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Keznin Nevarmo

Creature 9 (unique) — humanoid, tengu

Pre-Remaster content. May include legacy alignment.

Source: night-of-the-gray-death-bestiary (Pre-Remaster)

Perception +18
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 Ref +18 Will +21
HP 150
Speed 25 feet

Offense

Melee Beak +19, Damage 1d6+4 piercing
Melee Staff +16, Damage 1d4+4 bludgeoning

Abilities

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)
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 (concentrate, fortune, manipulate) —

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