Keznin Nevarmo
Creature 9 (unique) — humanoid, tengu
Pre-Remaster content. May include legacy alignment.
MenderAnvilLANDhumanoidtengu
Source: night-of-the-gray-death-bestiary (Pre-Remaster)
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
Items Healer's Tools (Expanded), Religious Symbol of Pharasma (Silver), Antidote (Moderate) (2), Antiplague (Moderate) (2), Elixir of Life (Moderate) (3)
AC 26
Fort +15
Ref +18
Will +21
HP 150
Speed 25 feet
Offense
Melee Beak (finesse, unarmed) +19, Damage 1d6+4 piercing
Melee Staff (magical, two-hand-d8) +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) —
WORKS WELL WITH
CrasherLANDA hard-hitting striker keeps pressure on while this support keeps allies standing through sustained damage.
SnareLANDA controller buys time by locking down threats, letting field treatment keep pace with incoming damage.
SniperLANDA ranged attacker stays safely out of melee while this support tends to whoever takes the hits up close.
PUNISHES
✖ burst damage✖ downed allies left unattended✖ poison or disease reliance
Pairing with another dedicated healer wastes actions, since only one support is needed to keep a fight sustained.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Keznin Nevarmo in the encounter builder — free, no install.
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