Large Giant
Hit Dice: 6d8+24 HD (51 hp)
Initiative: -1
Speed: 40 ft. (8 squares)
Armor Class: 16 (-1 dex, +8 natural, -1 size), touch 8, flat-footed 16
Base Attack/Grapple: +4/+17
Attack: Slam +9 melee (1d8+5)
Full Attack: 2 slams +9 melee (1d8+5) or greatclub +8 melee (2d8+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Crushing pin, disease, stench
Special Qualities: Hydrophobia, low-light vision, scent
Saves: Fort +9, Ref +1, Will +3
Abilities: Str 20, Dex 9, Con 18, Int 4, Wis 13, Cha 5
Skills: Jump +9, Listen +5, Spot +6
Feats: Alertness, Improved Grapple, Weapon Focus (slam)
Environment: Warm Forest
Organization: Solitary, pair, gang (3-4), or band (5-8)
Challenge Rating: 5
Treasure: Half-standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +3

A harmpit appears as an enormous, fat humanoids with body hair so matted and thick that it appears much as fur. This hair however is damp to the point of dripping in places with sweat and body oils. Its large head is covered with hair and beard many feet long that hang in noxious dreadlocks. This hair is covered in the crusty nests of lice and other foul vermin which scurry about visibly. It can only see by twin clumps of hair having been forcibly ripped out of its way, showing the sweat-slicked skin beneath, thick with boils. The fur beneath its arms are naturally devoid of sweat and the creature often lifts them up to cool itself.

A harmpit is said to be a cousin to the ogre, but far more beastial and foul in mind and body. Though always fearful of water, they tend to be found within a day's walk of swamps, living in holes dug from the soft, fetid ground where water has long drained away. They drink the blood from their victims for liquid, only venturing near a small puddle or spring if their need is great. As such their lairs normally possess more corpses than they can eat, dessicated and mummifying.

A harmpit speaks Giant. It stands around 9 feet tall and weighs more than half a ton.

A harmpit is a straight forward fighter, lunging forward and clubbing or slamming potential prey, or simply those that invades its territory. Those it wishes to drink it attempts to capture so that it might drag it back to its lair without losing any more tasty fluids than neccessary.

Crushing Pin (Ex): A harmpit that successfully pins an opponent may place them under its armpit for safe keeping. It may automatically deal slam damage each round if it wishes. The harmpit may grapple and pin another, though it takes a -4 penalty. It cannot pin more than two creatures at any time, and is unable to use the arm with which it pins, and cannot wield two-handed weapons.

Living creatures, even if they make their save against the Stench ability below, must succeed on DC 10 fortitude save or begin to suffocate. For every 2 rounds they remain within this crushing pin the save DC increase by 1. Those affected may hold their breath, but only for half the normal period as the grip slowly forces the breath out.

Disease (Ex): A creature who strikes a harmpit with a natural weapon or is involved in a grapple with it must succeed on a DC 17 Fortitude save or be infected with a foul disease known as pitboils (incubation period 1d2 days, damage 1d4 Cha). The save DC is Constitution-based.

Hydrophobia (Ex): A harmpit has a fear of open or running water, and will not approach within 100 feet of it if it can help. If forced to swim however a harmpit takes a -8 penalty to swim checks as it tries not to sink like a stone and is considered panicked while within and for as long as it remains within 100 feet of the water.

Stench (Ex): A harmpit exudes a constant odor of incredible foulness. All living creatures (except harmpits) within 10 feet of a harmpit must succeed on a DC 17 Fortitude save or be sickened for 8 rounds. Eyed creatures take a -4 penalty to spot checks as these organs burn and tear. The save DC is Constitution-based.

Creatures that successfully save cannot be affected by the same harmpit's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

A harmpit that is submerged in water, or is in some way thoroughly wettened, such as by rainfall or a Create Water spell, produces a stench that is horrible to behold. This acts as its normal stench except that it affects all of those in 30 feet and the save DC increases by +4. A creature that made a previous save againsts its normal stench must make another save (though gains a +4 bonus). Those affected are nauseated for 1 round and sickened for the next 8, as well as taking a -4 penalty to spot checks. Creatures with the scent ability lose this ability for as long as they are within 30 feet of the harmput and for 1d4 minutes afterwards.