Unspooled Vestige Creature 2

Elite Weak Unspooled Vestige Creature 2

Recall Knowledge DC 17 (includes +2 from Uncommon) 18 (includes +2 from Uncommon) 20 (includes +2 from Uncommon)
Animal (Nature)
Perception +7
Skills Athletics +8, Stealth +7
Str +4 Dex +3 Con +1 Int -4 Wis +1 Cha -1

AC 17
Fort +7
Ref +11
Will +5
HP 38
Draw Power [reaction] Trigger The unspooled vestige is hit by a ranged weapon that uses charges and has at least 1 charge remaining in its battery; Effect The unspooled vestige pulls energy from the weapon, causing it to expend an additional charge.
Slip Out of Reality At the end of its turn, the unspooled vestige must attempt a DC 11 flat check. On a failure, it slips slightly out of reality. It takes 1d4 force damage, and becomes concealed until the start of its next turn.

Speed 25 feet
Melee [one-action] claw +11 (agile), Damage 1d6+4 slashing
Ranged [one-action] filament +10 (range 60 feet), Damage entanglement plus unspool
Entanglement A unspooled vestige filament becomes entangled with a creature it hits. The creature becomes grabbed; they're not immobilized, but they can't move beyond the range of the unspooled vestige's filament. The unspooled vestige can attempt to Reposition each entangled creature with a single Athletics check, which they compare against each creature's Fortitude DC. Doing so only counts as one attempt for the unspooled vestige's multiple attack penalty. The DC to Escape is 18, or a creature can sever the filament with a Strike against AC 15 that deals at least 3 slashing damage. This deals no damage to the unspooled vestige. The unspooled vestige can move without ending the entanglement as long as the creature remains within the filament's range.
Unspool The fabric of the creature's reality begins to fray. The unspooled vestige must attempt a DC 16 Fortitude save. On a failure it takes 1d4 force damage, or 1d6 force damage on a critical failure.