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)
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.
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
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