SFS Standard Wayward Warp Creature 5

A wayward warp is a living dimensional rift that causes unexpected havoc as they twist the world around them. No two wayward warps look the same, and no wayward warp keeps the same appearance for very long; every time a wayward warp moves, a different potential reality reveals itself. The warp themself is a rift at the center of the aura that appears like a tear in reality, often taking a shape vaguely resembling a feather star whose tentacles are lined with shard-like cracks in space itself.

Elite Weak Wayward Warp Creature 5

Image of a wayward warp
Recall Knowledge DC 19 20 22
Aberration (Occultism)
D6FIELDALIGNED DAMAGEOPPOSING DAMAGEFIELD EFFECT
1CosmicVoidVitalityZero gravity
2EarthPiercingAcidDifficult terrain (sand)
3InfernoFireColdHazardous terrain (1d6 fire)
4StormElectricityBludgeoningHazardous terrain (1d6 electricity)
5FrozenColdFireUneven ground (ice)
6WaterBludgeoningElectricityUnderwater (flooded)
Perception +12 (darkvision, warp sense 15 feet)
Languages Aklo
Skills Occultism +14
Str -5 Dex +3 Con +4 Int +3 Wis +2 Cha +5
Warp Sense A wayward warp can sense creatures within their warp field as a precise sense at the listed range.

AC 18
Fort +11
Ref +10
Will +13
HP 72
Immunities disease, emotion, paralyzed, poison, precision
Resistances all damage 5 (except force, ghost killer, and the opposing damage of their warp field)
Warp Field (aura 15 feet) Reality within the area becomes a different type of terrain. Structures and creatures in the area aren't transformed, and the change immediately ends when the aura moves or the wayward warp dies. The nature of the aura is chosen randomly using the table below each time the wayward warp moves. A wayward warp is immune to their own warp field's effects and to the aligned damage type, but they gain weakness 5 to the opposing damage type.

Reality Shimmer The wayward warp has concealment against attacks originating outside of their warp field.

Speed fly 30 feet
Melee [one-action] spatial tendril +12 (finessereach 15 feet), Damage 2d4+5 aligned damage (see warp field) plus spatial rending
Ranged [one-action] warp blast +14 (range increment 30 feet), Damage 2d6+5 aligned damage (see warp field)
Occult Spontaneous Spells DC 26, attack +14 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 3rd (3 slots) 2nd (4 slots) 1st (5 slots) Cantrips (3rd)
Spatial Rending (curseoccult) A creature hit by a wayward warp's spatial tendril must succeed at a DC 26 Will save or become misaligned to reality for 1 minute, gaining a condition based on the field effect while it remains in the warp field: untethered (cosmic), suppressed (earth or water), clumsy 1 (inferno or frozen), or glitching 1 (any tech creature or held tech item in storm).