Old Bird Statistics

Hit Modifier= 20-THAC0 - Armor Class = 19-AC - Saving Throws = 8 + HD/2, up to 20



Basic D&D
#AP AC MV HD THAC0 # AT Dmg/AT Morale XP Value
Blood Hawk 4-15 7 1, Fl 24 (B) 1+1 19 3 1-4/1-4/1-6 Steady (11) 120
Boobrie 1-2 5 15, Fl 15 (D) 9 11 3 1-6(×2)/2-16 Steady (11-12) 2,000
Condor 1-2 7 3, Fl 24 (D) 3+3 17 1 2-5 Average (8-10) 175
Eagle, Giant 1-20 7 3, Fl 48 (D) 4 17 3 1-6/1-6/2-12 Elite (13) 420
Eagle, Wild 5-12 6 1, Fl 30 (C) 1+3 19 3 1-2/1-2/1 Average (9) 175
Eblis 4-16 3 12, Fl 12 (C) 4+4 15 4 1-4(×4) Champion (15-16) 650 (normal)
1,400 (spell user)
Falcon 1-2 5 1, Fl 36 (B) 1-1 20 3 1/1/1 Unsteady (6) 65
Flightless 2-20 7 18 1-3 1-2 HD: 19
3 HD: 17
1 1 HD: 1-4
2 HD: 1-6
3 HD: 1-8
Average (8-10) 1 HD: 15
2 HD: 35
3 HD: 65
Hawk, Large 1-2 6 1, Fl 33 (B) 1 19 3 1-2/1-2/1 Average (9) 65
Owl 1 (2) 5 1, Fl 27 (D) 1 19 3 1-2/1-2/1 Unsteady (5-7) 65
Owl, Giant 2-5 6 3, Fl 18 (E) 4 17 3 2-8/2-8/2-5 Steady (11-12) 270
Owl, Talking 1 3 1, Fl 36 (C) 2+2 19 3 1-4/1-4/1-2 Champion (15) 975
Raven/Crow 4-32 7 1, Fl 36 (B) 1-2 hp 20 1 1 Average (8-10) 15
Raven, Huge 2-8 6 1, FL 27 (C) 1-1 20 1 1-2 Steady (11-12) 35
Raven, Giant 4-16 4 3, Fl 18 (D) 3+2 17 1 3-6 Elite (13-14) 175
Swan 2-16 7 3, Fl 18 (D) 1+2 19 3 1/1/1-2 Unsteady (6) 65
Vulture 4-24 6 3, Fl 27 (E) 1+1 19 1 1-2 Unsteady (5-7) 65
Vulture, Giant 2-12 7 3, Fl 24 (D) 2+2 19 1 1-4 Average (8-10) 120


Krynn Birds
Emre Kingfisher Skyfisher ’Wari
Climate/Terrain: Tropical, subtropical, and temperate/Plain Tropical, subtropical, and temperate/Plain, forest, and hill Tropical, subtropical, and temperate/Mountain and hill Tropical, subtropical, and temperate/Plain
Frequency: Rare Uncommon Uncommon Rare
Organization: Flock Flock Flock Flock
Activity Cycle: Day Day Any Day
Diet: Herbivore Carnivore Carnivore Herbivore
Intelligence: Animal (1) Animal (1) High (13-14) Animal (1)
Treasure: Nil Q L,M,N,Q Nil
Alignment: Neutral Neutral Neutral Neutral
No. Appearing: 2-20 4-24 1-20 6-60
Armor Class: 7 5 3 6
Movement: 18, Fl 24 (C) 1, Fl 36 (C) 3, Fl 24 (C) 15
Hit Dice: 3 1 4 3
THAC0: 17 19 17 17
No. of Attacks: 1 1 1 or 2 2 or 1
Damage/Attack: 1-4 or 2-8 1-4 3-11 or 1-6/1-6 1-2/1-4 or 3-12
Special Attacks: Nil Nil Dive/Drop Trample
Special Defenses: Nil Nil Nil Nil
Magic Resistance: Nil Nil Nil Nil
Size: M (6’ tall) M (4-5’ tall) S (3-4’ tall) M (6’ tall)
Morale: Unsteady (7) Unsteady (7) Average (9) Unsteady (7)
XP Value: 120 35 270 65



Mystara
Magpie
(common)
Magpie
(giant)
Piranhabird
(lesser)
Piranhabird
(greater)
Sprackle
(lesser)
Sprackle
(greater)
Climate/Terrain: Any temperate Any temperate Nonarctic forest Nonarctic forest Temperate mountains Temperate mountains
Frequency: Common Rare Rare Very rare Very rare Very rare
Organization: Solitary Solitary Flock Flock Rook Rook
Activity Cycle: Day Day Night Night Day Day
Diet: Insectivore Insectivore Carnivore Carnivore Insectivore Carnivore
Intelligence: Semi- (2) Semi- (4) Semi- (2) Semi- (2) Animal (1) Semi- (2)
Treasure: See below See below Nil Nil See below See below
Alignment: Neutral Neutral Chaotic neutral Chaotic neutral Neutral Neutral
No. Appearing: 1d6 1d4 1d4 wings of 1d4+2 birds 2d6 2d6 2d6
Armor Class: 7 6 7 6 7 6
Movement: 1, Fl 36 (B) 3, Fl 33 (B) Fl 36 (A) Fl 36 (A) 1, Fl 36 (B) 3, Fl 36 (B)
Hit Dice: 1-2 hp 1+1 1-4 hp 2 1-4 hp 2
THAC0: 20 19 20 19 20 19
No. of Attacks: 1 1 1 (per wing) 1 1 1
Damage/Attack: 1 (beak) 1d4 (beak) 1d4 (bite) 1d6 (bite) 1d3 (beak) 1d6 (beak)
Special Attacks: Nil Nil +2 to attacks Blood frenzy Electricity, armor penetration Electricity, armor penetration
Special Defenses: Nil Nil Nil Nil Electricity Electricity
Magic Resistance: Nil Nil Nil Nil Nil Nil
Size: T (2’ long) S-M (3-5’ long) T (1’ long) S (2˝’ long) T (2’ long) S (4’ long)
Morale: Unsteady (6) Average (8) Average (8) Average (10) Average (8) Average (10)
XP Value: 15 65 15 65 65 175

Forgotten Realms

  Flightless Boobrie Eblis
Climate/Terrain: Subtropical/Plains Subtropical/Swamps Subtropical/Swamps
Frequency: Common Rare Very rare
Organization: Flock Solitary Flock
Activity Cycle: Day Day Any
Diet: Herbivore Carnivore Carnivore
Intelligence: Animal (1) Animal (1) Low to exceptional (5-16)
Treasure: Nil Nil Nil (U)
Alignment: Neutral Neutral Neutral evil
No. Appearing: 2-20 1-2 4-16
Armor Class: 7 5 3
Movement: 18 15, Fl 15 (D) 12, Fl 12 (C)
Hit Dice: 1 to 3 9 4+4
THAC0: 1-2 HD: 19
3 HD: 17
11 15
No. of Attacks: 1 3 4
Damage/Attack: 1 HD: 1-4
2 HD: 1-6
3 HD: 1-8
1-6(×2)/2-16 1-4
Special Attacks: Nil Surprise See below
Special Defenses: Nil Immune to poison See below
Magic Resistance: Nil Nil Nil
Size: S to L (2-8’ tall) L (12’ tall) L (8’ tall)
Morale: Average (8-10) Steady (11-12) Champion (15-16)
XP Value: 1 HD: 15
2 HD: 35
3 HD: 65
2,000 650
Spell user: 1,400

AD&D Birds

Avians, whether magical or mundane in nature, are among the most interesting creatures ever to evolve. Their unique physiology sets them apart from all other life, and their grace and beauty have earned them a place of respect and adoration in the tales of many races.

Blood Hawk


Blood hawk hunt in flocks and are fond of humanoids. They continue to attack humans even if the melee has gone against them. Male blood hawks kill humans not only for food but also for gems, which they use to line their nests as an allurement to females.

Boobrie


The boobrie, giant relative of the stork, stands 12 feet tall. A boobrie’s diet consists of giant catfish and other wetland denizens. When times are lean, the boobrie feeds on snakes, lizards, and giant spiders. Its occasional dependence on a diet of creatures that deliver a toxic bite has made the boobrie immune to all poisons. When a boobrie hunts, it finds a grove of tall marsh grass or similar vegetation and slips into it. Once in its hunting blind, it remains still for hours at a time, until prey comes within sight. When employing this means of ambush, its opponents suffer a -3 penalty to their surprise rolls.

Condor


Condors measure three to six feet and have a wingspan of 13 to 20 feet. They rarely land except to feed – they even sleep in flight. Condor eggs and hatchlings are worth 30-60 gp. They can be trained to act as spotters or retrievers. Humanoids of small or tiny size can train them as aerial mounts. Used in this way, they can carry 80 pounds, either held in their claws or riding atop their backs.

Eagle


An eagle typically attacks from great heights, letting gravity hurtle it toward its prey. If an eagle dives more than 100 feet, its diving speed is double its normal flying speed and the eagle is restricted to attacking with its claws. These high-speed attacks gain a +2 attack bonus and double damage. Eagles are never surprised because of their exceptional eyesight and hearing. Eagles mate for life and, since they nest in one spot, it is easy to identify places where eagles are normally present. On occasion, in an area of rich feeding, 1d8+4 eagles are encountered instead of the normal individual or pair. Eagles generally hunt rodents, fish, and other small animals. Eagles also feed on the carrion of recently killed creatures as well. Eagles never attack humanoids, though small creatures like brownies have to be wary of a hunting eagle.

Eagle, Giant


Giant eagles stand 10 feet tall and have wing spans of up to 20 feet. They share the coloration and fighting methods of their smaller cousins. However, if a giant eagle dives more than 50 feet, it adds +4 to its attack roll and doubles its claw damage.

Giant eagles have exceptional eyesight and hearing and cannot be surprised except at night or in their lair, and then only 10% of the time. Far more social than normal eagles, up to 20 nests can be found in the same area, one nest for each mated pair. Giant eagles can be trained, and their eggs sell for 500 to 800 gp.

Eblis


Their bodies look like those of storks, with grey, tan, or off-white plumage on their bodies and sleek black necks. Their heads are narrow and end in long, glossy-black, needle-like beaks. Eblis speak a language of chirps, whistles, and deep-throated hoots. In addition, spellcasting eblis have managed to learn a rudimentary version of common, allowing them to converse with those they encounter. Each community is led by one individual with spellcasting ability. These eblis cast 2d4 spells per day as 3rd-level casters. To determine the available spells, roll 1d8 and consult the following table. Duplicate rolls indicate the spell may be employed more than once per day.
Roll Spell Roll Spell
1 Audible glamer 5 Hypnotic pattern
2 Blur 6 Spook
3 Change self 7 Wall of fog
4 Hypnotism 8 Whispering wind

Eblis love shiny objects (like gems); even the most wise and powerful of the eblis can be bribed with an impressive jewel. An eblis community consists of 2d4 huts built from straw and grasses common to the marsh around the community. Care is taken by the eblis to make these huts difficult to detect. In fact, only a determined search of the area by a ranger or someone with the animal lore proficiency is likely to uncover the community.

All eblis secrete an oil that coats their feathers and provides them with a +1 bonus to all saving throws against fire- and flame-based attacks. Any damage caused by a fire- or flame-based attack is lessened by -1 for each die of damage.

The evil nature of the eblis is best seen in the delight it takes in hunting and killing. When an eblis spots travelers who have objects it desires for its nest, it attacks. Since the eblis is cunning, these attacks often take the forms of ambushes.

Falcon


Falcons are smaller, swifter, and more maneuverable than hawks. These birds of prey are easily trained and are preferred by hunters over hawks. Trained falcons sell for around 1,000 gp each.

Flightless Bird


These avians are typified by the ostrich, emu, and rhea. Although they share many of the physiological adaptations that enable other birds to take wing and break the bonds of earth, they are unable to fly.

The ostrich is the largest and strongest, standing 8 feet tall and weighing 300 pounds. The animal’s small head and short, flat beak are perched atop a long, featherless neck. The ostrich fans is able to run at 40 miles per hour. If forced to fight, an ostrich uses its legs to deliver a kick that inflicts 1d8 points of damage.

The emu reaches 6 feet high and 130 pounds. Unlike those of their larger cousins, the wings of an emu are rudimentary appendages hidden beneath their coarse, hair-like feathers.

The rhea resembles a small ostrich, standing 3 feet tall and weighs 80 pounds. The differences between the two species lie in the structure of the feet and the tail feathers. Ostriches have two toes, while rheas have three, and ostriches have elegant, flowing tail plumes, while the rhea’s are far shorter. Long feathers on the bird’s sides swoop down to cover the stunted tail feathers.

Hawk


Hawks have wingspans up to 5 feet. They attack in plummeting dives, usually from a height of 100 feet or more. This dive gives them a +2 attack bonus, enabling their talons to inflict double damage. Hawks cannot attack with their beaks during the round in which they use a dive attack. After the initial dive, hawks fight by biting and pecking with their beaks, tearing at their opponents with their talons. Hawks target eyes and they have a 25% probability of striking an eye whenever its beak strikes. Opponents struck in the eye are blinded for 1dl0 rounds and have a 10% chance of losing the use of the eye. Because of their superior eyesight, hawks can never be surprised. Any intruder threatening the nest is attacked, regardless of size. If taken young and trained by an expert, hawks can be taught to hunt. Fledglings bring 500 gp and trained hawks sell for as much as 1,200 gp.

Owl


Owls hunt rodents, small lizards, and insects, attacking humans only when frightened (or magically commanded). They have 120’ infravision and quadruple normal hearing. They fly in total silence, giving their prey a -6 penalty to their surprise rolls. Owls cannot be surprised during hours of dusk and darkness; during daylight hours, their eye sight is worse than that of humans, suffering a -3 on their surprise roll if discovered in their daylight roosting place. Owls attack with sharp talons and hooked beaks. If they swoop from a height of 50 feet or more, each attack is +2 and inflicts double damage, but no beak attack is possible.

Owl, Giant


These nocturnal creatures inhabit very wild areas, preying on rodents, large game birds, and rabbits. They are too large to gain swoop bonuses but can fly in nearly perfect silence; opponents suffer a -6 on their surprise roll. Giant owls may be friendly toward humans, though they are naturally suspicious. Parents will fight anything that threatens their young. Eggs sell for 1,000 sp and hatchlings sell for 2,000 sp.

Owl, Talking


Talking owls appear as ordinary owls, but speak common and six other languages (DM’s option). Their role is to serve and advise champions of good causes on dangerous quests, which they do for 1d3 weeks if treated kindly on the first encounter; a talking owl feigns a broken wing to see how a party will react. Talking owls can detect good. They have a wisdom score of 21, with the appropriate spell immunities.

Raven (Crow)


Ravens and crows are often mistaken as bad omens by superstitious farmers and peasants. They attack with strong claws and their long, sharp beaks. Ravens employ a grab and peck approach to combat. These birds are 10% likely to attack an opponent's eyes. If successful, the attack causes the opponent to lose an eye. All birds of this type travel in flocks. Any encountered solo are actually scouts. As soon as they see any approaching creature, the scouts give warning cries and maintain a safe distance to keep track of them. Because of the scouts, ravens cannot be surprised during daylight conditions.

Raven, Giant


Giant ravens are both pugnacious and easily trained (if raised from fledglings), and are often used as guards and messengers. While they are too small to be used as mounts by all but small humanoids (i.e., faerie folk and PCs under the effects of a potion of diminution), the strength of these birds is enough to carry an adult halfling.

Raven, Huge


Huge ravens have malicious dispositions, occasionally serving evil masters. Not all raven familiars and consorts are evil – the alignment of the master is a decisive factor in such arrangements.

Swan


These aquatic birds tend to inhabit areas frequented by similar waterfowl. Such areas include rivers, ponds, lakes, and marshes. Swans posses acute senses. They are 90% likely to detect intruders. There is a 10% chance that any swan encounter includes one or more swanmays in avian form.

Vulture


Vultures are scavengers that search the skies for injured or dead creatures to feed upon. They measure 2 to 3 feet long with a wingspan of up to 7 feet. Greasy blue-black feathers cover the torso and wings; its pink head is bald. Vultures are cowards, and will wait until an intended meal stops moving. If six or more vultures are present, they may attack a weakly moving victim. If the victim defends itself, the vultures move out of reach but maintain their deathwatch. Creatures that are unconscious, dead, or magically sleeping or held are potential meals. If the surviving combatants are further than 20 feet from the fallen creatures, the vultures alight and begin feeding. Because of their diet, vultures kin have developed a natural resistance to disease and organic toxins.

Vulture, Giant


Giant vultures measure 3 to 5 feet. Domesticated giant vultures can be trained to associate specific species (i.e., as humanoids) with food, hence the birds concentrate on locating those creatures. Giant vulture eggs and hatchlings are worth 30-60 gp.

Krynn Birds

Emre

Add the Kingfisher and Skyfisher
Both the emre and ’wari are ground-dwelling birds, though the emre can become airborne for up to one turn. The emre has a plump body covered with white feathers, a long neck, bulging blue eyes, and thick, clawed feet. The ’wari is a bulkier version of the emre, with bronze, gold, or blue feathers. The kingfisher has a crested head, short legs, and a long, pointed bill; it is deep blue or bluish gray with a white chest. The skyfisher looks like a cross between a giant bat and a vulture, black or gray in color, with long, dangling legs and a sharp beak.

Combat:
The emre, kingfisher, and ’wari are all relatively harmless. Each can make beak attacks, and the emre and ’wari can strike with their clawed feet. When spooked by loud noises or the odor of blood, ’waries can stampede. Those caught in the path of stampeding ’wari suffer 3d4 points of damage per round.

The skyfisher is the most dangerous of these birds. It can attack with either its beak or talons, but not both in the same round. It can dive for its first attack, gaining a +2 bonus to its attack roll and doubling the damage inflicted. Each time the skyfisher hits with its claws, the victim must roll a Dexterity check to try to avoid the bird’s grip. If the victim fails the check, he is carried aloft for 1d4 rounds and then dropped. Damage from the fall is 1d6 points for each round aloft. A skyfisher drops its prey if it receives 10 points of damage. It cannot lift prey in excess of 200 pounds.


Habitat/Society:
All of these birds live in flocks. They lay 2d4 eggs once a year. The emre and ’wari range over a few square miles, while the migratory kingfishers and skyfishers range over much larger areas. The intelligent skyfishers collect a variety of shiny treasure items. Kingfishers prefer gems.

Ecology:
Emre and ’wari forage for insects, grams, and small rodents. These birds are favorite prey for wolves and other meateaters (’wari are so dumb that they allow wolves to mingle among them). Kingfishers spear fish with their beaks, while skyfishers eat rabbits and other small mammals. Primitive tribes domesticate emre as mounts. Many cultures believe skyfishers are omens of war and death.

Mystara

A wealth of birds inhabit the world of Mystara. This section offers a brief sampling, from the mundane but troublesome magpie to the electrifying sprackle.

Magpie

Magpies are notorious for stealing bright objects. Two varieties make their home in Mystara: common and giant. The common magpie is 14 to 18 inches long from its head to the tip of its tail. The body and tail are mostly black (often shot with metallic blue, green and lavender), and the shoulders and belly are white. The giant magpie sports similar colors, but measures 3 to 5 feet from beak to tail.


Combat:
Common magpies fight aggressively if provoked, causing 1 point of damace with each peck. Since they are able flyers, though, it is usually easy for them to escape danger.

The beak of the giant magpie inflicts 1d4 points of damage


Habitat/Society:
Magpies have a well-deserved reputation as thieves, and may attempt to steal any shiny or brightly colored object that’s unsecured. A common magpie can steal objects weighing up to 3 or 4 ounces (for example, a coin, gem or ring), while the giant magpie can manage objects up to 2 pounds (for example, a piece of jewehy, a dagger, a wand, or a potion bottle).

If people are nearby, a magpie may swoop down to take an object without landing, and has a 30% chance of picking it up cleanly and making off without dropping it. If the bird can land unseen, however, its overall chance of success increases to 60% Stolen objects are taken to the bird’s nest.

Finding the nest in order to retrieve a lost item may be a difficult task, perhaps even perilous if the search leads to the territories of dangerous creatures. The search may also be rewarding, however, since the nest might also contain 1d6 coins (30%), 1d2 small gems (3%), a piece of jewelry/art object (3% – giant magpie only), or even a small magical item (1% – giant magpie only).

The magpie’s nest is woven of sticks, straw, and mud. Magpies often weave thorny twigs into the roof of the nest to keep predators from attacking the abode. The nest is fairly large and round,with only one entrance. A typical clutch contains 5 to 6 greenish blue or yellowish eggs.


Ecology:
Both common and giant magpies prefer to live in cool or temperate habitats, making their homes in woodlands, agricultural land, and even towns. Occansionally a magpie serves as a wizard’s familiar.

Magpies eat insects and grain. Those dwelling in settled areas often make their nests near granaries, which offer plentiful meals of spilled grain.

According to folklore and common superstition, the number of magpies one sees at a time can help foretell the future. Seven magpies are a portent of great evil.

Piranha Bird

This vicious creature gathers in flocks that rapidly tear apart prey, much like the fish after which the piranha bird is named.

Both varietes of piranha bird (lesser and greater) are garishly colored. Individual birds may have green, blue, red, brown, black, or occasionally purple feathers – the entire spectrum of colors is usually displayed in a single flock.

Lesser piranha birds grow to a maximum of 1 foot long. Greater piranha birds, on the other hand, average over twice that length. The whistles of greater piranha birds are lower and more melodic than those of lesser piranha birds.


Combat:
Piranha birds have gaping mouths full of slashing teeth. These are razor-sharp, so that the bird can easily bite into flesh and rip away a mouthful while on the wing.

These creatures can fly with hummingbirdlike maneuverability. They can make sudden changes in direction, or even hover in midair. When one catches sight of a potential meal, it utters a high-pitched whistle, alerting the whole flock. These birds only attack warm-blooded creatures.

Lesser piranha birds attack in groups. A flock divides itself into one or more “attack wings” of 3 to 6 individuals (1d4+2). Each “wing” attacks as though it were a single monster, attacking with a +2 bonus and inflicting 1d4 points of damage per hit. If a flock is reduced to fewer than three piranha birds, they lose their attack bonus and must make a successful morale check or scatter.

The greater piranha birds, on the other hand, attack individually, each bite inflicting 1d6 points of damage. If half of their flock has been killed or incapacitated, they must pass a morale check or flee. If they pass, they go into a blood frenzy that gives them a +2 to all attacks.


Habitat/Society:
Piranha birds do not like bright sunlight, but may he found in warm climates, except areas barren of any shade. They live in regions of dense forest. Underground varieties have developed limited infravision (up to 30 feet). At night or on overcast or foggy days, piranha birds may fly far from their nests in search of prey.

Piranha birds reproduce every spring. Each female lays 2 to 5 eggs. She warms them until hatching, and then rejoins the hunt to feed the young. Piranha birds are especially voracious at this time – first the males, which must bring hack enough food to the nests to feed the females; then male and female alike, as they strive to feed their offspring.

A flock of piranha birds has no leader as such, hut does have a pecking order that dictates which bird gets first pick of fallen prey for itself, its mate and its young.


Ecology:
Piranha birds, both lesser and greater, are always hungry for fresh meat. They have no interest in treasure; in fact, they tend to avoid shiny objects.

Sprackle

These creatures look verv similar to grackles, the common blackbirds from which they are descended. However, sprackles are larger and colored differently: Their feathers are coppery or reddish-brown. Moreover, these birds constantly shed little electrical sparks that make them glow in the dark. Their name is a blend of the words “spark” and “grackle”.

There are two varieties of sprackle: lesser and greater. The difference between them is simply one of size. The lesser sprackle averages 20 inches in length, while the greater sprackle grows as long as 4 feet.


Combat:
The sprackles’ beaks are very long and sharp and can penetrate armor, giving them a +2 attack bonus against foes in plate mail (bronze or normal), ring mail, or chain mail. Further, sprackles can launch lightning attacks at creatures within 30 feet (60 feet for the greater sprackle); a small charge of electricity shoots out from their beaks and, with a successful attack roll, causes 1d3 points of damage (1d6 for the greater sprackle).

An electrical charge constantly surrounds a sprackle. Even if not directed as a lightning blast, it still inflicts 1d3 (or 1d6 for greater sprackles) points of damage upon any creature that comes into contact with it. Conductive materials (such as metal swords) also carry damage to a wielder.

Sprackles fly directly toward their prey in combat, shooting their lightning blasts until they get within melee range. At that point they attack with their beaks (1d3 or 1d6 damage from the sharp beak, plus 1d3 or 1d6 electrical damage). They continue to fight until half the flock is killed or wounded, at which time they must pass a morale check or flee.

All sprackles have infravision with a range of 60 feet.


Habitat/Society:
Sprackles are very territorial and will fearlessly attack creatures larger than themselves. They avoid undead creatures and those larger than man-sized, but will attack other creatures to drive them out of their territory.

Sprackles first appeared in a place called Corran Keep, in the mountains of Mystara. Powerful magic there seems to have transformed ordinary birds into these creatures. Since their creation, sprackles have been spreading rapidly, aggressively pushing more common predatory birds out of their temtories.

Sprackles may he most commonly encountered on the forested lower slopes of mountains. As the species spreads, however, they may soon he found in many other areas.

A group of Sprackles is called a rook. They gather in extended families of two to a dozen birds, which share a large, communal nesting area (called a rookery). Rookeries are located in sheltered areas, such as the eaves of an abandoned building or under a rocky overhang. They are built of sticks and mud, and lined with downy feathers shed by the birds.

Like magpies, sprackles are attracted to shiny objects which may he valuable. Their nests might contain 2d6 coins (30%), 1d4 small gems (5%, 30% – giant sprackle), a piece of jewelry/art object (5% – giant sprackle only), or even a small magical item (2%-giant sprackle only). Also, their treasure reflects the chance that they dwell in a ruin or similar place that may contain abandoned valuables.


Ecology:
Because of their sparks, sprackles do most of their hunting in the daytime, when they are slightly less obvious. (Glowing predators have a tendency to frighten off their prey.)

Lesser sprackles are insectivores, preying chiefly on larger insects and arthropods such as butterflies, centipedes, moths, spiders, and dragonflies. Greater sprackles are carnivores who more frequently dine on mice, rats, smaller birds, and sometimes giant insects, such as giant dragonflies, robber flies, and giant centipedes and spiders.

Avians, whether magical or mundane in nature, are among the most interesting creatures ever to evolve. Their unique physiology sets them apart from all other life, and their grace and beauty have earned them a place of respect and adoration in the tales of many races.

Forgotten Realms

Flightless Bird

These large avians are typified by the ostrich (3 HD), emu (2 HD), and rhea (1 HD). Although they share many of the unique physiological adaptations that have enabled other avians to take wing and break the bonds of earth, they are forever chained to the surface, unable to fly.

The ostrich is a large, flightless bird that lives on the grassy plains and rolling savannas of tropical and subtropical regions. It is the largest and strongest of mundane avians, standing fully eight feet from foot to crown and weighing up to 300 pounds. The animal’s small head and short, flat beak are perched atop a long, featherless neck. When it runs, an ostrich fans out its wings for stability and employs its powerful legs to attain speeds of up to 40 miles per hour. If forced to fight, an ostrich uses its legs to deliver a powerful kick that inflicts 1d8 points of damage.

Male ostriches have black bodies with white wings and tail feathers. Females, as is typical in many animals, are far less colorful than the males, being a dull gray or brown in color. The white feathers of the male are highly prized by merchants, as they can be used in hat- and dress-making. In many parts of the world, ostrich farms are not uncommon.

Male ostriches often mate with as many as four females. Larger flocks of ostriches consist of 1d4+1 males, their mates, and their offspring. The females lay their eggs in a single nest, where they are incubated by the females by day and guarded by the males at night.

The emu is another large, flightless bird that is almost as large as the ostrich. An emu can reach a height of six feet from foot to crown and a weight of 130 pounds. Unlike those of their larger cousins, the wings of an emu are rudimentary appendages hidden beneath their coarse, hair-like feathers. An emu.s plumage is dull brown, darker on the head, neck, and along its back, while its underside is much lighter.

The rhea greatly resembles a small ostrich. Rheas average three feet in height and 80 pounds in weight. The most noteworthy differences between the two species are in the structure of the feet (ostriches have two toes while rheas have three) and the tail feathers. While the ostrich has elegant, flowing tail plumes, the rhea’s are far shorter. Long feathers on the sides of the rhea, however, swoop down to cover the stunted tail feathers. These unusual feathers, like the tail feathers of an ostrich, are sought after by fashion designers; for this reason rhea are often hunted or raised on farms. Rheas generally gather in groups of three to six individuals, though this number climbs to as many as 25 during mating season.

The rhea’s hard beak delivers a peck for 1d4 points of damage.

Boobrie

The boobrie is a giant relative of the stork. Its origins are lost in mists of ancient time and arcane lore. Although some scholars suggest that there is a link between the boobrie and the roc, there seems to be little that the two species have in common (apart from their great size.)

An adult boobrie stands roughly 12 feet tall and may weigh as much as 300 pounds. Although its weight may seem low for such a huge creature, it is important to remember that this animal, like most fliers, is built very light. When a boobrie is threatened or comes across a creature too powerful for it to fight, it fluffs up its feathers to look even more imposing than it already is. When it does this, a number of long feathers on the back of the boobrie’s neck become erect, making it look as though the creature were two or three feet taller.

The boobrie stands on two long, slender legs. Its feet are split into four slender toes that stretch very wide to enable the creature to move quickly through marshes and swamps. Although these legs enable the creature to run at a very high speed, they are fairly weak when used in combat. A boobrie will hunt primarily with its beak, which is shaped much like that of a heron, with a hook like that of an eagle. In addition, its powerful jaw muscles and the sharp, serrated edge of its beak give it a vicious bite.

A boobrie’s diet is largely made up of giant catfish and other large denizens of the wetlands. On occasion, though, it hunts for other prey. When times are rough, the boobrie feeds on all manner of snakes, lizards, and, if it finds them, giant spiders. Its occasional dependence on a diet of creatures that can deliver a toxic bite has, over the centuries, caused the boobrie to develop an immunity to all manner of toxins.

When a boobrie hunts, it finds a grove of tall marsh grass or similar vegetation and slips into it. Once within its hunting blind, it remains perfectly still, often for hours at a time, until prey comes within sight. Then, with a speed which seems uncanny in such a large creature, it springs forth and attacks. When employing this means of ambush, a boobrie forces its opponents to suffer a -3 penalty to their surprise rolls.

If two boobrie are encountered, they are usually (75%) a mated pair. These adult boobries always have at least 5 hit points per Hit Die. If the boobries are not adults (25% chance), they are young with 4 or fewer hit points per Hit Die.

Eblis

Eblis are intelligent avians noted for their cruel nature and evil ways. Eblis stand much taller than the average human, reaching heights of up to eight feet. Their bodies look much like those of storks, with grey, tan, or off-white plumage on their bodies and sleek black necks. Their heads are narrow and end in long, needle-like beaks that are glossy black in color.

Eblis speak a language of chirps, whistles, and deep-throated hoots. While it is all but impossible for humans to duplicate, it can be understood by the trained listener. In addition, 25% of all spellcasting eblis have managed to learn a rudimentary version of common, which permits them to converse with those they encounter.

When an eblis engages in physical combat, it lashes out with its beak to peck at opponents. Eblis are very agile, which not only accounts for their excellent Armor Class, but also enables them to make up to four stabbing attacks each round.

Each community of eblis is led by one individual that has a limited spellcasting capability. Eblis of this type can cast 2d4 spells per day; eblis cast as 3rd-level spellcasters. To determine which spells are available, roll 1d8 and consult the following table. Duplicate rolls indicate that the spell may be employed more than once per day.

  1. Audible glamer
  2. Change self
  3. Hypnotism
  4. Spook
  5. Wall of fog
  6. Blur
  7. Hypnotic pattern
  8. Whispering wind

Eblis love shiny objects (like gems); they often decorate their homes with these. In fact, even the most wise and powerful of the eblis can be bribed with a particularly impressive jewel. When characters attempt to loot an eblis lair, note that its treasures are woven into the nest itself and thus require some effort to remove. In addition to those items that men find valuable (like coins and gems), dozens of other objects may have caught an eblis’s eye. While these may range from shards of broken glass to shiny pieces of metal from a broken suit of armor, they are always worthless. Sorting through these items in search of valuable ones can be fairly time consuming.

An eblis community consists of 2d4 huts, each of which is inhabited by a male and his mate. In addition, 30% of the huts have a single egg or chick in them as well. These huts are built from straw and grasses common to the marsh around the community. Care is taken by the eblis to make these huts very difficult to detect. In fact, only a determined search of the area by a ranger or someone with the animal lore proficiency is likely to uncover the community.

All eblis secrete an oil that coats their feathers and provides them with some protection from the elements. In addition, this oil is naturally resistant to fire, granting the eblis a +1 bonus to all saving throws against fire- and flame-based attacks. Any damage caused by a fire- or flame-based attack is lessened by -1 for each die of damage.

The evil nature of the eblis is best seen in the delight it takes in hunting and killing. When an eblis spots travelers who have objects it desires for its nest, it attacks. Since the eblis is cunning, these attacks often take the forms of ambushes. There is reason to believe, however, that the true evil behind the eblis culture is not in the average members of the race, but in their spellcasting leaders. Past experience has shown that common eblis are, by and large, far less prone to evil or cruelty than their masters. Thus many scholars have come to believe that the eblis spellcasters acquire their power through some evil deed and are forever warped into malefic beings.