Hexmoth
Level 8Attacks
Abilities
A hexmoth can sense sources of magic at the listed range as though it has a 4th-rank Detect Magic constant innate spell.
A hexmoth has resistance 10 against all damage caused by spells. It's immune to one type of energy it consumed most as a hexworm, typically acid, cold, electricity, fire, or sonic.
The hexmoth attempts to consume the magic of an adjacent magical effect or unattended magic item. It attempts a counteract check against the target with a +16 modifier. On a success, the magical effect ends. A magic item instead becomes a mundane item for 1 round. The hexmoth gains 2d8 healing Hit Points.
Requirements The hexmoth has detected a source of magic with its arcanosense
The hexmoth Flies or Strides up to its Speed toward the nearest source of magic it can detect.
With a few fierce wingbeats, the hexmoth expels magical scale dust in a 30-foot cone. This deals 10d6 untyped damage of the type to which the hexmoth is immune (DC 23 fortitude save). It can't use Hexdust Wind again for 1d4 rounds.
Description
A hexworm, upon consuming a sufficient quantity of magic, will spin a cocoon of magically infused silk, metamorphosing into its imago form.