# Grievous
![[systems-pf2e-icons-equipment-runes-weapon-property-runes-weapon-property-runes.webp|150]]
When your attack roll with this weapon is a critical hit and gains the critical specialization effect, you gain an additional benefit depending on the weapon group.
**Axe** You can damage a third creature, with the same restrictions.
**Bow** The Athletics check to pull the missile free is DC 20.
**Brawling** The target takes a -4 circumstance penalty to its save.
**Club** You can knock the target up to 15 feet away.
**Crossbow** If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile, as the bow critical specialization.
**Dart** The base [[Persistent Damage|Persistent Bleed Damage]] increases to 2d6.
**Firearm** The target takes a -4 circumstance penalty to its save.
**Flail** You move the target 5 feet. You can't move it away from you, but you can move it in another direction of your choice.
**Hammer** You can also knock the target 5 feet away from you.
**Knife** The target takes a -5-foot status penalty to its Speed while it has the [[Persistent Damage|Persistent Bleed Damage]].
**Pick** The extra damage from the critical specialization effect increases to 4 per weapon damage die.
**Polearm** You can move the target up to 10 feet.
**Shield** You can knock the target up to 10 feet away.
**Sling** The target also takes a -10-foot status penalty to its Speed for 1 round if it fails the save.
**Spear** The clumsy condition lasts for 2 rounds.
**Sword** The target is [[Off-Guard]] until the end of your next turn.