Under the effect of Total Concealment.
First Giant
To Hit via ignoring armor
(1d20+17)[37]
Spoiler: Lucky reroll
Show
To Hit (1d20+17)[22]
To Hurt
(1d10+9)[19]
Force, Fleshgrinding
Existing Fleshgrinding Harpoon
Round 1
To Hurt
(1d10+9)[17]
Force
Second Giant
To Hit via ignoring armor
(1d20+12)[32]
Spoiler: Lucky reroll
Show
To Hit (1d20+12)[18]
To Hurt
(1d10+9)[15]
Force, Fleshgrinding
Existing Fleshgrinding Harpoon
Round 1
To Hurt
(1d10+9)[15]
Force
Third Giant
To Hit via ignoring armor
(1d20+7)[21]
Spoiler: Lucky reroll
Show
To Hit (1d20+7)[13]
To Hurt
(1d10+9)[18]
Force, Fleshgrinding
Existing Fleshgrinding Harpoon
Round 1
To Hurt
(1d10+9)[18]
Force
Spoiler: harpoon
Show
If it deals damage, the harpoon lodges in an
opponent who fails a Reflex saving throw (DC 10 + the damage dealt). A harpooned creature moves at only half speed and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the harpooned creature can move only 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 DC 15 Concentration check or lose 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 it deals damage to itself equal to the initial damage the harpoon dealt. A character who succeeds on a DC 15 Heal check can remove a harpoon without further damage.