Converting original D&D and Mystara monsters

Status
Not open for further replies.

log in or register to remove this ad

groovin! we'll start the phanaton ASAP.

AND... that means we have 10 completed conversions to add to the CC! woohoo! :)
 


well, this one shouldn't be so difficult, or so hotly debated. ;)

first, 3 similar sets of OD&D stats:

X1:

Phanaton
Armor Class: 7
Hit Dice: 1-1
Move: 150’ (50’)
Attacks: 1
Damage: 1-6 or by weapon
No. Appearing: 0, 3-18
village 30-300)
Save As: Fighter: 1
Morale: 7
Treasure Type: Nil
Alignment: Lawful

The Phanaton look like a cross between raccoons and monkeys. They are roughly halfling-size and have 4' long tails that can grasp objects, and even manipulate them clumsily. For example, when fighting in the trees, a phanaton will often wrap its tail around a branch for support. In addition, phanatons have membranes of skin stretching from arm to leg, that they can spread and glide from branch to branch. They have a +2 bonus on all saving throws due to their small size and agility.

Phanaton prefer to eat fruits and vegetables, though they may eat meat. They live in tree-top villages built on platforms of wood and woven vines connected by rope bridges. Each village of 30-300 will be a separate clan. They are the allies of treants and dryads, and are friendly with elves. Phanaton are the traditional enemies of aranea, the spider-folk, and will attack them on sight.

For every 30 phanaton, there will be a clan war chief who will have 3 hit dice and at least 15 hit points. He will also have a bodyguard of 2-12 phanaton warriors who fight as 2 hit dice monsters and have 7-10 (1d6 +4) hit points each. For every hundred phanaton, there will be a tribal subchief with 6 hit dice, 30 hit points, and a +1 bonus to all damage rolls. The subchief will have 2-8 (2d4) bodyguards with 3 hit dice and 15 hit points. If 300 phanaton are encountered, there will be a tribal king who has 8 hit dice, 50 hit points, and a +2 bonus to all damage rolls. His bodyguards will be 4 phanaton warriors with 6 hit dice, 30 hit points, and a +1 bonus to all damage rolls.


AC 9:

PHANATON

Armour Class: 7
Hit Dice: 1-1
Move: 90' (30')
glide 150' (50')
Attacks: 1 Weapon
Damage 1-6 or by weapon
No. Appearing: 0 (3-18 – village 30-300)

Save As: Fighter: 1
Morale: 7
Treasure Type: Nil
Intelligence: 8
Alignment: Lawful
XP Value: 5

The phanaton look like a cross between raccoons and monkeys. They are roughly halfling-size and have 4-foot-long tails that can grasp objects and even manipulate them clumsily. For example, when righting in the trees, a phanaton often wraps its tail around a branch for support. In addition, phanaton have membranes of skin stretching from arm to leg, which can be spread to allow them to glide from branch to branch. They have a + 2 bonus on all Saving Throws due to their small size and agility.

Phanaton prefer to eat fruit and vegetables, although they may cat meat. They live in tree-top villages built on platforms of wood and woven vines connected by rope bridges, Each village houses a distinct clan of 30-300 phanatons.

For every 30 phanaton there is a clan war-chief who has 3 hit dice and at least 15 hit points. The war-chief also has a bodyguard of 2d6 phanaton warriors who fight as 2 hit dice monsters, and has 1d6+4 hit dice, 30 hit points, and a +1 bonus to all damage rolls. The sub-chief has 2d4 bodyguards who each have 3 hit dice and 15 hit points. If 300 phanaton are encountered, they are led by a tribal king who has 8 hit dice, 50 hit points, and a +2 bonus to all damage rolls. The king has four phanaton warriors who act as bodyguards, each his 6 hit dice, 30 hit points and +1 bonus to all damage rolls.

Phanaton are the allies of treants and dryads, and are friendly with elves. They are the traditional enemies of aranea, the spider-folk (see page 60), and attack them on sight.


DMR2:

Phanaton

Armor Class: 7
Hit Dice: 1-1 (S)
Move: 90' (30')
Glide 150' (50')
Attacks: 1 weapon
Damage: 1-6 or by weapon
No. Appearing: 0 (3d6; village 3d10x10)
Save As: Fighter: 1
Morale: 7
Treasure Type: Nil
Intelligence: 8
Alignment: Lawful
XP Value: 5

Monster Type: Monster (Rare).
Phanatons look like a cross between raccoons and monkeys. They are roughly the size of halflings and have four-foot-long tails that can grasp objects and even clumsily manipulate them. For example, when fighting in the trees, a phanaton often wraps its tail around a branch for support.

In addition, phanaton have membranes of skin stretching from arm to leg, which can be spread to allow them to glide from branch to branch. They have a + 2 bonus on all saving throws due to their small size and superior agility.

Phanatons are omnivores. They prefer to eat fruit and vegetables, although they may eat meat. They find spiders particularly delicious. They live in treetop villages built on platforms of wood and woven vines connected by rope bridges. Each village houses a distinct clan of 30-300 phanatons.

For every 30 phanatons there is a clan warchief who has 3 Hit Dice and at least 15 hit points. The warchief also has a bodyguard of 2d6 phanaton warriors who fight as 2 Hit Dice monsters, and have 1d6+4 Hit Dice, 30 hit points, and a +1 bonus to all damage rolls.

If 300 phanatons are encountered, they are led by a tribal king who has 8 Hit Dice, 50 hit points, and a +2 bonus to all damage rolls. The king has four phanaton warriors who act as his loyal bodyguards. Each phanaton bodyguard has 6 Hit Dice, 30 hit points and a +1 bonus to all damage rolls.

Phanaton are the allies of treants and dryads, and are usually quite friendly with elves. They are the traditional and instinctive enemies of araneas, the spider-folk, and attack them on sight.

Terrain: Jungle.
 

then, from the 2E Mystara MC:

Phanaton
CLIMATE/TERRAIN: Tropical or subtropical jungles and forests
FREQUENCY: Rare
ORGANIZATION: Clan
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Average (8 - 10)
TREASURE: Nil
ALIGNMENT: Chaotic Good
NO. APPEARING: 3d6
ARMOR CLASS: 7
MOVEMENT: 9, Gl 15
HIT DICE: 1 - 1
THAC0: 20
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1d4 (bite) or by weapon
SPECIAL ATTACKS: Surprise
SPECIAL DEFENCES: +2 bonus on all saving throws
MAGIC RESISTANCE: Nil
SIZE: S (3' tall)
MORALE: Average (8)
XP VALUE: 35 Warrior: 120 Chief: 270 King: 2,000

Phanatons are odd, seldom-seen. intelligent forest-dwellers that have very strong ties to nature.

A phanaton looks like a cross between a raccoon and a monkey, though its face has an almost human quality in terms of subtle expressions. A phanaton is roughly the size of a halfling, and has a 4-foot-long prehensile tail. In addition, a phanaton has membranes of skin stretching from arm to leg; these can be spread to glide from branch to branch.

A phanaton's coloration resembles a raccoon, with a dark mask over the eyes, gray-brown fur, and a ringed tail. The phanaton's hands are like a monkey's, including opposable thumbs. A phanaton's eyes are bright green, fiery red, or shiny yellow. In the dark, phanaton eyes can give travelers quite a scare.

Phanatons speak the languages of elves and treants, as well as their own language that consists largely of hoots, chatters, and clicks.

Combat: Their gentle nature makes phanatons slow to attack strangers, though they fight fanatically to save the natural beauty around them from destruction. As a rule, phanatons will not opt for direct attacks on bigger or more numerous foes. Phanatons use the forest setting in order to launch harrying sneak attacks: they are naturally quiet, which gives opponents a -3 penalty to surprise rolls. When among trees, phanatons can move silently like thieves with a 75% chance of success.

Phanatons hate aranea intensely, and will attack them on sight, casting aside all tactics and stealth.

Phanatons use simple weapons such as clubs, staves, and nets. Most of their weapons are fabricated simply with materials at hand. Phanatons rarely use metal weapons.

When not using weapons, phanatons deliver a bite that causes 1d4 points of damage.

Phanatons have extremely acute senses arid therefore have an empathy with their forest surroundings. This gives them a +2 bonus on all their saving throws.

When a group of 10 phanatons is encountered, the group will include a warrior (n'chala) with 2 Hit Dice and 10 hit points. In a group of 30 phanatons, there is a clan warchief with 3 Hit Dice, at least 15 hit points, and a +1 bonus to all damage rolls. The warchief has 2d6 n'chala as guards. If 300 adult phanatons arc encountered, they are led by a tribal king with 8 Hit Dice, 50 hit points, and a +2 bonus to all damage rolls.

Habitat/Society: Each phanaton tribe is made up of clans. Phanaton clans have 3d10 x 10 adult members plus an additional 25% of that number in offspring. Clans live in villages built on platforms of wood and woven vines connected by a network of rope bridges.

Phanatons can live for 80 years. Their litters have 1d6 kits. The kits grow to maturity in six months.

Though phanatons do not have a written language, they love to pass down stokes and legends from generation to generation. In fact, many phanaton names are followed by a list of the phanaton's ancestors' accomplishments.

Phanatons are the allies of treants and dryads, and are usually very friendly with elves - especially wood elves. The aranea are their traditional enemies.

Phanatons often run afoul of humans, humanoids, and demihumans who attempt to cut down forests. Phanatons try to halt timber efforts by secretly sabotaging equipment and playing annoying, nonlethal tricks on the woodcutters.

Ecology: A healthy woods or jungle is often a sign of phanaton influence. These creatures enjoy tending the woods around them, cultivating favorite plants, clearing away dead plant matter, and ensuring that the balance of nature in their area is maintained.

Phanatons are omnivorous. They prefer to cat fruits and vegetables, but they also eat meat; they find spiders to be especially delicious.


some preliminary stats for the phanaton:

Phanaton
Small Monstrous Humanoid?
Hit Dice: 1d8+X (X hp)
Initiative: +X
Speed: 25 ft (5 squares) (glide 40 ft??)
Armor Class: 13 (+X Dex, +X natural), touch X, flat-footed X
Base Attack/Grapple: +1/+X
Attack: Bite +X melee (1d4+X)
Full Attack: Bite +X melee (1d4+X) or weapon
Space/Reach: 5 ft/5 ft
Special Attacks: X
Special Qualities: X
Saves: Fort +X Ref +X Will +X
Abilities: Str X, Dex X, Con X, Int 10, Wis X, Cha X
Skills: 4?
Feats: 1

Environment: Warm forest
Organization: X
Challenge Rating: X
Treasure: None
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: +X


A phanaton is 3 feet tall, with a 4-foot-long tail

A phanaton speaks Elven, Sylvan

COMBAT


Originally found in module X1 – The Isle of Dread (1981, David Cook and Tom Moldvay), AC9 - Creature Catalogue (1986), DMR2 - Creature Catalog (1993), and Mystara Monstrous Compendium Appendix (1994??).
 

And here's the phanaton from the Savage Coast MC.

Phanaton, Jibarú
CLIMATE/TERRAIN: Tropical or subtropical jungles and forests
FREQUENCY: Rare, common in Jibarú
ORGANIZATION: Clan
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Average to Genius (8–18)
TREASURE: Nil
ALIGNMENT: Chaotic good
NO. APPEARING: 3d6
ARMOR CLASS: 7
MOVEMENT: 9, Fl 15 (E)
HIT DICE: 1–1
THAC0: 20
NO. OF ATTACKS: 1 (bite)
DAMAGE/ATTACK: 1d4 or by weapon
SPECIAL ATTACKS: Poison coated needles
SPECIAL DEFENSES: +2 saving throw bonus
MAGIC RESISTANCE: Nil
SIZE: S (3' tall, 4' long tail)
MORALE: Average (8–10)
XP VALUE: 65
Warrior 175
Chief 270
King 2,000

Phanatons are seldom-seen, intelligent forest dwellers that have very strong ties to nature. A phanaton looks like a cross between a raccoon, a monkey, and a flying squirrel. A phanaton is roughly the size of a halfling and has a 4-foot-long prehensile tail. In addition, a phanaton has membranes of skin stretching from arm to leg, which can be spread to glide from branch to branch.

A phanaton's coloration resembles that of a raccoon, with a dark mask over the eyes, gray-brown fur, and a ringed tail. The phanaton's hands are like a monkey's, possessing opposable thumbs. Phanaton eyes are bright green, fiery red, or shiny yellow.

Phanatons have a complex language that consists largely of hoots, chatters, and clicks. Some phanatons can also speak the languages of elves and treants.

The Red Curse: Most phanatons live outside the cursed areas. However, those who enter these areas will acquire Legacies and require cinnabryl to ward off Affliction. Many phanatons prefer to use medicines derived from Jibarú pests to alleviate the symptoms of the Red Curse.

Combat: A phanaton's gentle nature makes it slow to attack strangers, though it will fight fanatically to preserve the natural beauty of the forest. As a rule, phanatons never opt for direct attacks on larger or more numerous foes. They use their stealth skills to launch harrying sneak attacks; they are naturally quiet, which gives the opponents a –3 penalty to surprise rolls. When among trees, phanatons can move silently with a 75% chance of success. Phanatons can move up and down trees without slowing.

Phanatons hate araneas intensely and attack them on sight, casting aside all tactics and stealth. Phanatons also have an intense dislike for Herathians (unaware that the Herathians are one and the same with the hated araneas), because they have had to defend themselves from Herathian colonization efforts over the last century. Although detrimental to individual phanatons, the Herathian incursions did force the phanatons to develop a cohesive government, codes of mutual self-defense, and a universal system of laws.

Phanatons use simple weapons such as clubs, staves, and nets. Most of their weapons are fabricated with forest materials; they rarely use metal weapons. Their favorite ranged weapon is a blowgun from which they fire poison-coated needles. Victim are paralyzed for 1d6 turns unless they make a successful saving throw vs. poison. Phanatons of Jibarú also use short spears and bows. When not using weapons, they can bite for 1d4 points of damage.

When a group of phanatons is encountered, it includes a 2 HD warrior (n'chala) with 10 hit points. These phanatons have nonweapon proficiencies in gliding, each gaining a +1 bonus to the required saving throw vs. paralysis and a swoop attack. The swoop attack mode allows the phanaton to glide through the air to sneak up on an opponent (90% move silently), followed by a high-speed dive and slashing attack, inflicting double damage if successful.

In a group of 30 or more phanatons, they have a clan war chief with 3 Hit Dice, at least 15 hit points, and a +1 bonus to all damage rolls. The war chief has 2d6 n'chala as guards. If at least 300 adults are encountered, they are led by a tribal king with 8 Hit Dice, at least 50 hit points, and a +2 bonus to all damage rolls. Phanatons of Jibarú have individuals who exceed those levels and many who use magic. Most phanaton warriors are, in fact, rangers; they receive additional bonuses to the forest skills of hiding in shadows, moving silently, tracking, and hunting.

Special Abilities: Though phanatons cannot really fly, they can perform a controlled glide, carrying no more than 10 pounds while gliding. All phanatons may glide for at least one round. On the second and subsequent rounds, the phanaton must make a successful saving throw vs. paralysis each round in order to stay aloft.

Phanatons have extremely acute senses and great empathy with their forest surroundings, giving them a +2 bonus on all their saving throws while in their natural habitat.

Habitat/Society: Each tribe is made up of clans which have 3d10+10 adult members and 25% of that number of offspring. Their villages are built high in the trees on platforms of wood and woven vines connected by a network of rope bridges. The rope bridges are not suitable for man-sized or larger creatures. Any such creature attempting to use a phanaton bridge is likely to either fall off or break the bridge.

Latecomers to civilization, phanatons are just beginning to institute a central government and systems of laws. They seem to be headed toward a collective tribal government with an advisory council of druids and shamans.

Though they do not have a written language, phanatons continue to pass down most of their legends orally. Many phanaton names are followed by a list of accomplishments by their ancestors, such as "Falling Leaf, Whose Grandfather Longflier Dropped a Rotten Egg on the Head of an Evil Herathian Mage During the Battle of Two-Burnt-Sticks."

Phanatons ally with most treants and dryads and are usually friendly with elves. Phanatons do not like humanoids that attempt to cut down forests. They try to halt timber efforts by secretly sabotaging equipment and playing annoying, nonlethal tricks on the woodcutters.

Ecology: Healthy woods and jungles are often the sign of phanaton influence. They enjoy tending the woods, cultivating plants, and ensuring that the balance of nature in their area is maintained.

Phanatons are omnivorous. They prefer to eat fruits and vegetables, but they also eat meat. They find spiders especially delicious.

Phanatons have a life span of about 80 years. Their litters have 1d6 kits that grow to maturity in about six months. Luckily, they are fertile for only a small fraction of the year. Otherwise, with their long life spans, quick maturity, and large litter sizes, they would quickly outbreed most other intelligent species.
 


I think these guys might be easier to work in reverse, thus...

Phanatons as Characters

Phanatons possess the following racial traits.

+2 Dexterity, –2 Strength (?).
Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
A phanaton's base land speed is 25 feet. A phanaton may also glide (see SQ).
+X racial bonus on Climb and Move Silently checks.
+2 racial bonus on all saving throws.
Automatic Languages: Common, Halfling. Bonus Languages: Elven, Sylvan. Bonus Languages: Common, X.
Favored Class: Druid?
 


I started with the halfling, and modified it based on the text from all the various versions you posted.

Also, it looks like it can have a simple fly speed. I thought that glide would need to be a special quality, but the cloaked ape from MM2 has a fly speed of 40 ft. (poor), to go along with this description: "The cloaked ape is named for the flaps of skin that stretch from its wrists to its ankles. When not extended for gliding through the treetops, these skin flaps resemble the folds of a cloak."

Also, these little critters should have a climb speed. Once again, I refer you to the cloaked ape, which has a climb speed equal to its land speed.
 

Status
Not open for further replies.
Remove ads

Top