Hexmoth
CREATURE 8A hexworm, upon consuming a sufficient quantity of magic, will spin a cocoon of magically infused silk, metamorphosing into its imago form.
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.
Damage type is the immunity the Hexmoth has.
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.
With a few fierce wingbeats, the hexmoth expels magical scale dust in a 30-foot cone. This deals 10d6 damage of the type to which the hexmoth is immune (DC 23 basic Fortitude save). It can't use Hexdust Wind again for 1d4 rounds.