# 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.