Converting the Napga from X4: Master of the Desert Nomads

johnsemlak

First Post
Here is my quickstart conversion of the Napga. I've tried to list the basic stats without geting into the special abilities. I'm using both X4 and the Mystara Monstrous Compendium (2e) as a source.


Napga
Medium Abberation

HD: 9d8
Initiative -1
Speed: 30
AC: 17 (?)
BAB: +7
Attack: 1 Bite +7 melee
Special Attacks: see below
Saves: Good Will +2, normal Ref -1, Fort
Abilities: Str: 10 Dex: 8 Con: 10 Int: 16 Wis: 14 Cha: 12
Skills: Spellcraft: (12+3) +15, Knowledge Arcana (12+3) +15, Concentration +12, ???
Feats:
CR: 9
Spell Resisitance: ? (MR was 15% in 2e)
AL: Chaotic Neutral/Evil

I'll work on the special abilites later.

One question I have is about determining the AC. The old AC is listed as 3. That would be a 17 in 3e, which is rather high. How can we design the Napga to account for this?
 

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sounds cool john. we've got a request to work on the carnifax after the phanaton are done, but we can move into the X4-X5 conversions right after. did i mention that the dusanu are ready to go?
 

Napgas have the following spell-like abilities, usable 3 times per day, cast as if by a level 9 wizard:

  • Create flames- causes one flammable object within 60 feet
    of the nagpa to burst into flames and burn for 1-3 rounds, inflicting 2d6 points of damage per round to all creatures within 5 feet of the flame source. Victims who succeed a reflex saving throw suffer only half damage.
  • Paralysis forces all creatures of lawful alignment to make
    saving throw vs. willpower. Those who fail are paralyzed for 1d4
    rounds.
  • Corruption causes one nonliving object within 60 feet of the
    nagpa to decay or rot into an unusable condition at the end of 1
    round. Magical items are allowed a savine throw
    avoid all damage.
  • Darkness and phantasmal force take effect as the
    spells of the same name.


With those special abilities, what would be an estimate of a Napga's level adjustment?

As I read the 2e version of the Napga, they also got spells equivelent to a wizard of 9+ level, though the original version makes no mention of this. I feel that full 9th level spell-using abilities might be a bit much in addition to the above powers. I feel the creature shouldn't have a challenge rating greater than 9-10 in it's weakest form.

One solution might be to remove all the above powers and simply state that Napgas are Wizards of 9+ level, and perhaps suggest that take spells similar to the above powers. That might be too far divergent from the original monster though.

Any thoughts on this?
 
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Here's a copy of my response in the Mystara3e list:

Here is a start of my conversion of the Napga. I've tried to list the basic stats without geting into the special abilities. I'm using both X4 and the Mystara Monstrous Compendium (2e) as a source.


Napga
Medium Abberation

Personally I would go with Monstrous Humanoid rather than Aberration. Being vulture-like they have the animalistic features and, other than that, I wouldn't say they were overly weird or bizarre.

They are thought to have come from another plane in PC2 so they should probably have the extraplanar subtype.


Abilities: Str: 10 Dex: 8 Con: 10 Int: 16 Wis: 14 Cha: 12
HD: 9d8

Having looked at PC 2, I think that Nagpa should have a Con penalty. PC 2 limits their Dex, Str and Cha to 16 and their Con to 17 while specifying a minimum Int of 9 and Wis of 7. The text states that their bodies are too weak to wear armour effectively and they lack the coordination and sense of balance to wield shields. This translates to penalties on Dex, Str, Con and Cha and to bonuses on Int and Wis. Given that Charisma in 0e was far more about appearance than force of personality and given that PC2 describes the Nagpa as seeking to dominate those around them I think that a Charisma bonus would be more appropriate (especially since their spell-like abilities will depend on it).

I would thus put their abilities as:

Str 7; Dex 8; Con 8; Int 16; Wis 14; Cha 12

Which makes their HD line:

Hit Dice: 9d8-9 (31 hp)


Initiative -1

I believe they have three feats in 3e and four in 3.5e. I think one of those should be Improved Initiative. Given their physical frailness, they'll need initiative if they are to be at all effective.

Speed: 30
AC: 17 (?)

AC 17 is indeed the 3e equivalent to their original AC 3. PC 2 explains that they don't wear armour but have a high AC because of their "magical nature". This could be translated to mean a magically high natural armour but I don't get the impression that they're thick-skinned. I think a magical deflection bonus would be more appropriate (this does have precedence for creatures like wraiths etc.).

Armor Class: 17 (-1 Dex, +8 deflection), touch 17, flat-footed 17


BAB: +7
Attack: 1 Bite +7 melee

For a Monstrous Humanoid the base attack is +9 but with the -2 strength you end up with +7 on the attack. The picture in X4 has them holding a staff and 2e has them wielding one so I would write their attacks as follows:

Base Attack/Grapple: +9/+7
Attack: Bite +7 melee (1d8-2) or Quarterstaff +7 melee (1d6-2)
Full Attack: Bite +7 melee (1d8-2) or Quarterstaff +7/+2 (1d6-2)


Special Attacks: see below
Spell Resisitance: ? (MR was 15% in 2e)
CR: 9

The correct notation would be:

Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60ft., spell resistance 18


PC2 gives them anti-magic which increases with level so spell resistance is certainly appropriate. The 3.5 MM recommends SR of 11+CR to provide a 50% chance for characters of equal level to the encounter.

I think that the Nagpa is significantly inferior to a 9th level Wizard with far less spells and no class abilities. The Green Hag is a HD 9 monstrous humanoid with much better physical ability scores, damage and hit points. It also has spell-resistance and some pretty good supernatural and spell-like abilities. The Nagpa's spell-like abilities are better than the Hag's so, overall, I'd use the same challenge rating (CR 5).

The 3.5 formula would be SR 16 for CR 5 but the Hag has 18 and I think the Nagpa could use it.


Saves: Good Will +2, normal Ref -1, Fort

Monstrous humanoids have good Dex and Will saves. The Hag has taken the Great Fortitude feat which seems like a good idea for the Nagpa. I'd make the saves:

Saves: Fort +4, Ref +5, Will +8

Skills: Spellcraft: (12+3) +15, Knowledge Arcana (12+3) +15, concentration +12, ???
Feats:

PC 2 says they get more skills than normal (six), three of which must be knowledge skills. It also gives them a love of books and study of the ancient tomes and manuscripts. I would, therefore suggest the following skills and feats under 3.5:

Skills: Concentration +11, Decipher Script +17, Knowledge(Arcana) +15, Knowledge (any other two) +15
Feats: Combat Casting, Diligent, Great Fortitude, Improved Initiative



AL: Chaotic Neutral/Evil

Based on the PC2 write-up I'd actually suggest 'usually lawful evil'. They appear to be quite organized, seeking to dominate others and utilizing slave labour to aid them. "They tend to be cynical, manipulative and crafty, caring little for the merits of anyone else's existence. Though they are not given to cruelty, deceit and the like, they certainly aren't good guys either."

Manipulation and domination are Lawful traits and the lack of deceit and cruelty would seem to suggest they are not Chaotic in the 3e sense.

Put together the 3.5 version looks as follows:

Nagpa
Medium Monstrous Humanoid (Extraplanar)
Hit Dice: 9d8-9 (31 hp)
Initiative: +3 (-1 Dex, +4 Improved Initiative)
Speed: 30 ft.
Armor Class: 17 (-1 Dex, +8 deflection), touch 17, flat-footed 17
Base Attack/Grapple: +9/+7
Attack: Bite +7 melee (1d8-2) or Quarterstaff +7 melee (1d6-2)
Full Attack: Bite +7 melee (1d8-2) or Quarterstaff +7/+2 (1d6-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60ft., spell resistance 18
Saves: Fort +4, Ref +5, Will +8
Abilities: Str 7; Dex 8; Con 8; Int 16; Wis 14; Cha 12
Skills: Concentration +11, Decipher Script +17, Knowledge(Arcana)
+15, Knowledge (any other two) +15
Feats: Combat Casting, Diligent, Great Fortitude, Improved Initiative
Environment: Warm deserts
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: -



Special Abilities:

Napgas have the following spell-like abilities, usable 3 times per day, cast as if by a level 9 wizard:

All spell-like abilities use Charisma as the modifier so the above should by a level 9 sorcerer rather than wizard. I think some of the Nagpa's abilities might be better off as supernatural, especially since Monstrous Humanoids often have supernatural abilities. You also need to determine the DC for these.


* Create flames- causes one flammable object within 60 feet of the nagpa to burst into flames and burn for 1-3 rounds, inflicting 2d6 points of damage per round to all creatures within 5 feet of the flame source. Victims who succeed a reflex saving throw suffer only half damage.

If this is a spell-like ability I think range should be a standard range - i.e. Close (25 ft. + 5 ft./2 levels). The object should get a Will saving throw (as per the Shatter spell) if it is magic or attended. This is a kind of cross between shatter and flaming sphere, both of which are 2nd level. I would, therefore set the DC at 13 (+2 for level, +1 for Charisma).


* Paralysis forces all creatures of lawful alignment to make saving throw vs. willpower. Those who fail are paralyzed for 1d4 rounds.

You forgot to mention the 10' radius! I think this should be a supernatural ability. I also think that it should be Good rather than Lawful characters who are affected (given my alignment arguments earlier). As a supernatural ability this would have a DC of 15 (10 plus half hit dice plus charisma bonus).


* Corruption causes one nonliving object within 60 feet of the nagpa to decay or rot into an unusable condition at the end of 1 round. Magical items are allowed a saving throw avoid all damage.

This also feels more like a supernatural ability. The saving throw would be, as per Create Flame - a standard Will save for magical or attended objects. The DC would be 15.

* Darkness and phantasmal force take effect as the spells of the same name.

Phantasmal Force is actually called Minor Image in 3rd edition. The DC would be 13 for both Darkness and Minor Image.


With those special abilities, what would be an estimate of a Napga's level adjustment?

I wouldn't give a level adjustment. Compared to a 9th level Wizard the abilities together with the ability score bonuses might just make the Nagpa equivalent but, if anything, it may even be a negative. The Nagpa in PC 2 go on to add additional abilities at higher levels (improved anti-magic, polymorph self, animate dead and summon homunculus or tabi). You could add some of these to the base creature's abilities or create a monster class that would take the nagpa higher than 9 hit dice.

I wouldn't make the Nagpa a standard wizard, particularly since PC 2 says that there are no nagpa spellcasters (i.e. wiccas or shamans).

Regards

Julian
 

johnsemlak said:
Here is my quickstart conversion of the Napga. I've tried to list the basic stats without geting into the special abilities. I'm using both X4 and the Mystara Monstrous Compendium (2e) as a source.

Once upon a time, I was working on a conversion of the monsters from X4 here. Since I'm not a member, I can't search for the old thread, but perhaps someone will feel charitable and find it for me? ;)

I won't pretend that my versions were any great thing, but they were a little closer to the X4 versions (I think) than some of the other conversions that added a lot of material from other sources (the Juggernaut, in particular, seems to be very different in other places).
 

Sixten said:
I won't pretend that my versions were any great thing, but they were a little closer to the X4 versions (I think) than some of the other conversions that added a lot of material from other sources (the Juggernaut, in particular, seems to be very different in other places).

If there's a search facility on this forum I don't see it, so I can't check your previous suggestions out.

I did notice that there's a Nagpa in the EN World conversions area but there are a lot of aspects about it that contradict the original source material (bonuses on Con and Dex, fire resistance, contagion etc.).

I believe that John's version, coupled with my own suggestions, do not in any way contradict X4. The only addition is the spell resistance but that is consistent with the Nagpa's treatment in the oD&D supplement PC 2 - Top Ballista. Top Ballista expands the Nagpa for use as a Player character and provides the detail needed to make informed decisions about ability scores etc. that are not detailed in X4.

In the context of X4, in fact, it may be necessary to boost the Nagpa with additional abilities. Simply because I don't think the current result is worth more than CR 5 which, even coupled with the Tabi, might be a little low given that the module was originally designed for what would translate to a 9th level party.

One way to boost the Nagpa might be to add some racial bonuses to the Corruption and/or Paralyis DC's, or to boost the Charisma further. I suggest a proper playtest against a party of the target level might be in order (after converting the Tabi, of course!)

Regards

Thrombin
 



I took a look at your suggested Nagpa.

They are standard human speed in X4 (120') so I wouldn't make them 40.

PC 2 definitely indicates reduced Dex and Str and I think Charisma should be a bonus for the reasons previously stated.

2e puts their Int between 15 and 16 so I think 16 is more appropriate than 14.

Skills are anyone's guess but PC 2 does specify that half of their iniital skills should be Knowledge.

AC 16 is slightly worse then the equivalent of oD&D's AC 3. AC 17 would be a better fit.

'Any land' is not consistent with their stated preference in X4 for deserted ruins and wastes.

Hold Person is very different to their original paralyis ability which has a radius of 10 feet and only affects those of a particular alignment.

The equivalent of Phantasmal Force is Minor Image, not Major Image.

Rusting Grasp requires the Nagpa to get into the thick of combat which is very different to their original corruption ability. It also only works on metal.

Produce Flames is also quite different to their Create Flames ability.

The no coins option on the treasure is probably a good idea, though.

Regards

Thrombin
 

Thrombin said:
I believe that John's version, coupled with my own suggestions, do not in any way contradict X4.

FWIW, Thrombin, I didn't mean to imply that they did, or that mine was better. But, as you note, there are some conversions that are pretty far afield, for both the nagpa itself and the other creatures from that module (the juggernaut in particular). I was really just trying to provide another data point for the discussion.

As far as your specific comments on my nagpa go... I don't really have any arguments. That was really the first conversion effort that I undertook, and even now I'm fairly green at this sort of thing. It was based in part on some guidelines I found on the web for converting OD&D to 3E (which is where that treasure type description came from).

(But specifically regarding the environment: there really isn't an equivalent terrain type, at least in 3.0. "Underground" isn't really the same thing. How would you note this?)
 
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