Agent Z Creature 5
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!
Agent Z Creature 5
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.
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.