(Author’s Note: Though the description for these beings is that used for Byakhee in the Call of Cthulhu rulebook and Malleus Monstrum, this author and others believe the creatures in Lovecraft’s “The Festival” are not Byakhee as envisioned by Derleth. This entry provides a distinction between the monsters.)
“There flopped rhythmically a horde of tame, trained, hybrid winged things that no sound eye could ever wholly grasp, or sound brain ever wholly remember. They were not altogether crows, nor moles, nor buzzards, nor ants, nor vampire bats, nor decomposed human beings; but something I cannot and must not recall. They flopped limply along, half with their webbed feet and half with their membranous wings…” – H.P. Lovecraft, “The Festival”
Carrion Kind are constructs built from dead humans and other animals, held together by unwholesome magic. The spell to create these beasts can be found in the Necronomicon, Unaussprechlichen Kulten, and Cultes des Gouls. The Great Old Ones may bless faithful cults with the ability to cast the spell. Lone sorcerers may attempt to bargain with these terrible entities for this knowledge. Carrion Kind are used as servants and steeds. Ancient sightings of witches riding the monsters may be responsible for legends of the Wild Hunt.
The main component of the spell is one human body. Those casting the spell will often use deceased enemies. Once cast, the body along with every dead animal, even the most scant of bones and tissue – within a 100 yard radius will putrefy to a black liquid. This liquid will bubble up from the ground or flow out of any container holding it, even those airtight, running to the point where the spell was cast. There, the various streams combine, forming a being that is not quite solid and not quite gelatinous, with a vague, winged humanoid form.
Being that their forms are not completely solid, Carrion Kind are clumsy on the ground, moving by flopping themselves forward. However, they are unable to squeeze through almost any small opening. In the air, the monsters possess a terrible gracefulness.
char – rolls – avg
STR 4d6+6 20
CON 4d6 14
SIZ 4d6+6 20
INT 1d6 3-4
POW 2d6 7
DEX 3d6 10-11
Mov 2 / 20 flying – HP 17
Av. Damage Bonus: +1d6
Weapons: Festering Claw 35%, damage 1d6 + db + disease (POT = CON)
Swoop 40%, damage grapple. The Carrion Kind will fly to a great height, or a dangerous area, and drop the victim.
Armor: Due to being made of decomposing tissue, Carrion Kind only take half-rolled damage from normal weapons. Fire, electricity and acid do normal damage.
Sanity Loss: 1/1d6 to see a Carrion Kind