Blightburn Bomb (Greater)
4d6P·Martial·Bomb·One-handed
Range 20 ft.
Activate ◆ Strike
Blightburn bombs have radioactive materials sealed inside flasks treated with lead. The bomb grants a +3 item bonus to attack rolls and deals 4d6 poison damage, 4d4 persistent poison damage, and 4 poison splash damage. A creature that takes the persistent poison damage deals the splash damage again from its current position as the radiation continues to harm nearby creatures. The persistent damage can last up to 1 minute. Blightburn bombs also expose the primary target to blightburn sickness.
Saving Throw DC 43 fortitude
Onset 1d4 days
Stage 1 Drained 1 (1 day)
Stage 2 drained 1 and Sickened 1 (1 day)
Stage 3 Drained 2 and Sickened 2 (1 week)
Stage 4 Drained 3 and Sickened 3 (1 month)
Stage 5 increase drained condition by 1 (1 year)
Traits
Alchemical items are powered by reactions of alchemical reagents. Unless otherwise noted, alchemical items aren't magical and don't radiate a magical aura. Alchemical creatures are partially powered by alchemical reactions.
An alchemical bomb combines volatile alchemical components that explode when the bomb hits a creature or object. Most alchemical bombs deal damage, though some produce other effects.
An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. When a character creates consumable items, they can make them in batches of four.
An effect with this trait applies one or more diseases. A disease is typically an affliction.
An effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.
Some weapons and effects, such as alchemical bombs, have the splash trait. You don't add your Strength modifier to the damage roll for any thrown weapon with the splash trait (even if the item doesn't have the bomb trait). A splash weapon or effect deals any listed splash damage to the target on a failure, success, or critical success, and to all other creatures within 5 feet of the target on a success or critical success. On a critical failure, the weapon or effect misses entirely, dealing no damage. Add splash damage together with the initial damage against the target before applying the target's resistance or weakness. You don't multiply splash damage on a critical hit.
Increase the radius of the bomb's splash damage (if any) to 10 feet.