I've done a lot of conversions to get some playability out of old modules and here is a little system that has worked quite well. I took it from other conversion ideas.
Ability Scores
Use the existing ability scores.
If a humanoid has a score over 20, the score becomes 20.
If a creature has a score over 30, the score becomes 30.
If the being has no score, the score becomes 3.
If you don't like the ability scores..
assign a standard array of 16, 15, 14, 11, 10, 9
assign the 16 to the being's primary attack ability
assign the 15 to the being's next important ability
Hit Points
Look at the Hit Dice of the being you are converting.
Save that first number.
Now look at the second number after the d.
If the being is a humanoid with a class, assign
d10 to fighting classes
d8 to skilled and mixed fighting casting classes
d6 to casting classes
If the being is not a humanoid,
assign the hit die according to size
Tiny is a d4
Small is a d6
Medium is a d8
Large is a d10
Huge+ is a d12.
multiply the first number by the d
multiply the first number to the constitution modifier
and add that.
For example, a HD5d8+23 Huge Monster will convert to
5d12+(5xConMod)
Proficiency Bonus
Use the existing character proficiency bonus table for both humanoids and creatures
Armor Class
Just use the armor class table in the basic rules for humanoid armor.
Creature Armor Class
Terranean Creature Armor Class
AC10 Underbelly
AC11 Feather
AC12 Soft Hide
AC13 Hard Hide
AC14 Soft Scale
AC15 Hard Scale
AC16 Ridged Shell
Subterranean & Mythical Creature Armor Class
AC17 Underbelly
AC18 Feather
AC19 Soft Hide
AC20 Hard Hide
AC21 Soft Scale
AC22 Hard Scale
AC23 Ridged Shell
Find the nearest approximate spells in the basic rules.
Use the weapon table in the basic rules to calculate the new damage.
Ability Scores
Use the existing ability scores.
If a humanoid has a score over 20, the score becomes 20.
If a creature has a score over 30, the score becomes 30.
If the being has no score, the score becomes 3.
If you don't like the ability scores..
assign a standard array of 16, 15, 14, 11, 10, 9
assign the 16 to the being's primary attack ability
assign the 15 to the being's next important ability
Hit Points
Look at the Hit Dice of the being you are converting.
Save that first number.
Now look at the second number after the d.
If the being is a humanoid with a class, assign
d10 to fighting classes
d8 to skilled and mixed fighting casting classes
d6 to casting classes
If the being is not a humanoid,
assign the hit die according to size
Tiny is a d4
Small is a d6
Medium is a d8
Large is a d10
Huge+ is a d12.
multiply the first number by the d

multiply the first number to the constitution modifier
and add that.
For example, a HD5d8+23 Huge Monster will convert to
5d12+(5xConMod)
Proficiency Bonus
Use the existing character proficiency bonus table for both humanoids and creatures
Armor Class
Just use the armor class table in the basic rules for humanoid armor.
Creature Armor Class
Terranean Creature Armor Class
AC10 Underbelly
AC11 Feather
AC12 Soft Hide
AC13 Hard Hide
AC14 Soft Scale
AC15 Hard Scale
AC16 Ridged Shell
Subterranean & Mythical Creature Armor Class
AC17 Underbelly
AC18 Feather
AC19 Soft Hide
AC20 Hard Hide
AC21 Soft Scale
AC22 Hard Scale
AC23 Ridged Shell
Find the nearest approximate spells in the basic rules.
Use the weapon table in the basic rules to calculate the new damage.