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AigamuxaCreature 8


UncommonCELargeGiantHumanoid
Source Pathfinder Lost Omens: The Mwangi Expanse
Perception +19 (scent (imprecise) 30 feet)
Languages Mwangi
Skills Athletics +18, Intimidation +16, Stealth +14
Str +6, Dex +4, Con +6, Int -2, Wis +3, Cha +0

AC 27; Fort +19; Reflex +16; Will +13;
HP 140
Speed 30 feet

Claw One Action +20 (+16, +12) to hit (agile, reach 10) 2d8+9 Slashing
Jaws One Action +20 (+15, +10) to hit 2d12+9 Piercing

Scent (Imprecise) 30 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Limited Vision

An aigamuxa's eyes are located on the bottom of their feet, making it difficult for them to see. An aigamuxa is typically blind. If they Seek, they can see normally until the end of their turn.

Weak Feet

If an aigamuxa takes damage from Striding or Stepping into hazardous terrain or a square with similar grounded hazards (such as caltrops), they can't Seek until the end of their next turn.

Burrowed Ambush Two Actions

Requirements The aigamuxa is Hiding in dirt, sand, or another soft surface


Effect The aigamuxa makes a claw Strike against a creature within reach. On a hit, the aigamuxa automatically Grabs the creature. Whether or not they hit, the aigamuxa then Strides. If they have a creature grabbed, the creature moves with the aigamuxa.

Burrowing Concealment Two Actions

Requirements The aigamuxa is standing on dirt, sand, or another soft surface


Effect The aigamuxa quickly digs into the surface and Hides. They leave their feet partially exposed, allowing them to see out from the surface. The aigamuxa can hold their breath for up to 10 minutes while hiding in this way.

Swallow Whole One Action (attack)

Small, 2d12+4 bludgeoning damage, Rupture 22


The monster attempts to swallow a creature of the listed size or smaller that it has grabbed in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Flat-Footed against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Aigamuxas are towering humanoids that stalk arid deserts in search of prey. Carnivorous and voracious, they hunt anything that moves but especially relish eating sentient creatures. Many Mwangi people incorrectly refer to aigamuxas as demons, while others more accurately describe them as having descended from giants. Aigamuxas resemble large humans with smooth hollows where their eyes should be, but their eyes are actually embedded in the soles of their feet. They sport long, sharp claws and teeth that they use to tear their prey apart once they catch them. A moving aigamuxa's odd gait resembles dancing more than a typical walk or run, but its speed is alarming, if difficult to correctly estimate at a distance.

An aigamuxa's unique physiology makes catching prey difficult, and most aigamuxas are constantly hungry. When pursuing prey, an aigamuxa must occasionally stop to lift its feet in order to regain their bearings. Most stand on their hands while looking around, which allows them to immediately backflip back into a run. An aigamuxa's eyes are generally resistant to the sands of their native desert habitats, but irritants such as chilies or caltrops can seriously impair their hunting ability, and desert travelers often carry a bag of these in case they need to deal with an aigamuxa.

Clever aigamuxas know that attacking wandering prey can be very dangerous, instead using their powerful hands to dig deep into sand dunes or dirt and wait to ambush passersby. Aigamuxas are particularly good at hiding in their home environments, and unfortunate travelers often don't notice the barely visible eyes of an aigamuxa until it's too late.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.