A monothot can cling to walls and even ceilings. In effect, a monothot is treated as constantly being under a nonmagical version of the spell spider climb. This ability doubles the normal +8 racial bonus to Climb checks normally afforded creatures with a climb speed to a +16 racial bonus.
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 (or wings, for a flying monothot) 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.
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.
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 (or other creature made of dirt, sand, soil, etc) at least three size classes larger than it, their natural burrowing causes 1d4 damage (3d8 for an Amberleish monothot) 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.
Torunish monothots constantly radiates a Mind-Affecting field to a distance of 25 feet. Any creature attempting to cast a spell or use a spell-like ability within the radiation must make a concentration check (DC 15 + the level of the spell being cast), or else lose the spell. This check is in addition to any other concentration check(s) that may apply (such as the check required for defensive casting or after sustaining damage).
If a creature is in the Aura of multiple monothots, they must make a concentration check for each monothot. However, the DC decreases by 2 for each other Aura the creature has overcome in the current round. (Casting a cantrip with three monothots nearby would require concentration checks against DCs 15, 13 and 11.)
An Amerleish monothot 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.
Creatures damaged by an antenna must make a Fortitude save (DC 12) or be paralyzed for 1d6+2 minutes.
On a successful bite, the monothot injects a mild venom into the victim's bloodstream that clouds the senses. Treat this as the spell Confusion. Will negates, DC 14.
The Amberleish monothot's poison is stronger and gives a -2 penalty to the save.
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.
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.
Monothots 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 are all capable of eating unpolluted dirt, soil, dust, gravel 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. 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. 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 one month.
Black, red and tan monothots are differentiated by their color and their eating habits. Black monothots prefer darker soils. Red monothots can consume rotting wood. Tan monothots prefer sand or sandy soil. Otherwise, they are the normal, prototypical monothot.
Flying monothots resemble tan monothots with small, ladybug-like wings beneath their outer carapace. Their antennae are a third the size of a regular monothot and have special sensory organs that provide them with blindsight. They do not survive well in captivity.
The carapace of a crystal monothot is hard and transparent, giving it the appearance of being encased in crystal. They can subsist on dead animal and plant matter as well as soil.
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 be resistant to and utterly devoid of magic.
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.
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 are possessed of a malevolent intelligence and like to ambush passers-by. They can understand Common and Undercommon, 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 two. 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.
OOC D&D: I was her bagpipe lover.