Encounters for Starfinder Society Scenario #1-20: Magic Unleashed

A. Aspis Consortium Camp

Elite Weak Thermatrod Creature 3

Recall Knowledge DC 16 18 19
Beast (Arcana)
Beast (Nature)
Perception +9 (temperature sense (precise) 60 feet, no vision)
Skills Acrobatics +7, Athletics +10, Intimidation +9
Str +4 Dex +1 Con +4 Int +0 Wis +0 Cha +0
Temperature Sense A thermatrod can detect nearby changes in temperature as a precise sense to detect living creatures and other heat sources.

AC 18
Fort +12
Ref +9
Will +7
HP 45
Immunities fire
Weaknesses cold 5
Melting Aura (aura, fire) 10 feet. Creatures that begin their turn within this aura take 1d6 fire damage (DC 17 basic Fortitude save).

Speed 25 feet
Melee [one-action] fist +12 (firereach 10 feet), Damage 1d8+4 bludgeoning plus 1d6 1d6 persistent fire
Ranged [one-action] lava blob +10 (firepropulsiverange increment 30 feet), Damage 1d6+2 fire
Slag Barrage [two-actions] The thermatrod sprays part of its molten core in a 15-foot cone that hardens moments later, hobbling those caught within. Each creature in the area takes 4d6 fire damage (DC 20 basic Reflex save). A creature that fails the save is also immobilized (Escape DC 20). The thermatrod can't use Slag Barrage again for 1d4 rounds.

Elite Weak Thermatrod Creature 3

Recall Knowledge DC 16 18 19
Beast (Arcana)
Beast (Nature)
Perception +9 (temperature sense (precise) 60 feet, no vision)
Skills Acrobatics +7, Athletics +10, Intimidation +9
Str +4 Dex +1 Con +4 Int +0 Wis +0 Cha +0
Temperature Sense A thermatrod can detect nearby changes in temperature as a precise sense to detect living creatures and other heat sources.

AC 18
Fort +12
Ref +9
Will +7
HP 45
Immunities fire
Weaknesses cold 5
Melting Aura (aura, fire) 10 feet. Creatures that begin their turn within this aura take 1d6 fire damage (DC 17 basic Fortitude save).

Speed 25 feet
Melee [one-action] fist +12 (firereach 10 feet), Damage 1d8+4 bludgeoning plus 1d6 1d6 persistent fire
Ranged [one-action] lava blob +10 (firepropulsiverange increment 30 feet), Damage 1d6+2 fire
Slag Barrage [two-actions] The thermatrod sprays part of its molten core in a 15-foot cone that hardens moments later, hobbling those caught within. Each creature in the area takes 4d6 fire damage (DC 20 basic Reflex save). A creature that fails the save is also immobilized (Escape DC 20). The thermatrod can't use Slag Barrage again for 1d4 rounds.

A. Aspis Consortium Camp (Easier Difficulty)

Elite Weak Thermatrod Creature 3

Recall Knowledge DC 16 18 19
Beast (Arcana)
Beast (Nature)
Perception +9 (temperature sense (precise) 60 feet, no vision)
Skills Acrobatics +7, Athletics +10, Intimidation +9
Str +4 Dex +1 Con +4 Int +0 Wis +0 Cha +0
Temperature Sense A thermatrod can detect nearby changes in temperature as a precise sense to detect living creatures and other heat sources.

AC 18
Fort +12
Ref +9
Will +7
HP 45
Immunities fire
Weaknesses cold 5
Melting Aura (aura, fire) 10 feet. Creatures that begin their turn within this aura take 1d6 fire damage (DC 17 basic Fortitude save).

Speed 25 feet
Melee [one-action] fist +12 (firereach 10 feet), Damage 1d8+4 bludgeoning plus 1d6 1d6 persistent fire
Ranged [one-action] lava blob +10 (firepropulsiverange increment 30 feet), Damage 1d6+2 fire
Slag Barrage [two-actions] The thermatrod sprays part of its molten core in a 15-foot cone that hardens moments later, hobbling those caught within. Each creature in the area takes 4d6 fire damage (DC 20 basic Reflex save). A creature that fails the save is also immobilized (Escape DC 20). The thermatrod can't use Slag Barrage again for 1d4 rounds.

Reality Warp

A. Aspis Consortium Camp (Standard Difficulty)

Elite Weak Thermatrod (2) Creature 3

Recall Knowledge DC 16 18 19
Beast (Arcana)
Beast (Nature)
Perception +9 (temperature sense (precise) 60 feet, no vision)
Skills Acrobatics +7, Athletics +10, Intimidation +9
Str +4 Dex +1 Con +4 Int +0 Wis +0 Cha +0
Temperature Sense A thermatrod can detect nearby changes in temperature as a precise sense to detect living creatures and other heat sources.

AC 18
Fort +12
Ref +9
Will +7
HP 45
Immunities fire
Weaknesses cold 5
Melting Aura (aura, fire) 10 feet. Creatures that begin their turn within this aura take 1d6 fire damage (DC 17 basic Fortitude save).

Speed 25 feet
Melee [one-action] fist +12 (firereach 10 feet), Damage 1d8+4 bludgeoning plus 1d6 1d6 persistent fire
Ranged [one-action] lava blob +10 (firepropulsiverange increment 30 feet), Damage 1d6+2 fire
Slag Barrage [two-actions] The thermatrod sprays part of its molten core in a 15-foot cone that hardens moments later, hobbling those caught within. Each creature in the area takes 4d6 fire damage (DC 20 basic Reflex save). A creature that fails the save is also immobilized (Escape DC 20). The thermatrod can't use Slag Barrage again for 1d4 rounds.

Reality Warp

A. Aspis Consortium Camp (Harder Difficulty)

Elite Weak Thermatrod (2) Creature 3

Recall Knowledge DC 16 18 19
Beast (Arcana)
Beast (Nature)
Perception +9 (temperature sense (precise) 60 feet, no vision)
Skills Acrobatics +7, Athletics +10, Intimidation +9
Str +4 Dex +1 Con +4 Int +0 Wis +0 Cha +0
Temperature Sense A thermatrod can detect nearby changes in temperature as a precise sense to detect living creatures and other heat sources.

AC 18
Fort +12
Ref +9
Will +7
HP 45
Immunities fire
Weaknesses cold 5
Melting Aura (aura, fire) 10 feet. Creatures that begin their turn within this aura take 1d6 fire damage (DC 17 basic Fortitude save).

Speed 25 feet
Melee [one-action] fist +12 (firereach 10 feet), Damage 1d8+4 bludgeoning plus 1d6 1d6 persistent fire
Ranged [one-action] lava blob +10 (firepropulsiverange increment 30 feet), Damage 1d6+2 fire
Slag Barrage [two-actions] The thermatrod sprays part of its molten core in a 15-foot cone that hardens moments later, hobbling those caught within. Each creature in the area takes 4d6 fire damage (DC 20 basic Reflex save). A creature that fails the save is also immobilized (Escape DC 20). The thermatrod can't use Slag Barrage again for 1d4 rounds.

Reality Warp

B. Nexus

Elite Weak Wayward Warp Creature 5

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).

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.

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.

Elite Weak Wayward Warp Creature 5

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).

B. Nexus (Easier Difficulty)

Elite Weak Wayward Warp Creature 5

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).

Elite Weak Unspooled Vestige (2) 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.

B. Nexus (Standard Difficulty)

Elite Weak Wayward Warp Creature 5

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).

Elite Weak Unspooled Vestige (2) 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.

B. Nexus (Harder Difficulty)

Elite Weak Wayward Warp Creature 5

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).

Elite Weak Unspooled Vestige (3) 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.