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Electromag Grenade (Superior)

Consumable grenade dealing 8d8 electricity damage in a 15-foot burst radius; targets make basic Reflex saves, and critical failures apply Glitching to tech creatures and unattended...

commonConsumableElectricityGrenadeTech

These grenades discharge a shocking field that deals electricity damage with a basic Reflex save. If you have access to the critical specialization effect of grenades, tech creatures and unattended tech items that critically fail their saving throw against electromag grenades become Glitching.

VariantPriceBulkEffect
Electromag Grenade (Commercial)10 creditsLThe burst radius is 5 feet, and the electricity damage is 1d8.
Electromag Grenade (Tactical)80 creditsLThe burst radius is 10 feet, and the electricity damage is 2d8.
Electromag Grenade (Advanced)120 creditsLThe burst radius is 10 feet, and the electricity damage is 3d8.
Electromag Grenade (Superior)1500 creditsLThe burst radius is 15 feet, and the electricity damage is 8d8.
Electromag Grenade (Elite)3000 creditsLThe burst radius is 15 feet, and the electricity damage is 10d8.
Electromag Grenade (Ultimate)13000 creditsLThe burst radius is 20 feet, and the electricity damage is 12d8.
Electromag Grenade (Paragon)50000 creditsLThe burst radius is 20 feet, and the electricity damage is 14d8.

Level 10 · Price 1,500 credits · Bulk L

This product includes content derived from the Starfinder Second Edition rules system, which is available under the ORC License (https://paizo.com/orclicense). Paizo, the Paizo golem logo, and Starfinder are registered trademarks of Paizo Inc. This product is not affiliated with or endorsed by Paizo Inc.

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