So rather than awakening a normal turkey, shall we just approach this as a unique magical beast? We can still use the turkey as the base. Something like...
"The Turkey"
Medium Magial Beast
Hit Dice: 4d10+4 (26 hp)
Initiative: +0
Speed: 10 ft. (2 squares), fly 40 ft. (good)
Armor Class: 10, touch 10, flat-footed 10
Base Attack/Grapple: +4/+2
Attack: Claw +4 melee (1d6-2)
Full Attack: 2 claws +4 melee (1d6-2) and beak -1 melee (1d3-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 7, Dex 11, Con 12, Int 10, Wis 10, Cha 13
Skills: 14
Feats: Alertness, Weapon Finesse (B), 1 more
Environment: Cold or temperate forests
Organization: Solitary
Challenge Rating: x
Treasure: None
Alignment: Always neutral
Advancement: x
Level Adjustment: -
Spells: "The turkey" casts spells as a xth-level bard.
Typical Bard Spells Known (x/x; save DC 11 + spell level): 0—x; 1st—x.