Harpoon, hand (3.5e Equipment)
From D&D Wiki
|Small||30 gp||1d6||1 lb.||—|
|Medium||30 gp||1d8||2 lb.||—|
|Large||60 gp||2d6||4 lb.||—|
A harpoon forged for battle is a slender metal javelin that's connected to a 30-foot rope or thin chain. If a harpoon deals damage, the target must succeed on a Reflex save (DC 10 + the damage dealt) or be harpooned. A harpooned creature moves at half speed, cannot charge or run, and must make a DC 15 Concentration check to cast a spell. On a failed check, it loses the spell. If a harpoon misses its target or the target isn't harpooned, it can be pulled back with the rope or chain as a move action that provokes attacks of opportunity.
If the harpooner holds onto the rope or chain, the harpooned creature must make an opposed Strength check to move more than 30 feet away from the harpooner. As a standard action, the harpooner can attempt an opposed Strength check with the harpooned creature. If the harpooner succeeds, the harpooned creature is pulled 5 feet closer to the harpooner. If the harpooner wishes, he can pull the harpooned creature closer an additional 5 feet for each 5 points by which his check result was greater than the harpooned creature's check result.
A harpooned creature can pull the harpoon out if it has two hands free and takes a full-round action to do so. Removing the harpoon in this way deals damage to the harpooned creature appropriate for the harpoon's size (1d8 for a Medium harpoon). A successful DC 15 Heal check allows the removal of the harpoon without any additional damage.
Since a harpoon is not designed for melee, you are treated as nonproficient with it and take a -4 penalty on attack rolls if you use one as a melee weapon.