Keznin NevarmoCreature 9
Source Pathfinder Adventure: Night of the Gray Death
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
AC 26; Fort +15; Reflex +18; Will +21;
HP 150
Speed 25 feet
Beak +19 (+14, +9) to hit (finesse, unarmed) 1d6+4 Piercing
Staff +16 (+11, +6) to hit (magical, two hand d8) 1d4+4 Bludgeoning
Low-Light Vision
The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.
InvadedKeznin 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 HerbalistKeznin 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 (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.
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
TenguA creature with this trait is a member of the tengu ancestry. Tengus are humanoids who resemble birds. An ability with this trait can be used or selected only by tengus. An item with this trait is created and used by tengus.