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
Trigger The hexmoth's turn begins
Effect 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 area. 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 .
A hexworm, upon consuming a sufficient quantity of magic, will spin a cocoon of magically infused silk, metamorphosing into its imago form.