No. Enc: 1 Alignment: Neutral Movement: 180' (flying) Armor Class: 2 Hit Dice: 7 Attacks: 3 (bite/claw/claw) or special Damage: 2d4/1d4/1d4 or special Save: F7 Morale: 6 Hoard Class: VII
The giant jackdaw is a member of crow family, clocked deep black feathers and eyes featuring penetrating clear-blue iris. This bird with a 12' wingspan is sentient and can speak the Common Tongue as well as up to three more, the selection of which is up to the Labyrinth Lord.
Like their normal-sized cousins, Jackdaws are inveterate thieves. Shiney items, like jewelry or ornate weapons or armor, will attract the jackdaw. If the object is not worn or otherwise restricted by the party, the jackdaw will swoop down and steal it (no saving throw). If the object is carried externally (like a sword), the jackdaw will still try to steal it, but the owner may save against petrification to thwart the theft.
75% of all giant jackdaws have stolen magic tomes and can perform 2 first-level and 1 second-level magic-user spells each day. The Labyrinth Lord should determine these.
Jackdaws are also somewhat lazy. A common tactic of theirs is to trick a party into a quest to retrieve something shiney for them. In return, the jackdaw may award them a random scroll, wand or potion (to be randomly determined). Or, 50% of the time, the jackdaw will renege on its promise and attempt to flee with the proffered item.
In combat, the jackdaw will fight with its sharp beak and claws. If the jackdaw can cast spells, it will do so first.
See the Jackdaw of Rheims for a folkloric reference.