Agent Z Creature 5

Agent Z is the campaign's primary antagonist, working behind the scenes and occasionally disrupting the PCs' activities. He isn't cruel and regrets killing his former friend, but he'll sacrifice anything to preserve this reality. He's willing to discuss his actions and motives with the PCs so long as he thinks they won't try to prevent him from escape.

The PCs might not fight Agent Z directly as part of this adventure, but if they do, it's important to remember his power is lofty compared to 1st-level PCs. Consider allowing the party to level up before fighting him. During combat, focus on casting spells that show off his high-level witchwarper powers and present Agent Z as a merciful foe more interested in knocking the PCs unconscious than killing them outright.

If Agent Z takes significant damage, if the fight is takinga too long, or if he's in danger of killing a character, he flees, using any means necessary to escape. If the PCs fight him to a draw or lose, he might become a recurring villain the PCs challenge in a later adventure after having a chance to level up and acquire new gear. Alternatively, Agent Z could become an unlikely ally who occasionally teams up with the PCs to fight back against a meddlesome Prime-Facilitator or assist in a mystery the PCs are investigating. Perhaps he could disappear entirely while the PCs pursue other adventures, only to return later with new revelations about the First Ones—it's your story!
Recall Knowledge - Humanoid (Society): DC 20
Unspecific Lore: DC 18
Specific Lore: DC 15

Elite | Normal | Weak

Agent Z Creature 5

Perception +12
Skills Acrobatics +3, Computers +8, Deception +12, Occultism +13, Stealth +10, Thievery +8
Str +1 Dex +2 Con +0 Int +5 Wis +4 Cha +1

AC 20
Fort +7
Ref +9
Will +12
HP 53
Rewind Wounds [reaction] (fortune) Frequency once per 10 minutes; Trigger Agent Z takes damage; Effect Agent Z rewinds time to when he was in a slightly different position, shrugging off some of the damage from the attack. Reroll the damage dealt and apply the lesser result.
Temporal Resistances Agent Z originally came from another timeline and isn't entirely in sync with this reality. He gains a +1 circumstance bonus to saving throws against illusions and holograms, and if he critically fails such a save, the results count as a failure instead.

Speed 30 feet
Melee [one-action] battleglove +8 (agileanalog), Damage 1d4+1 bludgeoning
Ranged [one-action] seeker rifle +10 (analogexpend 1kickbackmag 1range increment 100 feetreload 1tracking +1volley), Damage 2d10 piercing
Occult Spontaneous Spells DC 14" (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 3rd 2nd 1st Cantrips (3rd)
Fly [one-action] (manipulate) Agent Z activates his jetpack to gain a fly Speed of 20 feet. This effect lasts for 1 minute or until he Dismisses it. Agent Z can use an action to Fly 0 feet to hover in place but becomes off-guard until the start of his next turn while doing so.
Isolated Spell Matrix [one-action] (spellshape) If the next action Agent Z uses is to Cast a Spell that has a range, he increases the spell's range to 100 feet. That spell only affects targets inside his quantum field and the area of the spell does not extend beyond his quantum field.
Quantum Pulse [free-action] Trigger Agent Z rolls initiative; Effect Agent Z uses Warp Reality.
Warp Reality [one-action] Agent Z uses his residual power to activate a quantum field, a 20-foot-radius burst centered on a point he chooses within 100 feet. It lasts as long as he Sustains it, up to 10 minutes. Whenever Agent Z uses Isolated Spell Matrix, the action also automatically sustains the quantum field.
Enemy creatures inside the quantum field take a –5-foot status penalty to their Speed when using a move action. Agent Z and his allies inside the quantum field gain a +5-foot status bonus to Speed when using a move action.
Agent Z He can choose whether each creature in the area is affected by his quantum field when he Warps Reality, each time he Sustains it, and when a creature enters his quantum field. (He typically allows it to affect himself and his enemies.) Each time Agent Z Sustains his quantum field with the Sustain action (but not with other actions), he can move it to a new position within 100 feet, reduce his clumsy condition (if any) by 1, and ignore the effects of the suppressed condition until the start of his next turn.
The quantum field automatically deactivates if Agent Z is knocked out, Dismisses it, or if he moves more than 100 feet away from it.