Simpathetic (CR 3)

Tiny Magical Beast (Extraplanar)
Alignment: Always neutral evil
Initiative: +3 (Dex); Senses: darkvision 60 ft., low light vision, Listen +4, and Spot +4
Languages: Abyssal, Common, Infernal

AC: 16 (+3 Dex +2 size, +1 natural), touch 15, flat-footed 13
Hit Dice: 1d10 (5 hp)
Fort +2, Ref +5, Will +1
Speed: 10 ft., fly 50 ft. (average)
Space: 2 1/2 ft./0 ft.
Base Attack +1; Grapple -11
Attack: Claw +6 melee
Full Attack: Claw +6 melee
Damage: claw 1d2-4
Special Attacks/Actions: Alignment drain, blood spit
Abilities: Str 2, Dex 16, Con 10, Int 14, Wis 13, Cha 16
Special Qualities: Plane travel; speak with avians; spell-like abilities (CL 7th), 3/day-charm monster (DC 17), Immune fire; SR 15
Feats: Weapon Finesse (claw)
Skills: Bluff +6, Hide +15, Knowledge (the planes) +5, Listen +4, and Spot +4
Advancement: -
Climate/Terrain: Any land
Organization: Solitary or roost (10-500)
Treasure: None

Source: Dragon #351

Alignment Drain (Su) A simpathetic that perches upon or otherwise stays in contact with a living creature for a full round feeds on its innate goodness (if any). For every round a simpathetic remains in contact with a creature, that creature must make a DC 13 Will save or have its alignment shifted one step toward chaotic evil (if it isn't that alignment already). A creature must be willing, unconscious, charmed, or otherwise immobilized to allow a simpathetic to perch on it. A simpathetic can do nothing else during a round that it drains alignment. A creature affected by this ability functions as if its alignment is naturally this new alignment, losing access to any alignment-dependent class abilities (like a paladin's spells and abilities). A drained creature's alignment gradually recovers, returning to normal at a rate of one step per week, while atonement or remove curse immediately restores a creature's natural alignment. The save DC is Charisma-based.

Blood Spit (Ex): Once per day, a simpathetic can make a ranged touch attack that deals 1d4 points of acid damage. Those struck must make a DC 10 Fortitude save or, in addition to the damage, be blinded for 1d4 rounds. The save DC is Constitution-based.

Plane Travel (Su) Through a complicated weeklong aerial dance, a flock of six or more simpathetics can transport half of their number to a randomly determined plane as per the spell plane shift.

Speak with Avians (Ex): Simpathetics can naturally communicate with any avian creature.

Extraplanar Subtype

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.