Elysian Thrush (CR 1/4)
Tiny Magical Beast (Extraplanar and Good)
Alignment: Always neutral good
Initiative: +2 (Dex); Senses: low-light vision, Listen +4, and Spot +4
AC: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Hit Dice: 1d10 (5 hp)
Fort +2, Ref +4, Will +2
Speed: 10 ft., fly 40 ft. (average)
Space: 2-1/2 ft./0 ft.
Base Attack +0; Grapple -13
Attack: Claws +5 melee
Full Attack: Claws +5 melee
Damage: Claws 1d2-5
Special Attacks/Actions: Elysian song
Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 14
Feats: Weapon Finesse
Skills: Listen +4 and Spot +4
Climate/Terrain: Blessed Fields of Elysium
Organization: Solitary, pair, or flock (8-32)
Elysian thrushes are not combative birds by any means. If attacked, they are more likely to flee than to fight back. But their gentle song has a soporific effect that can entrap those who hear it. These birds are reluctant to completely abandon their perches, however, and even if chased away, they may soon return (often within 4d6 rounds).
Elysian Song (Su): The song of an Elysian thrush is melodic, soothing, and extremely hypnotic. Those within 30 feet who listen to the thrush's song while resting recover at twice the normal natural healing rate.
However, after 12 hours of listening to the Elysian song, a character not native to the Blessed Fields of Elysium must succeed on a DC 12 Will saving throw or become completely uninterested in departing. The character is perfectly content to remain encamped, and if no one brings her food and water, she will quietly die of starvation and thirst, content merely to keep listening to the bird's song. She can be removed forcibly and subsequently returns to normal after 24 consecutive hours of not hearing the Elysian song. Otherwise, the effect of the song can be broken only by casting a spell on the victim that stirs up powerful emotions (fear, rage, or crushing despair, for example), or by slaying all the Elysian thrushes within hearing.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A subtype usually applied only to outsiders native to the good-aligned Outer Planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields were good-aligned (see Damage Reduction).