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Bird; Magpie

by Jamie Baty

Magpie, Common
DMR2 74
Tiny Animal
Hit Dice: 1/4d8 (1 hp)
Initiative: +3 (+3 Dex)
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armour Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple: 0/-12
Attack: Beak +5 melee (1d2 -4)
Full Attack: Beak +5 melee (1d2 -4)
Space/Reach: 2-1/2 ft. /0 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 3, Dex 17, Con 10, Int 2, Wis 14, Cha 7
Skills: Hide +10, Listen +3, Sleight of Hand +9, Spot +9
Feats: Weapon Finesse
Environment: Temperate land
Organisation: Solitary, or Coven (2-5)
Challenge Rating: 1/8
Treasure: 30% 1d6 coins, 3% 1d2 gems
Alignment: Always neutral
Advancement: -
Level Adjustment: -

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.
Magpies have a well-deserved reputation as thieves, and may attempt to steal any shiny or brightly coloured object that's unsecured. A common magpie can steal objects weighing up to 3 or 4 ounces (for example, a coin, gem or ring). A common tactic is for the magpie swoop down to grab an object that attracts its attention.
The magpie's nest is woven of sticks, straw, and mud pies 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 nest may contain treasure, as well as 5-6 greenish blue or yellowish eggs.
Magpies prefer to live in cool or temperate habitats, making their homes in woodlands, agricultural fields, and even towns. 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 on sees at one time can help foretell the future. Seven magpies are a great portent of evil.

Combat
Common magpies fight aggressively if provoked, pecking viciously with its beak. Since they are able flyers though, it is usually easier for them to escape danger.

Skills: A common magpie has a +4 racial bonus to Sleight of Hand and Spot checks. It may always take 10 on a Sleight of Hand check, even if distracted or endangered.

Giant Magpie
DMR2 74
Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +3 (+3 Dex)
Speed: 15 ft. (3 squares), fly 40 ft. (average)
Armour Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: 0/-5
Attack: Beak +4 melee (1d4 -1)
Full Attack: Beak +4 melee (1d4 -1)
Space/Reach: 5 ft./0 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +3, Ref +5, Will +2
Abilities: Str 8, Dex 17, Con 12, Int 2, Wis 14, Cha 9
Skills: Hide +7, Listen +3, Sleight of Hand +9, Spot +8
Feats: Weapon Finesse
Environment: Temperate land
Organisation: Solitary, or Coven (2-5)
Challenge Rating: 1/4
Treasure: 30% 1d6 coins, 3% 1d2 gems, 3% 1 jewellery/art, 1% 1 small magic item
Alignment: Always neutral
Advancement: 2 HD (Small); 3 HD (Medium)
Level Adjustment: -

Giant magpies are much larger versions of the common magpie- The giant magpie sports similar colours, but measures 3 to 5 feet from beak to tail. Accordingly, they may pickup larger objects- the giant magpie can manage objects up to 2 pounds (for example, a piece of jewellery, a dagger, a wand, or a potion bottle).

Combat
Giant magpies fight aggressively if provoked, pecking viciously with its beak. They are less likely to flee from a fight than their smaller brethren.

Skills: A giant magpie has a +4 racial bonus to Sleight of Hand and Spot checks. It may always take 10 on a Sleight of Hand check, even if distracted or endangered.