TEXT: ~Credits~
  WRITING, Design, and Art Direction: 
  Steve Dee and Robert J. Schwalb
  editing: Jennifer Clarke Wilkes
  Proofreading: Jay Spight
  Graphic Design: Kara Hamilton and Hal Mangold
  LAYOUT: kara hamilton
  ILLUSTRATIONs: Luka ArH
  Of Fire and Venom is ©2017 Schwalb Entertainment, LLC.  
  All rights reserved.
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  are trademarks of Schwalb Entertainment, LLC.
  Schwalb EntErtainmEnt, llc
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  Monstrous Pages for 
  Shadow of the Demon Lord
  Few creatures evoke the fear and wonder that dragons 
  do. Even their smaller kin, the drakes, drive people and 
  animals alike to scatter for shelter and avoid the notice 
  of these keen-eyed hunters of the skies. Their majesty 
  and their inherent cruelty make dragons and drakes even 
  larger than life in song and legend.
   Tales abound of dragons’ treasures and of those brave 
  heroes who would beard the monsters in their lairs, 
  whether to plunder a hoard, save a captive, or put an end 
  to the beasts’ vile depredations. Such tales paint dragons 
  as easily defeated, but in truth they are no cringing 
  beasts to be cornered and slain. They fight with terrifying 
  ferocity and deadly cunning. Dragons have nothing to 
  fear from would-be heroes—as the twisted bits of armor 
  and weapons decorating their lairs testify.
   Of Fire and Venom reveals the secrets of dragons, 
  drakes, and similar creatures, offering new options for 
  customization and new variants with which you can 
  torment the player characters and frustrate their plans.
  
  2
  Scaled Threats
  Dragons exist outside the natural order, disrupting 
  the environment, depopulating the countryside, and 
  poisoning the land with their foul excretions. Luckily 
  for the world, few dragons exist, and those who do 
  might spend decades lurking in their lairs before 
  emerging to feed.
   Far more common than dragons, drakes can 
  be found almost anywhere, with the largest 
  concentrations haunting the Shield Mountains. 
  Drakes lack the size and prodigious hunger of their 
  larger kin and thus are not much more disruptive than 
  ordinary predators. They are cunning, though, and 
  in packs can equal the danger posed by full-blooded 
  dragons. Where dragons can live forever, drakes have 
  short lifespans—even shorter when they draw the ire 
  of a nearby community.
   Venomous Origins: The jotun believe the World 
  Serpent encircles the planet or, according to some, 
  is the planet itself. From the serpent’s fangs drips 
  Eitr, a magical and lethal venom from which all life 
  sprang at the dawn of time. Pools of Eitr have collected 
  deep underground, having drained into the soil 
  through cracks in the rocks. The creative power of 
  this substance remains but has been corrupted by the 
  Demon Lord’s dread influence. Instead of mundane 
  creatures, the pools now birth horrid monsters that 
  pull themselves from the noxious stuff and find their 
  way to the surface to wreak havoc across a world in 
  which they do not belong.
   While not all monsters crawl from this toxic sludge, 
  many terrifying things do stalk Blötland and creep 
  north across the Blasted Lands, finding their way into 
  the Patchwork Lands and beyond. The great number 
  of drakes and dragons found in the frozen wastes 
  lends some credence to the idea that these monsters 
  originated here, and their scaly, serpentine bodies 
  suggest a connection to the World Serpent.
   Many and Varied: Dragons and drakes display great 
  variation in form. Some have four limbs, others have 
  two, and still others have none. Most are scaled, but 
  some sport tufts of hair or even fur-covered bodies. 
  Their coloration runs the gamut from deep vermilion 
  to the black of a starless night.
   Despite such cosmetic variations, these monsters 
  all share certain characteristics. They have reptilian 
  bodies, resembling serpents or lizards. Nearly all can 
  fly, though some exceptions exist. They all possess 
  natural weapons, usually long teeth and razor-
  sharp claws. And almost all can exhale or spit some 
  dangerous substance: fire, venom, or stranger things. 
  Finally, dragons and their kind are uniformly cruel, 
  wicked, and hungry.
   Fearsome Aspect: Thousands of years contending 
  with these monstrous killing machines have 
  imprinted on people an instinctive fear of dragons. 
  Being confronted by an enormous, slavering beast 
  that spews fire is enough to turn anyone’s bowels to 
  water. But a flock of drakes winging overhead inspires 
  more than just fear born of survival instinct. One can 
  feel the malice radiating from them, their cruel intent 
  almost palpable in its intensity.
   Keen Senses: Drakes and dragons both have 
  exceptional perception. Some say that dragons cannot 
  die of old age because they can sense when Father 
  Death himself comes to fetch them.
   Their keen eyes are able to spot a rabbit’s movement 
  from several miles away. Seeing into realms beyond 
  human sight, they can also trace said rabbit’s path 
  by the heat signature of its footsteps and the spoor 
  it leaves behind. As well, these monsters have 
  unmatched hearing, making it almost impossible 
  to get the drop on them. Their sense of smell is also 
  equal to that of the best tracking dogs.
   Scaly Armor: Dragons and drakes depend on their 
  tough scales to keep them from harm. Strong enough 
  to deflect the shot from a rifle, the scales are hard 
  to pierce. In some cases, they grow into bony ridges 
  that can turn sword blades and tear flesh like blades 
  themselves. Some ancient dragons sport sharp horns, 
  spikes, and flared bone plates, adding even more 
  weapons to their arsenal.
   If a drake or dragon is killed, the strong come 
  from all around with huge axes and saws to spend 
  hours hacking through the rock-hard skin and flesh. 
  They might be gathering luck charms and magic 
  ingredients, or just proving their strength. Even 
  cutting up an already dead dragon is a tale worth 
  telling.
   Hard to Kill: Even the most seasoned and skilled 
  warrior thinks twice before tackling a dragon. Even 
  if their scales are breached, dragons can take a lot 
  of punishment, usually outlasting any creature they 
  might face. Any advantage spellcasters might think 
  they have over a dragon is quickly negated as the 
  creature ignores their charms and shrugs off their 
  lightning. Dragons still retain a link to their magical 
  origins. Drakes, however, have devolved further and 
  lack protection from spells.
   Fearsome Fliers: Despite their size, both drakes and 
  dragons are superb fliers, able to leap into the air and 
  race away with incredible speed. When hunting, they 
  plummet from the skies toward the target, unfurling 
  their wings at the last minute and snatching their prey 
  with their wicked fangs. Drakes might be smaller than 
  dragons, but their wingspan can reach almost that of 
  their kin, so that they are every bit as fast in a fight. 
  When not in combat, drakes can fly up to 60 miles per 
  hour, while dragons can fly up to 120 miles per hour.
   Claws and Teeth and Venomous Fangs: Dragons 
  and drakes have a variety of natural weaponry. The 
  typical dragon has dagger-like claws and sword-length 
  teeth, each as hard as steel and ever sharp. The claws 
  
  3
  of drakes are suited more to gripping prey, so they do 
  not use them in a fight. Instead, most drakes inject 
  their victims with a powerful toxin that attacks the 
  flesh, liquefying it around the wound.
   Lashing Tails: Dragons and drakes have lengthy 
  tails to help them maneuver in the air. In the case of 
  the wyverns found in the cold south, the tail is a third 
  weapon with a poisoned stinger. Other varieties have 
  tails that serve as heavy clubs, spikes, or grasping 
  whips. Some dragons beat their tails hard against the 
  ground to knock over smaller foes and terrify their 
  enemies with the thunderous noise.
  Dragon Breath: Most dragons can exhale gouts of 
  fire from their maws. A gland, deep in the dragon’s 
  chest, produces a volatile substance that ignites on 
  contact with air. The dragon can’t exhale fire again 
  until a sufficient quantity of this fluid builds up.
   Dragon Torpor: Dragons are rarely encountered 
  because they spend much of their lives in their lairs. 
  Decades might pass before a dragon emerges from 
  its cave or grotto, and even then, it stays out only long 
  enough to gorge itself on whatever it can catch. Once 
  full, it returns to its lair and enters a torpid state as 
  it slowly digests the meal. The fluid that makes it 
  possible for the dragon to breathe fire also preserves 
  whatever the dragon eats and prevents decay during 
  this time. A dragon in torpor is not vulnerable, 
  though, as some fools might think. If it detects an 
  intruder, it can throw off its lethargy in an instant to 
  deal with the uninvited guests.
   Unlike dragons, drakes do not enter torpor. 
  Instead, they hunt in a chosen region until they can 
  find nothing else to kill, and then fly off to find new 
  hunting grounds.
  The Great Dragon
  Mount Fear is not a natural peak. Towering hundreds 
  of yards above all others in the Shield Mountains, 
  it is in fact a borderland to a hidden kingdom of the 
  faeries known as Aeolia. Here, shining elves fly on 
  golden wings and elemental sylphs craft lightning 
  bolts. The elves have a haughty and imperious 
  outlook, and the Great Dragon, as those below call 
  it, is their enslaved guardian. It lies coiled beneath 
  Mount Fear, positioned to make sure none may 
  approach. An ancient dragon enhanced with faerie 
  magic, it is dangerous beyond belief, but like all 
  creatures of Fey it is intelligent and can speak, and 
  loves riddles. The right trick or a clever bargain 
  may gain its patience, or at least create a moment’s 
  distraction while others sneak past.
  Hoards
  Dragons require enormous energy to power their 
  colossal bodies and thus have little time for dining 
  niceties. They simply gulp down everything whole. 
  A large enough dragon will scoop up entire caravans, 
  whole galleys, even small trains— anything that 
  smells vaguely like meat winds up in its gullet. Caustic 
  stomach acids dissolve anything softer than rock.
   Along with the blades, armor, and occasional 
  clockwork that are incidentally ingested are 
  thousands of tons of coin. These materials are 
  indigestible, so that gold, iron, and steel is excreted 
  after years of patient digesting to form the fabled 
  dragon’s hoard. In lean times, rather than leave their 
  comfortable hibernation in search of hard-to-find 
  prey, dragons eat their own feces. A typical hoard has 
  likely passed through a dragon’s colon at least twice.
   A dragon’s lair is usually filled with excreta both 
  shiny and less so, and anyone who digs through a 
  hoard comes out reeking with an unrelenting stench. 
  Dragon gold never quite loses that smell, no matter 
  how much you wash it. But gold is still gold. The mad 
  few who hunt dragons take it as a matter of pride that 
  no human will come near them. Glory, they say, is 
  measured in stink.
  Customizing 
  Dragons and Drakes
  Dragons and drakes come in a bewildering variety. 
  They are contrary to all nature and sense; disorder 
  is their only rule. Here are a few ways to alter and 
  enhance their already intimidating forms.
  Customizing Drakes
  Even the weakest dragonkin is unpredictable and 
  unknown. The basic drake stat block below can be 
  adjusted by adding new weaponry and battle tactics.
  DRAKE 
  DIFFICULTY 100
  Size 1 or 2 frightening monster
  Perception 17 (+7); darksight
  Defense 18; Health 75; Insanity 1d3 – 1; Corruption 1d3 –1
  Strength 16 (+6), Agility 13 (+3), Intellect 12 (+2), Will 14 (+4)
  Speed 18; flier (swoop)
  Immune damage from poison; frightened, poisoned
  ATTACK OPTIONS 
  Fangs (melee) +6 with 1 boon (2d6 plus Poison)
  Poison The target must get a success on a Strength 
  challenge roll with 1 bane or take 1d6 damage and 
  become poisoned for 1 minute. If the target is already 
  poisoned, it instead takes 1d6 extra damage.
  SPECIAL ATTACKS 
  Spew Poison The drake spits venom into a 1-yard-wide, 
  10-yard-long line from a point it can reach. Each creature
  in the area must make an Agility challenge roll. On a
  failure, the creature takes 1d6 damage and by Poison (as
  described above). Once the drake uses Spew Poison, it
  cannot do so again for 1 round.
  
  4
  Acid Spewing
  Drakes that deal with prey too heavy to carry away or 
  too hardy to easily rip to pieces might have an acidic 
  alternative. Their venom dissolves flesh to leave an 
  easy meal of bones and offal.
  INCREASE DIFFICULTY BY 1 STEP
  SPECIAL ATTACKS 
  Spit Acid The acid spewing drake spits a glob of acidic 
  slime at one target creature or object within medium 
  range. The drake makes an Agility attack roll with 1 boon 
  against the target’s Agility. On a success, the target 
  takes 2d6 damage and must get a success on a Strength 
  challenge roll or become poisoned for 1 minute. If the 
  target is already poisoned in this way, it takes 2d6 extra 
  damage. Once the drake uses Spit Acid, it cannot do 
  so again for 1 round. (This special attack replaces the 
  drake’s Spew Poison attack.)
  Vent Acid The drake exhales a noxious cloud of acid 
  droplets into a 5-yard-long cone that deals 1d6 damage 
  to everything in the area. A creature in the area must 
  make a Strength challenge roll, taking half the damage 
  on a success. On a failure, the target also becomes 
  blinded for 1 minute. While the target is blinded in this 
  way, it is also impaired. Once the drake uses Vent Acid,  
  it cannot do so again for 1 minute.
  Spiny Nightmare
  Drakes descend on prey at top speed to strike with 
  claws and fangs. When these are not enough, the 
  spiny nightmare has a thousand sharpened spikes 
  to help. These beasts are best fought at range, as any 
  melee blow will injure the attacker.
  INCREASE DIFFICULTY BY 2 STEPS
  Defense +1
  Spined Defense When a creature within 1 yard of the spiny 
  nightmare drake would make an attack roll against it, the 
  attacking creature must make an Agility challenge roll. 
  That creature takes 2d6 damage on a failure, or half the 
  damage on a success.
  Customizing Dragons
  Even more than drakes, dragons are unending in their 
  variety. You can customize dragons any way you like, 
  even borrowing special attacks from other creatures. 
  You can also use Of Monstrous Mien for other 
  suggestions on customization. There are dragons 
  of the ocean, the desert, and the frozen ice; faerie 
  dragons, demonic dragons, and spirit dragons. In the 
  Patchwork Lands a mad monarch is said to rule from 
  a fleet of fire-belching clockwork dragons, and in Set, 
  the City of Gods, there is a dragon that claims to be 
  the one true God of all.
   The following are examples of customization 
  options for the following basic dragon stat block.
  DRAGON 
  DIFFICULTY 500
  Size 2 or 3 frightening monster
  Perception 19 (+9); truesight
  Defense 23; Health 160; Insanity 1d3 – 1; Corruption 1d3 – 1
  Strength 17 (+7), Agility 13 (+3), Intellect 14 (+4), Will 16 (+6)
  Speed 16; flier (swoop)
  Immune damage from fire; asleep, charmed, dazed, 
  frightened, stunned
  Spell Defense The dragon takes half damage from spells. 
  When a creature attacks the dragon with a spell, the 
  dragon makes the challenge roll to resist the spell with 1 
  boon and imposes 1 bane on the creature’s attack roll.
  ATTACK OPTIONS 
  Claws (melee) +7 with 3 boons (2d6)
  Teeth (melee) +7 with 3 boons (3d6 plus 1d6 from fire)
  SPECIAL ATTACKS 
  Flurry of Attacks The dragon attacks twice with its claws 
  and once with its bite.
  Spew Fire The dragon sprays flames into a 10-yard-long 
  cone from a point it can reach. Everything in the area 
  takes 4d6 + 5 damage. Each creature in the area must 
  make an Agility challenge roll with 2 banes. On a failure, 
  the creature takes 4d6 + 5 extra damage and catches 
  fire. Once the dragon uses Spew Fire, it cannot do so 
  again for 1 round.
  
  5
  Stony Armor
  Dragon scales are already very tough, but in some 
  very ancient dragons, they ossify into a substance 
  as hard as rock. Although they are easy to hit with 
  weapons, actually damaging such beasts is nigh 
  impossible.
  Defense –5; Health +40
  Agility –5
  Speed 10
  Weapon-Shattering Hide When an attack roll against the 
  dragon with a melee weapon that is not a relic gets a 
  success, roll a d6. On a 1, the weapon takes damage 
  equal to its Health. Ammunition used against the dragon 
  is automatically destroyed.
  Demonic
  As powerful and majestic as dragons can be, not 
  even they can resist the touch of the Demon Lord’s 
  shadow. The foul influence warps them into strange 
  and appalling horrors, their bodies bristling with 
  great, swiveling eyes, festooned with fleshy knobs, or 
  oozing purple pus. Demonic dragons are tortured by 
  their transformation and often become crazed things, 
  driven to seek death and escape the horror of their 
  tainted existence.
  INCREASE DIFFICULTY BY 1 STEP
  Size +1 and gain horrifying trait (replaces frightening)
  Health +80
  Strength +2, Agility +1, Intellect +1, Will +1
  Immune damage from disease or poison; gaining 
  Insanity; asleep, charmed, dazed, fatigued, frightened, 
  immobilized, impaired, poisoned, slowed, stunned
  Demonic Shadows Lit areas around the dragon become 
  shadows out to a number of yards equal to twice the 
  dragon’s Size.
  Vile Natural Weapons The dragon’s claws and teeth deal 
  1d6 extra damage.
  Spawn Demons When the dragon becomes injured, 1d6 + 1 
  small demons exit from its body and enter open spaces 
  within 3 yards of the dragon. The demons can act on the 
  next available turn.
  SPECIAL ATTACKS 
  Corrupting Vomit (replaces Spew Fire) The dragon belches 
  a torrent of foul-smelling, demonic-infused slime into 
  a 10-yard cone from a point it can reach, covering 
  everything in the area. Each creature in the area must 
  make a Will challenge roll with 1 bane. A creature takes 
  9d6 + 10 damage and becomes possessed (Shadow, 
  page 227) by a small demon on a failure, or just takes 
  half the damage on a success. 
  END OF THE ROUND 
  Demonic Conflagration Each creature within 3 yards of the 
  dragon must make an Agility challenge roll. A creature 
  with 0 Corruption makes the roll with 2 banes. On a 
  failure, the creature takes 3d6 damage from the black 
  flames wreathing the dragon’s body.
  Spellgraven
  With scales etched by strange runes that shine with 
  eldritch light, a spellgraven dragon can not only 
  resist spells but reflect them back on their casters. 
  The markings decorating its scales manifest when 
  a dragon makes its lair in a place stained by dark 
  magic. Its unnatural form soaks in the arcane energy 
  and captures remnant utterances that offer a layer of 
  additional magical protection.
  INCREASE DIFFICULTY BY 1 STEP
  Spell Immunity The dragon takes no damage from spells 
  and ignores afflictions bestowed by spells.
  Spell Reflection When a creature attacks the dragon with 
  a spell and gets a success on the attack roll, the dragon 
  turns the success into a failure. The dragon then makes 
  an Agility challenge roll. On a success, the spell rebounds 
  and targets the creature that cast the spell. Make the 
  attack roll using the dragon’s appropriate attribute.
  Spiked Tail
  Many dragons have adornments on their tails that 
  take the form of clubs, flanges, or spikes. These 
  can serve as weapons, adding to a dragon’s already 
  impressive arsenal of attacks.
  SPECIAL ACTIONS 
  Tail Sweep On the dragon’s turn, it can use a triggered 
  action to sweep its tail in a 3-yard cube originating from 
  a point in its space. Each creature in the area must get 
  a success on an Agility challenge roll with 1 bane or take 
  2d6 damage. A Size 2 or smaller creature that takes this 
  damage also falls prone.
  Wyrdwyrm
  All dragons are much more intelligent than 
  mere beasts. Some dragons’ intelligence rises far 
  beyond that of others, allowing them to become 
  true spellcasters. They can read and speak several 
  languages, including High Archaic, and some even 
  write their own spellbooks in a unique symbolic 
  script. Some such dragons are touched by faerie 
  power, and thus suffer their iron vulnerability.
  DIFFICULTY 1,000
  Health +18
  Agility +1, Intellect +3, Will +3
  Innate Spellcasting The dragon can cast spells without 
  needing to speak or use an implement.
  SPECIAL ACTIONS 
  Swift Casting On the dragon’s turn, it can use a triggered 
  action to cast a spell.
  MAGIC 
  Power 5
  Spells The dragon learns sense magic from the magician 
  path, discovers three traditions, and learns four rank 0  
  or 1 spells, two rank 2 spells, two rank 3 spells, two rank 
  4 spells, and one rank 5 spell.
  
  6
  Variant Drakes and Dragons
  Most dragons and drakes have slightly different 
  forms, scale coloration, and the like. More significant 
  variants exist as well, such as the ancient dragon 
  and wyvern introduced in A Glorious Death and the 
  jabberwock in Terrible Beauty, and those presented 
  below.
  Bloodsipper Drake
  Forgoing flesh and bone, the bloodsipper drake 
  sustains itself by sucking the vital fluids from its 
  victims, leaving withered husks behind wherever  
  it hunts. These strange creatures look like other 
  drakes, but their heads taper to sharp points 
  reinforced with hard keratin, perfect for punching 
  through armor. Bloodsipper drakes are found in the 
  south, preying on people and livestock in Balgrendia 
  and the Patchwork Lands.
  BLOODSIPPER DRAKE 
  DIFFICULTY 250
  Size 1 horrifying monster
  Perception 17 (+7); darksight
  Defense 18; Health 100; Insanity —; Corruption 1d3 – 1
  Strength 16 (+6), Agility 13 (+3), Intellect 12 (+2), Will 14 (+4)
  Speed 18; flier (swoop)
  Immune gaining Insanity; frightened
  ATTACK OPTIONS 
  Proboscis (melee) +6 with 1 boon, or 3 boons against a 
  target creature it has grabbed (2d6 plus Blood Drain)
  Blood Drain A creature of flesh and blood takes a –1d6 
  penalty to its Health. Each time a creature is subject to 
  Blood Drain, the penalty to its Health worsens by 1d6.  
  An affected creature removes the penalty when it 
  completes a rest.
  SPECIAL ATTACKS 
  Clutch The bloodsipper drake makes a Strength attack roll 
  with 1 boon against the Agility of one target creature it 
  can reach. On a success, the target is grabbed.
  Death Dragon
  Things are not well in the land of Father Death, and 
  beasts as powerful as dragons can easily tear their way 
  back to Urth. When they do, they bring with them 
  all the souls of everyone they have ever devoured. 
  Necromancers of immense power can also summon 
  such things, but dragons have will enough to escape 
  most masters.
  DEATH DRAGON 
  DIFFICULTY 1,000
  Size 3 horrifying undead
  Perception 19 (+9); truesight
  Defense 23; Health 240; Insanity —; Corruption 2d6
  Strength 17 (+7), Agility 13 (+3), Intellect 14 (+4), Will 16 (+6)
  Speed 16; flier (swoop)
  Immune damage from cold, disease, fire, or poison; gaining 
  Insanity; asleep, charmed, dazed, diseased, fatigued, 
  frightened, poisoned, stunned
  Spell Defense The death dragon takes half damage from 
  spells. When a creature attacks the death dragon with 
  a spell, the dragon makes the challenge roll to resist the 
  spell with 1 boon and imposes 1 bane on the creature’s 
  attack roll.
  ATTACK OPTIONS 
  Claws (melee) +7 with 3 boons (2d6 plus Wither)
  Teeth (melee) +7 with 3 boons (3d6 plus Rot)
  Wither A living creature must get a success on a Strength 
  challenge roll with 1 bane or become subject to wither. 
  A creature subject to wither makes attack rolls and 
  challenge rolls with 1 bane. If the creature is already 
  subject to wither, it increases the number of banes on its 
  rolls by 1. A creature removes wither when it completes 
  a rest.
  Rot A living creature must get a success on a Strength 
  challenge roll with 1 bane or take a –1d6 penalty to its 
  Health. If the creature already has a penalty to its Health 
  from rot, the penalty worsens by 1d6. The creature 
  removes the penalty from rot when it completes a rest.
  SPECIAL ATTACKS 
  Flurry of Attacks The dragon attacks twice with its claws 
  and once with its bite.
  Disgorge the Rotten Host The dragon vomits forth 
  the rotten gore it devoured in life, spraying the toxic 
  substance into a 10-yard cone originating from a point 
  it can reach. Standing up in open spaces within the  
  area are 1d3 zombies. The zombies take the next 
  available turn.
  Each living creature in the area must make an Agility 
  challenge roll with 3 banes. A creature takes 8d6 + 10 
  damage on a failure, or half the damage on a success. 
  Then, each creature that took this damage must get a 
  success on a Strength challenge roll with 3 banes. On a 
  failure, the creature becomes diseased.
  A creature diseased in this way cannot heal damage 
  and takes a –2d6 penalty to Health each time it 
  completes a rest. If the penalty reduces the creature’s 
  Health to 0, it dies and rises up 1d3 rounds later as a 
  zombie.
  Once the dragon uses Disgorge the Rotten Host, it 
  cannot do so again for 1 round.
  END OF THE ROUND 
  Hand of Death Each living creature within 3 yards of the 
  dragon must get a success on a Strength challenge roll 
  with 1 bane or take 1d6 damage from the dragon’s lethal 
  presence and become fatigued for 1 round.
  
  7
  Gaping Gorger
  This cousin of the drake cannot fly and has only 
  vestigial legs, but retains the voracious appetite 
  common to all drakes. Instead of swooping down to 
  snatch livestock or unwary mortals, it slides forward 
  at enormous speed, its gigantic mouth spread wide 
  to reveal a wall of razor-sharp baleen. Like a combine 
  harvester at high speed, the gorger rips up and 
  swallows everything in its path. It reaches such high 
  speeds by whipping its tail in a dangerous frenzy and 
  shooting out powerful jets of urine. Gorgers hunt in 
  the Low Countries and Endless Steppe, where the tall 
  grasses hide the creature’s movement from sheep and 
  cattle until it rears its fearsome head.
  GAPING GORGER 
  DIFFICULTY 100
  Size 2 frightening monster
  Perception 16 (+6); sightless
  Defense 14; Health 70; Insanity —; Corruption 0
  Strength 17 (+7), Agility 10 (+0), Intellect 9 (–1), Will 15 (+5)
  Speed 16
  Immune gaining Insanity; blinded, dazed, frightened, prone
  Forward Momentum A gaping gorger makes attack rolls 
  with 2 boons when it would charge, escape, knock down, 
  or shove.
  ATTACK OPTIONS 
  Tail Whip (melee) +7 with 1 boon (1d6 plus Knock Down)
  Knock Down A creature of the gorger’s Size or smaller 
  must get a success on a Strength challenge roll with 1 
  bane or fall prone.
  SPECIAL ATTACKS 
  Fanning Frenzy The gorger whips its tail around its body, 
  making a Tail Whip attack against up to three target 
  creatures it can reach.
  END OF THE ROUND 
  Mouth of Razors The gorger moves up to half its Speed 
  without triggering free attacks. During this movement, it 
  can move into spaces occupied by other creatures. The 
  first time the gorger moves into a particular creature’s 
  space, the creature must make an Agility challenge 
  roll with 1 bane. The creature moves 1 yard out of the 
  gorger’s path on a success, or takes 6d6 damage and 
  falls prone on a failure. If this damage would cause the 
  creature to become incapacitated, it dies, its body torn 
  apart and devoured by the gorger.
  Rime Dragon
  Found south of the Empire in the frozen wastes, 
  rime dragons have milky white scales tinged blue, 
  bright blue eyes that burn in their sockets, and bodies 
  bearded with icicles. They draw heat from their 
  environments, causing temperatures to plummet.
  RIME DRAGON 
  DIFFICULTY 500
  Size 2 dragon
  Perception 19 (+9); truesight
  Defense 23; Health 160; Insanity —; Corruption 1d3 – 1
  Strength 17 (+7), Agility 13 (+3), Intellect 14 (+4), Will 16 (+6)
  Speed 12; flier (swoop)
  Immune damage from cold; asleep, charmed, dazed, 
  frightened, immobilized, slowed, stunned
  Bearded by Ice When the rime dragon’s damage total 
  reaches 40, 80, or 120, ice flies from its body, dealing 
  2d6 damage to everything within 4 yards of it. A 
  creature in this area can make an Agility challenge  
  roll with 1 bane, taking no damage on a success.
  Ice Walker The dragon ignores difficult terrain caused 
  by snow or ice.
  Spell Defense The dragon takes half damage from spells. 
  When a creature attacks the dragon with a spell, the 
  dragon makes the challenge roll to resist the spell with  
  1 boon and imposes 1 bane on the creature’s attack roll.
  ATTACK OPTIONS 
  Claws (melee) +7 with 3 boons (2d6)
  Teeth (melee) +7 with 3 boons (3d6)
  SPECIAL ATTACKS 
  Flurry of Attacks The rime dragon attacks twice with its 
  claws and once with its bite.
  Blizzard Breath The dragon exhales a blast of freezing 
  air, ice, and snow into a 10-yard-long cone from a point 
  it can reach. The area becomes partially obscured for  
  1 minute.
  Everything in the area takes 4d6 + 5 damage. Each 
  creature in the area must make a Strength challenge roll 
  with 2 banes. On a failure, the creature takes 4d6 + 5 
  extra damage and becomes trapped in ice. A creature 
  trapped in ice is defenseless and immobilized, and takes 
  1d6 damage at the end of each round. Another creature 
  can free a creature trapped in ice by attacking it with a 
  weapon or by dealing 1 or more damage from heat or 
  fire. A creature trapped in the ice can, on its turn, make 
  a Strength challenge roll with 1 bane. On a success, the 
  creature breaks free.
  END OF THE ROUND 
  Steal Heat Each living creature with a physical body 
  within 3 yards of the dragon must get a success on a 
  Strength challenge roll with 1 bane or take 3d6 damage 
  and become slowed for 1 minute. If a creature is already 
  slowed in this way, it takes 2d6 extra damage.
  
  8
  Sea Dragon
  In the far-flung reaches of the Auroral Ocean swim 
  the sea dragons, a breed that has adapted to the 
  deepest waters, feeding on whales and passing ships. 
  Sea dragons have no wings or hind legs; instead, 
  they propel themselves through the water with long, 
  finned tails.
  SEA DRAGON 
  DIFFICULTY 500
  Size 3 frightening monster (aquatic)
  Perception 19 (+9); truesight
  Defense 23; Health 160; Insanity —; Corruption 1d3 – 1
  Strength 17 (+7), Agility 13 (+3), Intellect 14 (+4), Will 16 (+6)
  Speed 16; swimmer
  Immune asleep, charmed, dazed, frightened, stunned
  Spell Defense A sea dragon takes half damage from spells. 
  When a creature attacks the dragon with a spell, the 
  dragon makes the challenge roll to resist the spell with  
  1 boon and imposes 1 bane on the creature’s attack roll.
  ATTACK OPTIONS 
  Claws (melee) +7 with 3 boons (2d6)
  Teeth (melee) +7 with 3 boons (4d6)
  SPECIAL ATTACKS 
  Flurry of Attacks The dragon attacks twice with its claws 
  and once with its bite.
  Blinding Spew The dragon vomits a reeking, corrosive 
  fluid into a line, 2 yards wide and 10 yards long, from a 
  point it can reach. Everything in the area takes 4d6 + 5 
  damage. Each creature in the area must make an Agility 
  challenge roll with 2 banes. On a failure, the creature 
  takes 4d6 + 5 extra damage and becomes blinded for  
  1 minute. Once the dragon uses Blinding Spew, it cannot 
  do so again for 1 round.
  New Master Path:
  Dragonslayer
  Dragonslayers have a reputation for being insane, and 
  certainly it is a profession with an enormous body 
  count. In truth, those who seek it are very careful and 
  bring along plenty of help, and they make sure that 
  the thankful villagers pay well for services rendered. 
  Comely daughters, handsome sons, and generous 
  grants of livestock are part of the standard deal, as are 
  land, titles, and inheritances from the local lords. A 
  dragonslayer who survives to retire can live like a king, 
  or even as one.
  Level 7 Dragonslayer
  Attributes Increase two by 1
  Characteristics Health +5
  Languages and Professions Add tracker to your list of 
  professions. If you already have this profession, you can 
  instead speak another language or add a wilderness 
  profession to your list of professions.
  Fearless You cannot be frightened.
  Find the Gap When you can see a creature, you can use 
  a triggered action on your turn to make a Perception 
  attack roll against the target’s Defense. On a success, 
  you make attack rolls against the target with 1 boon  
  for 1 minute.
  Ride Anything You make attack rolls against creatures you 
  have grabbed with 1 boon.
  If you get a success on an attack roll to grab a 
  creature larger than you, you can attempt to ride it.  
  Make a Strength or Agility attack roll against the 
  grabbed creature’s Will. On a success, you ride the 
  creature for 1 round and can choose how the creature 
  moves or the target of its attack. You can use an action 
  to repeat the attack roll on your turn; on a success, the 
  creature becomes grabbed for 1 round.
  Level 10 Master Dragonslayer
  Characteristics Health +5
  Dragon Hunter When you roll to attack, find, or track a 
  dragon or drake, you make the attack roll or challenge 
  roll with 1 boon.
  Evade Titanic Assault When a creature larger than you 
  would attack you, you can use a triggered action to 
  make an Agility challenge roll. On a success, you impose 
  3 banes on the triggering creature’s attack roll. If the 
  attack roll results in a failure, you can move up to half 
  your Speed without triggering free attacks.
  Resist Flame and Poison You take half damage from fire 
  and poison. 
  
SOURCE: textdata/thevault/Shadow of the Demon Lord/Monstrous Pages/SotDL - Monstrous Pages - Of Fire and Venom.pdf