Val	CHA	Cost	Roll	Notes
25	STR	15	14-	Lift 800 kg; 5d6  HTH Damage [2]
18	DEX	16	13-
25	CON	15	14-
13	INT	3	12-	PER Roll 12-
15	EGO	5	12-
25	PRE	15	14-	PRE Attack:  5d6

6	OCV	15	
6	DCV	15	
5	OMCV	6	
6	DMCV	9	
4	SPD	20		Phases:  3, 6, 9, 12

15	PD	5		Total:  15 PD (8 rPD)
15	ED	5		Total:  15 ED (8 rED)
12	REC	8
45	END	5
18	BODY	8
44	STUN	12		Total Characteristics Cost:  177

Movement:	Running:	18m/36m 
		Flight:		24m/48m
		Leaping:	4m/8m
		Swimming:	4m/8m

Cost	Powers & Skills
28	Arrows Of Pestilence:  Drain BODY 1d6, Damage Over Time (3 increments, once per Turn after 
	being struck, target’s defenses only apply once, can’t be re-used on same victim until 
	all damage has accrued; +2), Delayed Return Rate (points return at the rate of 5 per 
	Month; +2 ¾); OAF (bow; -1), END 6
25	Breath Of Corruption:  Drain CON 2d6, NND (defense is Life Support [Self-Contained 
	Breathing]; +0), Area Of Effect (2m Radius; +¼), Constant (+½), Persistent (+¼), Reduced 
	Endurance (0 END; +½); Always On (-½), No Range (-½)
33	Stinks Of Charnel House Rot:  Change Environment (stench) (-6 to Smell/Taste Group PER Rolls, 
	-4 to Con-Based Rolls [see text]), Area Of Effect (4m Radius; +¼), Personal Immunity (+¼), 
	Persistent (+¼), Reduced Endurance (0 END; +½); Always On (-½), No Range (-½)
27	Stinks Of Charnel House Rot:  Add to Change Environment (-2 PRE-Based Rolls, -2 to DEX-Based 
	Rolls, -2 to INT-Based Rolls), Area Of Effect (4m Radius; +¼), Personal Immunity (+¼), 
	Persistent (+¼), Reduced Endurance (0 END; +½); Always On (-½), No Range (-½), Only 
	Applies If Victim Fails CON Roll (text; -0)
39	Stinks Of Charnel House Rot:  Drain OCV and DCV 3d6, Expanded Effect (x2 Characteristics 
	simultaneously; +½), Area Of Effect (4m Radius; +¼), Constant (+½), Persistent (+¼), 
	Personal Immunity (+¼),  Reduced Endurance (0 END; +½); Always On (-½), Linked (Stinks Of 
	Charnel House Rot; -½), No Range (-½), Only Applies If Victim Fails CON Roll (text; -0)
15	Clawed Fingers:  HKA 1d6 (2d6+1 w/STR), +1 Increased STUN Multiplier (+¼); Reduced 
	Penetration (-¼), END 2
24	Demon's Skin:  +8 PD, Resistant (+½) plus +8 ED, Resistant (+½)
60	Infernal Form:  Physical Damage Reduction, Resistant, 50% plus Energy Damage Reduction, 
	Resistant, 50%
5	Otherworldly Mind:  Mental Defense (5 points total)
8	Otherworldly Form:  Power Defense (8 points)
40	Infernal Form:  LS  (Total, including Longevity: Immortality)
16	Broken Wings:  Flight 24m; Restrainable (-½), END 2
6	Unearthly Speed:  Running +6m (18m total), END 1
5	Demon's Eyes:  IR Perception (Sight Group)

20	Universal Translator 12-

12	+1 Overall
10	+1 with All Attacks

3	Stealth 13-
3	Tactics 12-
3	Teamwork 13-
3	Tracking 12-
4	WF:  Common Melee Weapons, Common Missile Weapons

Total Powers & Skill Cost:  389
Total Cost:  566

175+   Matching Complications (50)
20	Distinctive Features:  Aura of Infernal Evil (Concealable; Extreme Reaction [fear]; 
	Detectable By Commonly-Used Senses)
15	Enraged:  if thwarted or tricked (Uncommon), go 11-, recover 11-
0	Physical Complication:  Human Size
20	Physical Complication:  Must Obey Anyone Who Knows Its True Name (Infrequently; Fully 
20	Physical Complication:  Restricted By Pentagrams, if confined within a pentagram cannot 
	leave or affect anyone or anything outside of the pentagram (Infrequently; Fully Impairing)
25	Psychological Complication:  Utterly Evil (Very Common; Total)
20	Psychological Complication:  Overconfidence (Very Common; Strong)
5	Rivalry:  Professional (with non-Carrion Demons, for power and influence; Rival is As 
	Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
25	Susceptibility:  to holy places and objects, takes 2d6 damage per Phase demon is on holy 
	ground, in a holy place, or within 2m of a holy object (Common)

Total Complications Points:  50
Experience Points:  391

Ecology: Normally found picking through the vast charnel fields of the infernal realms, Carrion Demons are occasionally drawn to the material world, manifesting on those battlefields on which the slaughter was overwhelming. There, they will sort through the dead and wounded, picking out select souls to be harvested and returned with them to their horrid homes. It is not know to what use Carrion Demons put these souls to, but some sages suspect they're made into new Carrion Demons and/or serve as 'food' for the demons themselves.

Personality/Motivation: As with all demons, Carrion Demons are an embodiment of evil. In their case, they're death, decay, and rot made manifest. Servants of Demons of Foulness, they seek to destroy all that is pure and good in the world, desecrating shrines and holy places (if they can), and spreading ruin and misery where ever they may go.

Powers/Tactics: Carrion Demons tend to travel in small groups of six to eight, acting and fighting in the same manner as a small military company. Unlike some demons, who are too self-centered to work well with others, Carrion Demons readily combine their tactics to great effectiveness. Often, several members of a group will hang back, firing Arrows of Pestilence at a target, while the rest of the squad advances into hand-to-hand combat range. Once in close, Carrion Demons tend to work in pairs, or groups of three, thus maximizing the effect of their Breath of Corruption and Stinks of Charnel House Rot Powers. If strongly opposed, the troop may all take to the air, firing arrows as they go, and ascend to a better vantage point before renewing their assault. If they're still thwarted, only then will the survivors flee (usually to return with greater numbers).

Note: for the full explanation of how the Carrion Demon’s Stinks Of Charnel House Rot power works, see the Carrion Worm on pages 62-63 of the HERO System Bestiary.

Appearance: A horrific assault to the senses, Carrion Demons appear as a rotting combination of a humanoid form crossed with the broken remains of a vulture. They tend to stand around six to seven feet in height, with pale, decaying skin crawling with maggots and worms. The legs are those of a beast (usually goat or horse’s legs, but others are known), while the head is the skull of a vast bird. Black feathered wings sprout from the shoulders, but they're usually battered and bent, and appear to be broken and useless. Over one shoulder the demon will sling its bow.

Designer's Notes: The image of the Carrion Demon turns out to be artwork for a Pathfinder Pestilence Demon. I found the picture on 4chan, and after looking the image over, found the character sheet almost wrote itself. I started with a Lesser Demon from the HERO System Bestiary, and then made adjustments from there. Many of the Demon's powers were adapted from other creatures (and spells), allowing me to quickly assemble the final character sheet.

For those GMs who intend to use Carrion Demons in their game, please note that the Arrows of Pestilence are manifestations of the Demon's power. The bow is a foci, but the arrows appear on their own. if you want, you could replace the blow with other weapons; spears, scythes, polearms, and the like would all made fitting armament for a Carrion Demon. If you wish to make a Carrion Demon more powerful, consider replacing its Breath of Corruption Drain with some form of Diseased template.

(Character sheet created by Michael Surbrook)

Carrion Demon's Hero Designer File

Carrion Demon

Return to Original Champions Characters