TarionzCousin said:
You should win an award for this. Thanks so much for sharing!
Thanks.

Anyone who wants to could 'award' me with PDFs from my wishlist.
On with the show!
The return to
B4:The Lost City
Deep in the bowels of a forgotten civilization, a horrid creature dwells in an ancient pyramid, attended to by an insane cult. One day, the creature’s sacrifice came in the form of an azure egg. Had the poor creature within been lucky, it would have been consumed then and there. It was not. Changed within its egg by the otherworldly horror, the dragon was born as one of the Horror's minions. Now growing in mind, body and insanity, the dragon lairs near the Horror, muttering to itself, torn between inborn loyalty to itself, to Law and to its Lord.
“It below gave me life... It should not live! I must serve it... It must die again! Must not eat others who serve... so tasty... gold masks so pretty. Demand tribute! Worship! Take tribute! Ia! Ia! Zargon, Child of Carcosa!, Spawn of Yellow! It is killed and is reborn! To Destroy…The Eye!”
[Sblock=Fury of Zargon: (non epic}Pseudonatural Juvenile Blue Dragon ]
Large Dragon
[Extraplanar]
Pseudonatural elements in lime
Hit Dice: 15d12+60 [157 HP] 165 high average HP
Initiative: +0
Speed: 40 ft., burrow 20 ft., fly 150 ft. (poor)
Armor Class: 23 (–1 size, +14 natural), touch 9, flat-footed 23
Base Attack/Grapple: +15/+23
Attack: Bite +18 melee (2d6+6)
Full Attack: Bite +18 melee (2d6+6), 2 claws +16 melee (1d8+2), 2 wings +16 melee (1d6+2), 1 tail +16 Melee (1d8+6)
Space/Reach: 10 ft./ 5ft. 10 ft. with bite,
Special Attacks: True Strike 1/day, Bolt Breath 8d8 (Reflex DC 21) 80’x5’ line, create/destroy water 3/day[DC 17], sound imitation [DC 17]
Special Qualities: Horrid form [Foes take -1 moral' to hit'], DR 10/ magic, SR22, Resist Acid 10, Resist Electricity 10, Immune electricity
Saves: Fort +12, Ref +9, Will +11
Abilities: [NPC non-elite] Str 19, Dex 13, Con 18, Int 14, Wis 12, Cha 13
Skills: Ab
use magic device +19, Concentration +14, Hide +16*, Knowledge:
Far Raelm+10, Listen +19, Search +20, Sence Motive+ 19, Spot +19, Spellcraft +19,
Feats: Multi Attack[1], Combat Reflexes[3], Power attack[6], Combat Expertise[9], Improved Trip[12], Improved Disarm [15]
or a Draconomicon breath feat, recommended Shape Breath [choose line or cone] or Clinging breath [foes take half breath damage next round, Can be extinguished with reflex save or dispelled [breath DC]. Either adds 1 round to breath ‘recharging time’
Challenge Rating: 10 8 without Pseudonatural elements
Treasure: Draconic Standard
Alignment: Lawful evil
Check list
[ ] True strike
[ ] [ ] [ ] create/destroy water[DC 17]
Spells
[ ] [ ] [ ] [ ] [ ] 0th: Cure minor wounds, Read Magic, Detect magic, Prestidigitation.
[ ] [ ] [ ] [ ] 1st Shield, Mage Armor
Alternate Form (Su):
Due to the grotesque form of this creature, other creatures receive a –1 morale penalty on their attack rolls against it. As a standard action, this creature can assume the form of the base creature. Despite the slightly more terrestrial appearance, its abilities remain unchanged.
True Strike (Su):
Once per day, this creature can gain a +20 insight bonus on a single attack roll. In addition, the creature suffers no miss chance against a target that has concealment or total concealment when making this attack.[/sblock]
I also did a red dragon, the bite damge is worse, but thats part of red dragon builds. Also less thinking is needed for this fight and the DM does not need to be bastard with the use of the improved trip and disarm feats. I'd still reccomend a full expertise, since the dragon has 'to hit' to spare.
[sblock=Hatred of Zargon: Pseudonatural Young Red Dragon] Large Dragon
[Extraplanar]
Hit Dice: 13d12+52 143 HP
Initiative: +1
Speed: 40 ft., fly 150 ft. (poor)
Armor Class: 22 (–1 size, +1 dex, +12 natural), touch 9, flat-footed 21
Base Attack/Grapple:+13/+23
Attack: Bite +18 melee (2d6+9)
Full Attack: Bite +18 melee (2d6+9), 2 claws +16 melee (1d8+3), 2 wings +16 melee (1d6+3), 1 tail +16 Melee (1d8+3)
Space/Reach: 10 ft./ 5ft. 10 ft. with bite,
Special Attacks: True Strike 1/day, Fire Breath 6d10 (Reflex DC 22) 40’ cone
Special Qualities: Immunity to fire, vulnerability to cold,
Horrid form [-1 to be hit] DR 10/ magic, SR23 Resist Acid 10, Resist Electricity 10
Saves: Fort +12, Ref +9, Will +8
Abilities: [NPC non-elite] Str 22, Dex 13, Con 18, Int 13, Wis 11, Cha 12
Skills: Appraise +15, Abuse magic device +17, Bluff +12, Concentration +10, Jump +20*, Listen +15 Search +16, Sense Motive+ 10, Spot +15
Feats: Multi Attack[1], Combat Reflexes[3], Power attack[6], Combat Expertise[9], Ability focus (Breath)[12th]
or Clinging breath [foes take half breath damage again next round, Can be extinguished with reflex save or dispelled (breath DC). Adds 1 round to breath ‘recharging time’ source-Draconomicon]
Challenge Rating:
9 7 without Psudonatural elements
Treasure: Standard
Alignment: Chaotic evil
Check list
[ ] True strike
Spells
[ ] [ ] [ ] [ ] [ ] 0th: Cure minor wounds, Read Magic, Detect magic, Prestidigitation.
[ ] [ ] [ ] [ ] 1st Shield, Mage Armor
Alternate Form (Su):
Due to the grotesque form of this creature, other creatures receive a –1 morale penalty on their attack rolls against it. As a standard action, this creature can assume the form of the base creature. Despite the slightly more terrestrial appearance, its abilities remain unchanged.
True Strike (Su):
Once per day, this creature can gain a +20 insight bonus on a single attack roll. In addition, the creature suffers no miss chance against a target that has concealment or total concealment when making this attack.
[/sblock][sblock=Brutal Eye of Zargon: Psudonatural Hill giant]
Pseudonatural elements in lime
Large Giant
[Extraplanar]
Hit Dice: 12d8+48+12) 120HP
Initiative: –1
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class: 20 (–1 size, –1 Dex, +9 natural, +3
Alienhide armor), touch 8, flat-footed 20
Base Attack/Grapple: +9/+20
Attack: Greatclub +15 melee (2d8+10) or slam +15 melee (1d4+7) or rock +8 ranged (2d6+7)
Full Attack: Greatclub +15/+10 melee (2d8+10) or 2 slams +15 melee (1d4+7) or rock +8 ranged (2d6+7)
(rock +15/+10 ranged (2d6+7) if it has Brutal Throw and Quickdraw)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing,
True Strike 1/day
Special Qualities: Low-light vision, rock catching,
Horrid form [-1 to be hit] DR 10/magic,SR22 Resist Acid 10, Resist Electricity 10
Saves: Fort +12, Ref +3, Will +4
Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Skills: Climb +7, Jump +7, Listen +3, Spot +6
Feats: Cleave, Improved overrun
[switch to Brutal Throw and add more rocks if that feat is available] , Power Attack, Improved Sunder
[switch to Quick Qraw if Brutal Throw is available], Improved toughness [Not using Imp Tough? Switch to weapon focus(greatclub)]
Challenge Rating: 9 7 without psudonatural elements
Treasure: Standard
+ Unusual Greatclub, Zargon’s eye set into chest [Everburning bull’s eye lantern], 5 weird rocks
Alignment: chaotic evil
Rock Throwing (Ex): The range increment is 120 feet for a hill giant’s thrown rocks.
[ ] True strike
[ ] [ ] [ ] [ ] [ ]
weird rock
Alternate Form (Su):
Due to the grotesque form of this creature, other creatures receive a –1 morale penalty on their attack rolls against it. As a standard action, this creature can assume the form of the base creature. Despite the slightly more terrestrial appearance, its abilities remain unchanged.
True Strike (Su):
Once per day, this creature can gain a +20 insight bonus on a single attack roll. In addition, the creature suffers no miss chance against a target that has concealment or total concealment when making this attack. [/sblock]
As it happens The final boss of the module got a 3e update thanks to the Creauter Catalog, necromancer games and Sword and Sorcery studios.
http://www.necromancergames.com/pdf/toh2_sample.pdf
[sblock=TENTACLED HORROR aka Zargon]
Huge Aberration : Maximum Huge Advancement
Hit Dice : 24d8+120 [228HP]
Initiative : +1
Speed : 30
Armor Class : 23 (+1 dex -2 size, +14 natural), touch 9, flat-footed 22 or 28 (+5 Dodge*, +1 dex -2 size, +14 natural), touch 14
Base Attack/Grapple : +18/+32
Attack : Tentacle +23 (1d8+7)or +13 (1d8+12)*
Full Attack : 6 tentacles +23 melee (1d8+7) and bite +21 melee (3d6+3) or 4 tentacles +13 melee (1d8+12) and bite +11 melee (3d6+8)*
Space/Reach : 15 ft./15 ft.
Special Attacks : Constrict 1d8+7, improved grab
Special Qualities : Aura of insanity {Will DC25], darkvision 60 ft., horn, regeneration 5, SR 19, resistance to acid 10, tremorsense 30 ft.
Saves : Fort +15, Ref +11, Will +19
Abilities : Str 24, Dex 13***, Con 21, Int 14, Wis 16, Cha 18
Skills
: Bluff +12, Intimidate +16, Knowledge (arcana) +24, Listen +13, Sense Motive +13, Spot +23, Use magic device +17
Feats : Cleave, Iron Will, Lightning Reflexes, Multiattack, Power Attack, 15HD Combat Expertise , 18 HD improved trip, 21HD Great fortitude, 24 HD combat reflexes
Environment : Underground
Organization : Solitary
Challenge Rating : 13
Treasure : Standard
Alignment : Always chaotic evil
Advancement : 25-36 HD (Gargantuan)
*
Combat Expertise: An advanced tentacled horror typically uses a 5 point Combat Expertise on it initial attacks unless it is confident it will not be attacked. It will decrease this amount based on how endangered it is.
*
Power attack: An advanced tentacled horror typically uses a 5 point power attack on it initial attacks unless a target appears well protected by magic. It will increase or decrease the amount it power attack based on how successful its initial attacks are.
Ancient and evil, a tentacled horror is a monstrosity from the unknown depths of the earth. This monster is most often found inhabiting dungeons or ruins far from the reaches of civilization.
Tentacled horrors are egotistical and lazy creatures, and put themselves above all others they encounter. Often, a tentacled horror that finds its way into a subterranean society will attempt to set itself up as a god. Lesser creatures such as goblins often accept this false god and bring it sacrifices of living victims. Once ensconced as ruler-deity, a tentacled horror is content to remain in one place to be cared for by its subjects. A tentacled horror that has been in power for some time will be surrounded by a pool of its own slime and the scattered bones of its victims. Exuding a foul oily slime wherever it goes, a tentacled horror has a powerful humanoid torso that ends in a thick slug-like foot. Sprouting from the torso are four whip-like tentacles tipped in cruel barbs. Most horrifying of all, however, is the face. A tentacled horror has a shapeless head with a single, huge, unblinking eye. The mouth of a tentacled horror is a yawning chasm of sharp teeth eager to sink into living flesh. Above the eye is a glistening black 2-foot long horn—the very source of the tentacled horror’s power.
Combat
A tentacled horror attacks first with its tentacles, ripping and tearing at it’s opponent with the sharp barbs at the tip. Any grappled opponent is immediately bitten.
Constrict (Ex): A tentacled horror deals 1d8+7 points of damage with a successful grapple check.
Improved Grab (Ex): To use this ability, a tentacled horror must hit a creature of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. A tentacled horror can make a bite attack each round against a grappled foe with a +4 bonus to its attack roll.
Aura of Insanity (Su): Creatures with less than 6 HD that view a tentacled horror must make a Will save (DC 25) or be affected as if by an insanity spell (caster level 12th). Creatures of 2 HD or less are not only driven mad, but also are compelled to worship the tentacled horror as a god (as if affected by a charm person spell, caster level 12th). The save DC is Charisma-based. Only a restoration, greater restoration, miracle, or wish spell can restore the mind of one driven insane by a tentacled horror.
Horn (Su): The source of a tentacled horror’s power is its horn. If a tentacled horror’s horn is removed, it loses its regeneration ability and suffers a -6 effective penalty to Strength and Constitution until its horn is reattached. ?
The horn is AC 20, hardness 10, and has 20 hit points.? A tentacled horror’s horn cannot be removed unless it is helpless. It takes a successful Strength check (DC 40) or 10 points of damage to the horn to remove a tentacled horror’s horn. The Orginal sourse for this creature required lava to destroy the horn. The durability for a magicly hardened adamantine bar should suffice; Break DC 44, Hardness 40, HP 120 [assuming 3 inches thick]. Thus the continual application of Lava's 20D6 is needed to destroy the horn.
Regeneration (Su): Fire and cold deal normal damage to a tentacled horror. If a tentacled horror loses a limb or body part, the lost portion regrows in 2d6 minutes. The creature can reattach the severed member (including its horn) instantly by simply holding it to the stump. If it loses its horn, the tentacled horror cannot regenerate.
Tremorsense (Ex): A tentacled horror automatically ascertains the location of anything within 30 feet that is in contact with the ground.[/sblock]
This Efreeti has long been tasked to guard the Eye of Zargon and has grown very surly. It has made a maze of illusions in the environs near the eye of Zargon. Fissures and crevasses look as if open ground, false altars lead to deadfalls onto stalagmites, walls of illusionary stone neoliths blanket the area making the prospect of ambush very real and several safe areas are made to look like a treacherous ground ready to crumble away.
Before combat: Invisibility when sighting outsiders. Follow with, as time permits, Reduce person on self to gain attack bonus on Produce flame, Produce flame on both hands, one at a time.
Surprise round: Pyrotechnics on a fire source near foes or fly behind cover
Round 1: Full attack with rapid shot using produce flame. Pay attention to those who seem unburned by the flame. If its Hostile reaction is somehow changed to helpful, it may offer wishes {DM’s call]. If it’s reaction is changed to friendly, it also explains it must pervert all wishes it grants.
Round 2: Maintain distance and continue Produce flame assault if foes are not resistant to fire. Alternate hands to make sure both have flame upon them for as long as possible.
Round 3: If foes close in, blast foe with quickened scorching ray and dismiss reduce person while maneuvering [using tumble if possible] above lava.
Round 4: If too many foes close in, close eyes and pyrotechnics on produce flame in hand or on self if needed, then fly to new location[using tumble if possible]. Otherwise, blast foe with quickened scorching ray, see if fire resistant, then rip the lone fool apart with a 5 point power attack unless foe seems well armored, if foe is well armored, consider grappling [then falling into the lava]. If foe is fire resistant, Fly [using tumble if possible] to a foe that seems unresitant to fire.
Round 5: Repeat above steps as needed.[sblock=Efreeti Tasked with guarding the Eye of Zargon]Size/Type: Large Outsider (Extraplanar, Fire)
Hit Dice: 15d8+30 (105 hp)
Initiative: +8
Speed: 20 ft. (4 squares), fly 40 ft. (perfect)
Armor Class: 19 (-1 size, +4 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: 15/+25
Attack: Slam +20 melee (2d6+6 plus 1d6 fire)+1d6+6 produce flame or +19 ranged touch[ 1d6+6 produce flame]
Full Attack: 2 slams +20 melee (2d6+6 plus 1d6 fire)+1d6+6 produce flame or +19/14/9 [17/17/12/7/ ranged touch [ 1d6+6 produce flame]
Space/Reach: 10 ft./ 10 ft.
Special Attacks: Change size, heat, spell-like abilities
Special Qualities: Change shape, darkvision 60 ft., immunity to fire, plane shift, telepathy 100 ft., vulnerability to cold
Saves: Fort 11, Ref 12, Will 11
Abilities: Str 23, Dex 18*[1 level up point], Con 14, Int 12, Wis 15, Cha 15
Skills: Bluff +15, Craft (Illusions) 19, Concentration +20, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +17, Listen +15
Move Silently +16, Sense Motive +15, Spellcraft +14, Spot +20. Swim +13, Tumble[cc] +12,
Feats: Improved InitiativeB, Power Attack[1], Combat Reflexes[3], Point Blank shot[6], Rapid shot[9],
Improved natural weapon[12], Quicken Spell-Like Ability (scorching ray),[15]
Environment: Elemental Plane of Fire
Organization: Solitary
Challenge Rating: 11
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful evil
Advancement: 16-30 HD (Huge)
Level Adjustment: —
The efreet (singular efreeti) are genies from the Elemental Plane of Fire.
This efreeti stands about 14 feet tall and weighs about 2,600 pounds.
Efreet speak Auran, Common, Ignan, and Infernal.
Combat
Efreet love to mislead, befuddle, and confuse their foes. They do so for enjoyment as well as a battle tactic.
Change Size (Sp)
Twice per day, an efreeti can magically change a creature’s size. This works just like an enlarge person or reduce person spell (the efreeti chooses when using the ability), except that the ability can work on the efreeti. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.
Heat (Ex)
An efreeti’s red-hot body deals 1d6 points of extra fire damage whenever it hits in melee, or in each round it maintains a hold when grappling.
Spell-Like Abilities
At will—detect magic, produce flame [120’], Pyrotecnics [or IMG Obscuring smoke], Scorching ray(1 ray only)
Quickened Scorching ray(1 ray only)
invisibility: 12 minutes,
wall of fire 220’ range/240’ long or 60’ ring/2d6+12[passing through]/ >10’ 2d4/>20’1d4(DC 16);
grant up to three wishes (to nongenies only),
Gaseous form {or IMG Smokey form],
permanent image (DC 18). Caster level 12th. The save DCs are Charisma-based.
Change Shape (Su)
An Efreeti can assume the form of any Small, Medium, or Large humanoid or giant.
[/sblock]