Fine Magical Beast
Fine Magical Beast
Fine Magical Beast
Fine Magical Beast
Small Magical Beast
HIT DICE: 1d4-1 (1) 1d4-1 (1) 1d4-1 (1) 1d4 (2) 3d8+6 (19)
INITIATIVE: +1 (Dex) +3 (Dex) +1 (Dex) +1 (Dex) +3 (Dex)
SPEED: 10ft, climb 10ft, burrow 10ft 10ft, climb 10ft, fly 20ft (perfect) 10ft, climb 10ft, burrow 10ft 10ft, climb 10ft, burrow 10ft 35ft, climb 35ft, burrow 20ft, swim 20ft
ARMOR CLASS: 19 (+8 size, +1 Dex) 21 (+8 size, +3 Dex) 19 (+8 size, +1 Dex) 19 (+8 size, +1 Dex) 18 (+1 size, +3 Dex, +4 natural)
ATTACKS: bite +0 melee bite +0 melee bite +0 melee bite +0 melee 2 antennae +6 melee, bite +4 melee
DAMAGE: Bite 1d3-4 Bite 1d3-4 Bite 1d3-4 Bite 1d3-4 and confusion venom Slam 1d4+2 and paralysis, bite 2d4+1 and poison
FACE/REACH: ½ft by ½ft/0ft ½ft by ½ft/0ft ½ft by ½ft/0ft ½ft by ½ft/0ft 5ft by 5ft/5ft
SPECIAL ATTACKS: Antennae Whirl Antennae Whirl Antennae Whirl Antennae Whirl, Aura of Toruna, Confusion Venom Antennae Whirl, Paralysis, Confusion Venom
SPECIAL QUALITIES: Tremorsense, Direction Determination, Spider Climb Blindsight, Direction Determination, Spider Climb Tremorsense, Direction Indetermination, Spider Climb Tremorsense, Direction Determination, Spider Climb Tremorsense, Direction Determination, Spider Climb, Superstitious Aura
SAVES: Fort +1, Ref +3, Will +0 Fort +1, Ref +5, Will +0 Fort +1, Ref +3, Will +0 Fort +2, Ref +3, Will +2 Fort +5, Ref +6, Will +5
ABILITIES: Str 2, Dex 13, Con 9, Int 2, Wis 11, Cha 2 Str 2, Dex 16, Con 9, Int 2, Wis 11, Cha 2 Str 2, Dex 13, Con 9, Int 2, Wis 11, Cha 2 Str 2, Dex 13, Con 10, Int 2, Wis 11, Cha 2 Str 15, Dex 17, Con 15, Int 18, Wis 14, Cha 3
SKILLS: Balance +2, Climb +15, Hide +18, Move Silently +2 Balance +4, Climb +15, Hide +20, Move Silently +4 Balance +2, Climb +15, Hide +18, Move Silently +2 Balance +2, Climb +15, Hide +18, Move Silently +2 Balance +4, Climb +24, Hide +20, Jump +6, Move Silently +10
FEATS: None None None None Dodge, Mobility, Multiattack, Weapon Finesse (antennae)
CLIMATE/TERRAIN: Temperate regions Mountains Any Jungles Jungles, Swamps, Warm Caves
ORGANIZATION: Solitary Solitary Solitary Solitary Solitary
TREASURE: None None None None None
ALIGNMENT: Neutral Neutral Neutral Neutral Chaotic Evil
ADVANCEMENT: None None None None 1-3 HD (Small)
Click to view different monothots.

It's not an uncommon sight to see peasants or travelers lugging small canvas sacks filled dirt. They're carrying one or more monothots, small 3-inch creatures with useful compass-like abilities.

There are seven types of monothot: black, tan, red, flying, crystal, torunish, and amberleish. All share some of the same qualities. They are similar in shape to ladybugs, shaped like an egg spit in half, ovoid in shape and flat along the underside. Sensory organs surround a surprisingly large mouth on its narrower end, called the head. Ten small legs stick out of the underside, plus two larger ones. These larger legs are called antennae and are as long as the rest of the monothot's body. They connect to the body at a point under and just to the side of the mouth. The body itself is chitinous, creating a turtle-like shell around the monothot's softer insides.

All monothots can eat plain, everyday dirt. Certain types of monothots may have preferences for certain types of soil, or other foods entirely, but they're all capable of eating plain, unpolluted dirt, dust and sand. Monothots seem to have no need for air, so are usually kept in canvas bags of their preffered soil. The monothot will not eat canvas, but consumes about 5 times its weight in soil a day.

It is considered a sin or bad omen to kill or injure a monothot, as they are harmless to crops and people, cost almost nothing to maintain, and provide a welcome service. Mages that employ spells that consume monothots are despised. Most of the spells needing monothots, therefore, do not consume the monothot in their casting.

Monothots live for about a year. They are hermaphroditic, having both male and female reproductive organs. Two monothots may meet, each donating sperm to the other, which they can hold for up to two months. A monothot may collect sperm from several other monothots before it finally lays eggs, though it usually stops at six donators. Starting in its second month, and every months thereafter, a monothot will lay a clutch of 40-60 eggs, usually beneath a large rock, then dump its collected sperm on it, plus some of its own. Roughly half of the eggs get properly fertilized. Assuming they are not eaten before they hatch, the baby monothots hatch in a week and immediately start burrowing away, eating and eating until they reach their full size in two weeks.


The monothot has few offensive capabilities, preferring to flee danger rather than fight. If pressed, it attacks with its weak bite.

Antennae Whirl (Ex): By whirling their antennae in a specific way, monothots can tunnel through earth at a surprising speed. This acounts for their burrowing speed. A monothot with only one antennae has its burrowing movement reduced by half. A monothot without any antennae cannot burrow at all. The burrowing is such that the path created collapses just behind the monothot, forcing pursuers to dig on their own if they wish to follow. If a monothot is set loose on a earth elemental at least three size classes larger than it, their natural burrowing causes 1d4 damage each round it attempts to travel inside the elemental. The elemental may make a single Reflex save each round (DC 20) to expel the monothot and take only half damage.

Special Qualities

Tremorsense (Ex): A monothot can automatically sense the location of anything within 20 feet that is in contact with the ground.

Direction Determination (Su): A monothot has the supernatural ability to innately determine the direction of true north at will. Other creatures can make use of this ability by taking a monothot and spinning it on its back. The monothot will use its two antennae to stop its spinning. When it does, it always stops with its head pointing north. This ability works on any plane with a definite north, south, east and west (generally found only on planes with objective gravity). Monothots spun on other planes will stop with their head pointing in any random direction.

Spider Climb (Ex): A monothot's ten walking legs are like a spider's. It can climb on vertical and upside-down horizontal surfaces with ease. This grants it an additional +10 competency bonus on Climb checks, in addition to the +8 bonus granted by having a climb speed. Any creature with a strength score of 3 or greater can pluck it off a wall.

Black, Tan, and Red

These three species of monothot are nearly identical, except for their coloring, environment and preferred meal. The black species is found in nearly any temperate environment and eats moist soil, preferring topsoil. The tan species is found in any sandy environment and has a preference for moist sand. The red species is black with a red underside, and is found in any temperate forest. They prefer moist soil, but can also feast on dead wood.

Flying monothot

Resembling tan monothots with small, ladybug-like wings, flying monothots have all the same abilities and ecology of a normal monothot. However, flying monothots kept in canvas bags tend to die within a week. Sages speculate that their primary diet consists of the air itself, and that they must fly regularly in order to gather enough air to survive.

Flying monothots don't have the large, distinctive antennae of other monothots. They are smaller and act as sensory organs. When they are spun on their backs, they stop the spin by expanding their wings.

Special Qualities

Blindsight (Ex): A flying monothot's eyes are poor and nearly useless, and it lacks the tremorsense of other monothots. Instead, it can ascertain all foes within 30 feet using its miniature antennae, which detect sound, scent, and minute changes in air pressure.

Crystal monothot

The crystal monothot can inhabit almost any terrain, and can eat any soil, as well as dead vegetable or animal matter. It has the appearance of a regular monothot, except its carapace is transparent, giving the appearance that it's encased in crystal.

Special Qualities

A crystal monothot does not have the Direction Determination ability. Instead, it has Direction Indetermination.

Direction Indetermination (Su): A crystal monothot has the supernatural ability to innately determine the direction of true north at will. However, it doesn't impart this information as readily as other monothots do. When spun on its back, it will always stop with its head pointing towards a cardinal direction. the DM should secretly roll d%. On 1-40 the monothot points north, 41-60 south, 61-80 east, and 81-100 west. This ability works on any plane with a definite north, south, east and west (generally found only on planes with objective gravity). Monothots spun on other planes will stop with their head pointing in any random direction.

Torunish monothot

Sometimes called the spellbane monothot, the torunish variety has the same appearance and measly bite of a black monothot, but have a few extra abilities. It's named for the mythical land of Toruna, reputed to have a force field that erases any memorized spells and prevents spellcasting of any sort.

Since the first torunish monothots were discovered during the decades Amberlei was experimenting on monothots, sages speculate they were an unexpected byproduct of his monothot tamperings.

Aura of Toruna (Su): Torunish monothots constantly exude a weird force field that radiates out to a distance of 25 feet. Any spellcaster within the radiation, even divine spellcasters, must make a concentration check (DC 15 + the level of the spell being cast), or else botch the spell.

Confusion Venom (Su): On a successful bite, the monothot injects a mild venom into the victim's bloodstream that clouds the senses. Treat this as if a 15th-level cleric cast the spell Confusion on the victim. Will negates, DC 14.

Amberleish monothots

Created by the evil wizard Amberlei, these monothots are giant versions of the black monothot, roughly three feet long and two feet high. The end result of a decade of genetic tinkering, Amberlei used these monothots as the first line of defense of his stronghold in the Aldeemahn Jungle. They are sometimes known as fellspawn monothots.

Though they can eat soil like other monothots, amberleish monothots prefer to eat meat, whether fresh or carrion. They're possessed of a malevolent intelligence and like to ambush passers-by. They can understand Common and Terran, though they communicate only through a system of clicks and antennae waving that other amberleish monothots understand.

After the fall of Amberlei, his monothots escaped into the jungle. Their lifespans seem to have been increased dramatically, though how long they live is anyone's guess. Some sages speculate that they may live until slain. It is known that they have the capacity to reproduce, as baby monothots have been encountered. They are born at diminutive size (1d8+2), and grow one size class (and additional 1d8+2) each year until maturing at age 3. It seems likely that they reproduce nowhere near as often as a normal monothot, as the jungles certainly would have been overrun by them if they did. However, their exact mating practices have never been observed. Captive amberleish monothots never lay eggs.


Amberleish monothots are normally found alone, though in rare cases groups of up to six have been encountered.

Amberleish monothots like to perform ambushes, like waiting quietly on the ceiling of a cave and striking from above, or dropping on top of passers-by. It prefers to focus on one creature at a time, striking with its Antennae Whirl until the victim dies or becomes paralyzed. Once all combatants have been rendered impotent, the monothot delivers coup de grace attacks until they're all slain, then feasts on their corpses.

If outmatched or severely wounded, the monothot will use its burrowing ability to try to flee. If unable to do that, it will bring its bite into play, hoping to confuse its enemies into docility.

Tremorsense (Ex): An amberleish monothot's tremorsense is greater than a normal monothot's. It can automatically sense the location of anything within 60 feet that is in contact with the ground.

Antennae Whirl (Ex): Same as the normal monothot ability, except that Amberleish monothots cause 3d8 damage to an earth elemental instead of 1d4. Plus, in combat with other creatures, it can choose to forgo all other attacks in a round and instead focus a whirling barrage against a single opponent. Treat this as two separate antennae attacks with an additional +2 to the attack and damage rolls.

Paralysis (Su): Those hit and harmed by an antennae must make a Fortitude save (DC 15) or be paralyzed for 1d6+2 minutes.

Confusion Venom (Su): Same as the torunish monothot's venom, but DC 16. Will negates.

Spider Climb (Su): This is a supernatural ability for amberleish monothots. It functions the same as the normal ability, but it can be pulled from a surface only by a character with a strength score of 23 or greater. If this ability is supressed (by an Antimagic Field, for example), the extraordinary Spider Climb ability resurfaces (any creature with a strength score may pull it from a surface).

Superstitious Aura (Su): It's a common superstition that, like a mockingbird or an albatross, no good can come from harming a monothot. Amberlei used this superstition as a base when he created his monstrous monothots. Anyone who catches sight of an amberleish monothot must make a Will save (DC 18). If the save is failed, the viewer is suddenly filled with a supernatural dread. If attacked by the monothot, they will try to flee or cower rather than risk harming it. Those who witness the monothot paralyzing or killing one of their companions may attempt another saving throw to overcome the effect. Those who make their save are immune to the Aura of that monothot for 24 hours. This is a Mind-Affecting, Enchantment/Compulsion effect.

Portions of this document are Open Game Content, as specified here.
Monothot-Related Spells
Divine true north, east, up, etc.
Monothot Misdirection
Cause a monothot to point in a new direction.
Mass Monothot Misdirection
As above, but affects multiple monothots.
Meddle not in the affairs of dragons.
The Dungeon