Keznin Nevarmo
Level 9Creature· evilUniqueMediumLegacy
AC
26
HP
150
Speed
25 ft.
Perception
+18
Fort
+15
Ref
+18
Will
+21
Languages common, elven, tengu
Senses low-light-vision
Skills nature +21, society +19, diplomacy +18, medicine +17, religion +17, survival +17
Recall Knowledge DC 36 (society)
Attacks
Melee Beak +19 (finesse, unarmed), Damage 1d6+4 piercing
Melee Staff +16 (magical, two-hand-d8), Damage 1d4+4 bludgeoning
Abilities
Invadedinteraction
Keznin is subject to the conqueror worm's Mental Invader effect, but she doesn't realize it. (Note: This is only effective in Chapter 3)
Expert Herbalist
Keznin can use Nature instead of Medicine to Treat Disease, Treat Poison, and Treat Wounds, and he can use Nature instead of Crafting to craft alchemical items with the healing trait, antidotes, and antiplagues.
Risky Treatment↺
Trigger Keznin rolls a critical failure on a check to Treat Disease, Treat Poison, or Treat Wounds
Effect Keznin gives an emergency application of dangerous herbs to avert further harm. The creature Keznin is treating takes 2d6 poison damage, and Keznin rerolls the check.