Hit Dice:7d8+7 (38 hp)
Speed: 50 ft (10 squares), climb 25-ft
Armor Class: 16 (-1 size, +4 Dex, +2 natural), touch 13, flat-footed 11
Base Attack/Grapple: +5/+13
Attack: Bite +8 melee (1d8+6)
Full Attack: Bite +8 melee (1d8+6)
Space/Reach: 10 ft/5 ft
Special Attacks: -
Special Qualities: Darkvision 60-ft, Vermin Traits
Saves: Fort +6, Ref +6, Will +2
Abilities: Str 18, Dex 19, Con 12, Int -, Wis 10, Cha 2
Skills: Climb +12, Hide +4, Move Silently +8, Spot +8
Feats: Improved InitiativeB
Environment: Temperate and Warm Forests, Plains, and Underground.
Challenge Rating: 3
Alignment: Always True Neutral.
Advancement: 8-10 HD (Large) 11-16 HD (Huge), 17+ HD (Gargantuan).
Level Adjustment: –
The eight legged creature towers before you its long legs giving it a disproportionate height. Its body is mostly flat, two eyes peering out of its front, its body and head all one segment. Its chelicerae and pedipalps hang from the front of its monstrous face as it pounces.
Giant harvestmen are much like their smaller relatives. These long legged arachnids hunt down their prey using superior size and strength to subdue prey. Like monstrous spiders they have keen eyes and a relative ease at hiding and creeping, getting close to their prey before rushing in. Unlike spiders they lack webs and poison, relying solely on their size and fangs to bring down prey.
Giant Harvestmen rarely attempt to prey on anything as large as a large human, attacking primarily due to extreme hunger or if threatened. They have only one combat option which is their powerful bite. In many ways they serve the same combat function as a weaker dire wolf (they have the same CR because they are closer to CR 3s such as ogres than to CR 2s... dire wolves are just about the strongest beefstick at CR 3 though).
Skills: Giant Harvestmen have a +4 racial bonus to Hide and Move Silently checks, and a +8 racial bonus to Climb and Spot checks. A giant harvestman can always choose to take 10 on Climb checks, even if rushed or threatened.