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Hexworm

These gray larvae inch across the ground with an instinct to feed on magic.

Recall Knowledge - Animal (Nature): DC 19
Unspecific Lore: DC 17
Specific Lore: DC 14

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak HexwormCreature 3

Tiny Animal 
Source Howl of the Wild pg. 159 2.0
Perception +10; arcanosense (precise) 60 feet
Skills Acrobatics +8, Arcana +10, Stealth +7
Str +2, Dex +4, Con +3, Int -5, Wis +1, Cha +0
Arcanosense A hexworm can sense sources of magic at the listed range as though it has a 4th-rank detect magic constant innate spell.
AC 18; Fort +9, Ref +12, Will +4
HP 30; Resistances arcanovore
Arcanovore A hexworm has resistance 5 against all damage caused by spells.
Speed 20 feet
Melee [one-action] mandibles +6 [+1/-4], Damage 2d6-2+2 piercing plus Arcane ConsumptionArcane Consumption [one-action] The hexworm attempts to consume the magic of an adjacent magical effect or unattended magic item. It attempts a counteract check against the target with a +11 modifier. On a success, the magical effect ends. A magic item instead becomes a mundane item for 1 round. The hexworm gains 2d8 Hit Points.Arcanotaxis [free-action] Requirements The hexworm has detected a source of magic with its arcanosense; Trigger The hexworm's turn begins; Effect The hexworm Strides up to its Speed toward the nearest source of magic it can detect.

All Monsters in "Hexmoth"

NameLevel
Hexmoth8
Hexworm4

Hexmoth

Source Howl of the Wild pg. 159 2.0
At first glance, hexworms appear to be nondescript grubs, but their ability to sense and consume magic quickly becomes clear. They grow rapidly, devouring the power in witches' huts, arcanists' studies, and magical glades at an alarming rate before spinning cocoons and emerging as beautiful, varied hexmoths. Some have a taste for particular types of magic, like fire spells or primal magic.