Favored by arctic dwarves, the harpoon is a broad-bladed spear forged with cruel barbs. The shaft of the harpoon has a trailing rope attached ~o control harpooned opponents. Though sometimes used for hunting whales and other large sea creatures, the harpoon is equally at home on dry land.
If you deal damage to your opponent, the harpoon may lodge in the victim if it fails a Reflex saving throw against a DC equal to 10 + the damage you dealt. The harpooned creature moves at only half speed and cannot charge or run. If you control the trailing rope by succeeding at an opposed Strength check while holding it, the harpooned creature can only move within the limits that the rope allows (the trailing rope is 30 feet long). If the harpooned creature attempts to cast a spell, it must succeed on a Concentration check (DC 15) or fail, losing the spell.
The harpooned creature can pull the harpoon from its wound if it has two free hands and takes a full-round action to do so, but in so doing it deals damage to itself equal to the initial damage the harpoon caused (in other words, the damage coming out equals the damage going in); For example, if you hit with a harpoon and deal 8 points of damage, the target takes another 8 points of damage when it removes the harpoon. A harpoon can be removed safely with a successful Heal check (DC 10 + damage dealt), but this requires 1 minute.
|Exotic Weapon - Ranged|
|Range Inc||20 ft.|
Races of Faerûn
|See the description of this weapon for special rules.|
Preferred weapon of: No known deity.