pf2e.fyi
From Pathfinder Adventure: Night of the Gray Death, which isn't enabled.

Keznin Nevarmo

CREATURE 9
Perception +18; low-light vision
Languages Common, Elven, Tengu
Skills Diplomacy +18, Medicine +17, Nature +21, Religion +17, Society +19, Survival +17
Str +0, Dex +3, Con +0, Int +4, Wis +4, Cha +3
Invaded

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)


AC 26; Fort +15, Ref +18, Will +21
HP 150
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.


Speed 25 feet
Melee Beak +19 (finesse, unarmed), Damage 1d6+4 piercing
Melee Staff +16 (magical, two hand d8), Damage 1d4+4 bludgeoning
Risky Treatment (concentrate, fortune, manipulate)
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.
Pathfinder Adventure: Night of the Gray DeathOGL