Beacon Moth (CR 5)
Huge Magical Beast
Alignment: Always Neutral
Initiative: +4 (Dex); Senses: blindsense 60 ft., darkvision 120 ft., low-light vision, Listen +9, and Spot +9
AC: 17 (-2 size, +4 Dex, +5 natural), touch 12, flat-footed 13
Hit Dice: 8d10+16 (60 hp)
Fort +8, Ref +10, Will +3
Speed: 30 ft., climb 20 ft., fly 90 ft. (average)
Space: 15 ft./10 ft.
Base Attack +8; Grapple +19
Attack: Bite +9 melee
Full Attack: Bite +9 melee
Damage: Bite 1d6+4
Special Attacks/Actions: Dazzling wings
Abilities: Str 17, Dex 19, Con 14, Int 2, Wis 12, Cha 16
Special Qualities: cold resistance 10, daylight aura
Feats: Dodge; Flyby Attack; Hover
Skills: Climb +14, Listen +9, and Spot +9
Advancement: 9-16 (Huge), 17-24 (Gargantuan)
Climate/Terrain: Plane of Shadow or any underground
Organization: Solitary, wing (2-6), or squadron (7-12)
While a beacon moth without a rider normally flees from battle, cornered specimens attack with their powerful mandibles. Those with a rider can be trained to fight in battle like any other mount. A beacon moth only uses its dazzling wings power if seriously outnumbered, ordered to by a rider, or if it has been gravely injured.
Dazzling Wings (Su): Once per hour, as a standard action, a flying beacon moth can rapidly beat its wings, producing a 30-foot-long cone of light. Creatures within the cone must make a DC 17 Reflex save or be dazed for 1d4 rounds. Creatures who make the save are not dazed and are instead dazzled until the beacon moth's next turn. The save DC for this effect is Charisma based.
Daylight Aura (Su): As soon as a beacon moth takes flight, it generates a powerful glow that mimics the effect of a daylight spell.
Skills: A beacon moth gains a +4 racial bonus on all Listen and Spot checks and a +8 racial bonus on Climb checks. Beacon moths can take 10 on Climb checks, even if threatened or distracted.