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Mothula are a moth-like insect that grows to staggering size, with the same affinity for light as its smaller cousins. Mothula are found primarily in Dungeons, though are by no means a prey species. Their larva, the Morth, cling to any nearby predator and will often suffocate them. In the wingless form, they are quick and possess the ability to climb walls. Once they have finished their short metamorphosis period, they are capable of flight.


XP 1,200
N Medium vermin
Init +2; Senses darkvision 60 ft.; Perception +1

AC 17, touch 12, flat-footed 15 ( +2 Dex, +5 natural)
HP 45 (7d8 +14)
Fort +7, Ref +4, Will +3
Immune mind-affecting effects

Speed 20 ft., climb 30 ft., fly 80 ft. (perfect)
Melee bite +9 (2d8 +6 plus grab)
Special Attacks sleep spores, darting charge

Str 19, Dex 15, Con 14, Int —, Wis 12, Cha 9
Base Atk +5; CMB +9 ( +13 grappling, or +17 grappling on a charge); CMD 21 (29 vs. trip)
Feats Flyby Attack
Skills Fly +10


Sleep Spores (Ex)
As a standard action, a Mothula can shake a cloud of yellowish scales from its wings in a 30-foot area centering from itself. Affected creatures must make a successful DC 19 Will save or fall asleep for 10 minutes. There is no HD limit for this sleep effect. The save DC is Constitution-based.

Darting Charge (Ex)
A Mothula is adept at swooping in to attack prey with a powerful bite and then, just as quickly, swooping back up out of reach. As a result, a Mothula gains Flyby Attack as a bonus feat. In addition, if a Mothula charges while flying, it receives a +4 bonus on CMB checks made to grapple foes.


XP 800
N Small vermin
Init +1; Senses darkvision 60 ft.; Perception +1

AC 15, touch 12, flat-footed 14 ( +1 Dex, +3 natural, +1 size)
HP 32 (5d8 +10)
Fort +6, Ref +2, Will +2
Immune mind-affecting effects

Speed 30 ft., climb 30 ft.
Melee bite +6 (2d6 +3), slam +6 (1d8 +3)
Space 5 ft.; Reach 5 ft.

Str 15, Dex 13, Con 14, Int —, Wis 12, Cha 5
Base Atk 3; CMB +4; CMD 15 (23 vs. trip)
Skills Stealth +5 (
13 in tall grass), Climb +10; Racial Modifiers +8 Stealth in tall grass


XP 200
N Tiny vermin
Init +3; Senses blindsight 30 ft., scent; Perception +0

AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
HP 7 (3d8-6)
Fort +4, Ref +4, Will +1;
Immune mind-affecting effects;

Speed 30ft.
Melee bite +0 (1d3 plus attach)
Space 2-1/2 ft.Reach 0 ft.
Special Attacks blood drain

Str 3, Dex 16, Con 12, Int -, Wis 10, Cha 1;
Base Atk 2; CMB -4; CMD 11
Skills Stealth +13, Climb +4; Racial Modifiers +8 Stealth in forests


Attach (Ex)
When a Morth hits with a bite attack, it latches onto its target and automatically grapples. The giant leech loses its Dexterity bonus to AC and has an AC of 10, but holds on with great tenacity and automatically inflicts bite damage each round. A Morth has a +8 racial bonus to maintain its grapple on a foe once it is attached. An attached Morth can be struck with a weapon or grappled itself-if its prey manages to win a grapple check or Escape Artist check against it, the Morth is removed.

Blood Drain (Ex)
A Morth drains blood at the end of each turn it is attached, inflicting 1 point of Strength and Constitution damage.


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