penalty to attacks, damage, or save DCs, those
penalties apply to any attack or effect created with it. Living
weapons “eat” by absorbing part of the charges or fuel (or
energy from some other form of ammunition) when fired. They
do not sleep or breathe, cannot communicate in any way, are
immune to pain effects due to their incredibly simple nervous
systems, and are mindless.
If damaged, a living weapon can regain Hit Points from
effects that restore Hit Points to living creatures, such as a
mystic cure spell, and it regains a number of Hit Points equal to
its item level each day. You can use the Life Science
or Medicine skill instead of Engineering to repair a
living weapon.
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