Keznin Nevarmo
CREATURE 9 +18; low-light vision
Common, Elven, Tengu
Diplomacy +18, Medicine +17, Nature +21, Religion +17, Society +19, Survival +17
Str +0, Dex +3, Con +0, Int +4, Wis +4, Cha +3
Healer's Tools (Expanded), Religious Symbol of Pharasma (Silver), Antidote (Moderate) (2), Antiplague (Moderate) (2), Elixir of Life (Moderate) (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.
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)
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