Keznin Nevarmo

Level 9
Creature· 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.