HOLLOW THRESHOLD 3: THE PRIMAL HUNT#

A 50-foot diameter clearing of packed earth surrounded by towering primordial trees. Ancient stone cairns (10ft tall, 3ft wide) mark the cardinal directions, each carved with bestial totems. Thick roots create natural barriers and elevated platforms throughout the space. The Bloodfang Talisman rests atop a moss-covered altar at the center, pulsing with primal energy. A stone archway portal leads to the Material Plane (south), while a living tree-portal writhes with wild energy from the Beastlands (north).

Elevation: Ground level, Root platforms (5-10ft), Stone cairns (10ft), Central altar (3ft)

ENVIRONMENTAL EFFECTS (Roll d6 each round)#

  1. Primal Roar: All creatures must make DC 15 Wis save or be frightened until end of next turn
  2. Thorned Growth: Difficult terrain appears in 2 random 10ft squares. Creatures starting turn there take 1d4 piercing damage
  3. Pack Instinct: All creatures gain advantage on attacks if an ally is within 5ft of their target
  4. Territorial Marking: All creatures must make DC 15 Cha save or attack the nearest creature (including allies)
  5. Savage Vigor: All creatures gain +2 to damage rolls and resistance to fear effects
  6. Natural Sanctuary: No environmental effects this round

ENCOUNTER#

1x Dire Wolf Pack Alpha#

  • CR 2 AC/DC 14 HP 45 (34-56) Atk/Prof +6 DPR 17 Atks 2 × 9 (2d6 + 2)
  • Pack Leader: Allied beasts within 30ft gain +2 to attack rolls.
  • Howl (Recharge 5-6): All creatures within 60ft make DC 15 Wis save or be frightened for 1 minute.

2x Dire Wolves#

  • CR 1 AC/DC 12 HP 33 (25-41) Atk/Prof +5 DPR 12 Atks 2 × 6 (1d8 + 2)
  • Pack Tactics: Advantage on attacks if ally within 5ft of target.
  • Pounce: If moved 20ft+ and hits, target makes DC 15 Str save or knocked prone.

1x Owlbear#

  • CR 4 AC/DC 14 HP 84 (64-106) Atk/Prof +6 DPR 28 Atks 2 × 14 (3d8 + 1)
  • Pounce When this creature hits a target with a melee attack after moving 20ft, the target must succeed on a Strength saving throw (DC 15) or be knocked prone.

Reinforcements (1/6 chance after round 3): 1d4 Wolves CR 1/2 AC/DC 12 HP 22 (17-28) Atk/Prof +4 DPR 8 Atks 2 × 4 (1d4 + 2) Pack Tactics: Advantage on attacks if ally within 5ft of target.

COLLAPSE MECHANICS#

Round 1: Trees begin to close in. All creatures make DC 15 Dex save or take 2d6 bludgeoning damage from falling branches. Arena size reduces to 40ft diameter.

Round 2: Primal energy surges. All creatures make DC 15 Con save or be polymorphed into a random beast (rabbit, frog, etc.) for 1 minute. Arena size reduces to 30ft diameter. Creatures touching the edge take 2d6 force damage.

THE BLOODFANG TALISMAN#

Wondrous item, requires attunement

  • Hunter’s Mark Enhanced: When you cast hunter’s mark, you can mark up to 3 creatures simultaneously. The spell doesn’t require concentration and lasts 1 hour.
  • Primal Transformation: As a bonus action, you can assume a bestial form for 10 minutes. Gain +2 Strength, +2 Constitution, natural weapons (1d8 slashing), and 60ft darkvision. While transformed, you have advantage on Survival checks and can track by scent. (1/long rest)