CREATURE 9
Male tengu herbalist (Bestiary 310)
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 expanded healer's tools, moderate antidote (2), moderate antiplague (2), moderate elixir of life (3), religious symbol of Grobreil
Expert Herbalist Khaekund 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.
AC 26; Fort +15, Ref +18, Will +21
HP 150
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 Khaekund rolls a critical failure on a check to Treat Disease, Treat Poison, or Treat Wounds; Effect Khaekund gives an emergency application of dangerous herbs to avert further harm. The creature Khaekund is treating takes 2d6 poison damage, and Khaekund rerolls the check.
Night of the Gray Death, page 8.
Open Khaekund Thaebrourn in the interactive creatures list or browse all creatures starting with K.