(Original posted nearly 1 year ago here)
N Small magical beast (5d12 lbs)
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +10
AC 17, touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)
hp 37 (5d10+12)
Fort +6; Ref +8; Will +6
Speed 60 ft, Fly 40 ft, Swim 20 ft
Peck +5 (1d4+1)
2 Spur Claws +7 (1d6+2)
2 Running Claws +5 (1d4+1)
Special Attacks: Warble, Pounce
Str 14, Dex 18, Con 18, Int 2, Wis 20, Cha 6
Base Atk +3; CMB +2; CMD 17 (21 vs. trip)
Feats Multiattack, Weapon Finesse
Skills Perception +10, Stealth +12, Survival +7
Once every 1d4 rounds as a standard action, a turducken can
generate a mind-affecting effect by warbling "Gobuakuk!". Every
non-turducken in a 60 foot radius takes 2d6 points of nonlethal
damage and is fatigued as though they had not eaten for 3 days, and
are therefore starving (DC 16 Will save for half and no fatigue). The
save DC is Constitution-based.
Nonlethal damage from thirst or starvation cannot be recovered until
the character gets food or water, as needed—not even magic that
restores hit points heals this damage.
When a creature with this special attack makes a charge, it can make a
Environment - Forests and low hills
Organization - Solitary, mated pair, or grand feast (3-9)
Treasure none (Unspoiled carcass is worth 500 gp)
The turducken is a chimeric beast along the same lines as an owlbear
or hippogryph. They only appear near human settlements around
harvest time each year, and it is rare to find more than one at a time.
A majestic comb crowns its head like a jaunty pompadour, matching
nicely with its rather dapple waddle and aerodynamic beak. When
swimming, the four front legs fold in close to the body to allow the
webbed feet from the rear to paddle.
Elusive beasts, turduckens trust in their natural camouflage to keep
them out of sight when hungry humans are about. If it becomes
evident that escape will be impossible the turducken will launch itself
heedlessly into battle against its pursuers, upon whom it will unleash
the primal fury that has slumbered within the hearts of turkeys, ducks,
and chickens for generations.
POSTMORTEM SPECIAL ABILITIES
These beasts are much prized by the finest chefs in the land. A cook
must prepare a turducken with a DC 20 Profession: Chef check to
unlock its hidden potential.
Everyone that eats at least 1/4 lb of turducken meat receives a +1
morale bonus to all saves for 2 hours, and doesn't need to eat again for 24 hours. If more than two portions are consumed in the span of one day, the imbiber must succeed at a DC 20 Fort save or fall unconscious for 1d4 hours.
Anyone who eats one of the turducken's legs receives the effects of a
Cure Light Wounds as cast by a 1st level Cleric.
Turducken meat will never ever spoil.