HexwormCreature 4
Perception +10 (arcanosense (precise) 60 feet)
Languages none
Skills Acrobatics +10, Arcana +12, Stealth +9
Str +2, Dex +4, Con +3, Int -5, Wis +1, Cha +0
AC 20; Fort +11; Reflex +14; Will +6;
HP 45
Speed 20 feet
Resistances Spells 5
Mandibles
+8 (+3, -2) to hit 2d6+2 PiercingArcanosense
A hexworm can sense sources of magic at the listed range as though it has a 4th-rank Detect Magic constant innate spell.
ArcanovoreA hexworm has resistance 5 against all damage caused by spells.
Arcane Consumption
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 healing Hit Points.
Arcanotaxis
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.
These gray larvae inch across the ground with an instinct to feed on magic.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AnimalAn animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.