Hollow Threshold - Tempus Gate
HOLLOW THRESHOLD 1: THE TEMPEST GATE#
Plane Connection: Material Plane ↔ Elemental Plane of Air
ARENA LAYOUT#
A 50-foot diameter circular platform of black stone floats in howling winds. Lightning crackles between three towering storm-spires (20ft tall, 5ft wide) arranged in a triangle around the center. The Tempest Egg hovers 10 feet above the platform’s center, wreathed in electrical energy. A shimmering portal to the Material Plane sits at the platform’s edge (south), while violent winds from the Air Plane tear through an unstable rift (north).
Elevation: Platform (ground level), Storm-spires (20ft), Tempest Egg (10ft above center)
ENVIRONMENTAL EFFECTS (Roll d6 each round)#
- Lightning Surge: All creatures within 10ft of storm-spires make DC 15 Dex save or take 2d6 lightning damage
- Gale Force: Strong winds push all flying creatures 15ft toward Air Plane portal (DC 15 Str save negates)
- Thunder Crack: All creatures make DC 15 Con save or be stunned until end of next turn
- Electrical Overload: Metal weapons/armor spark - wielders take 1d4 lightning damage, attacks have advantage
- Updraft: All creatures can fly 30ft this round (hover speed)
- Calm Eye: No environmental effects this round
SKREEK’S ARTIFACT: THE TEMPEST EGG#
Wondrous item, requires attunement
- Storm’s Fury: As a bonus action, create a 20-foot radius storm centered on you. Creatures of your choice within the area have their movement speed halved and disadvantage on ranged attacks. Lasts 1 minute. (1/long rest)
- Windwright’s Grace: You gain a permanent fly speed of 30 feet and immunity to fall damage.
ENCOUNTER#
Primary Enemies (In Arena):
Invisible Stalker (CR 6)#
AC/DC 14 | HP 97 (52–155) | Atk/Prof +7/+3 | DPR 33 | # Atks 3 | Dmg 11 (2d6 + 4)
- Invisibility: Permanently invisible unless revealed by special senses or effects.
- Air Form: Can enter enemy spaces; squeeze through 1-inch gaps.
- Wind Swipe (3x): reach 5 ft. 11 (2d6 + 4) Force damage.
- Vortex (Control): Con save DC 14; 7 (1d8 + 3) thunder + grappled (escape DC 13). Grappled target can’t cast spells with verbal components and takes 7 (2d6) thunder at start of stalker’s turns.
- Damage Resistances: Bludgeoning, piercing, slashing
- Damage Immunities: Poison
- Condition Immunities: Exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Air Elemental (CR 5)#
AC/DC 15 | HP 90 (48–144) | Atk/Prof +8/+3 | DPR 28 | # Atks 2 | Dmg 14 (2d8 + 5)
- Air Form: Can enter enemy spaces; squeeze through 1-inch gaps.
- Thunderous Slam (2x): reach 10 ft. 14 (2d8 + 5) Thunder damage.
- Whirlwind (Recharge 4–6): Str save DC 13; 24 (4d10 + 2) thunder, push 20 ft., prone (half on success).
- Damage Resistances: Bludgeoning, piercing, slashing, lightning
- Damage Immunities: Thunder, poison
- Condition Immunities: Exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Storm Herald (CR 11)#
AC/DC 17 | HP 218 (130–300) | Atk/Prof +9/+4 | DPR 45 | # Atks 3 | Dmg 19 (2d6 + 5 + 2d6) | Fly 90ft
- Storm Arsenal: Three attacks per turn, Storm Blade (melee) or Storm Bolt (ranged, prone).
- Storm Blade: Melee; slashing + lightning damage.
- Storm Bolt: 120 ft.; thunder damage and knocks Large or smaller targets prone.
- Whirlwind: DC 17 Str; restrained, carried, 21 (6d6) thunder/round; save ends.
- Magic Resistance: Advantage on saves vs spells and magical effects.
- Damage Immunities: Lightning, thunder
- Elemental Persistence: Reform on the Plane of Air if destroyed elsewhere.
Reinforcements (1/6 chance after round 3):
- 1d4 Lightning Mephits
- CR 1/4 | AC/DC 12 | HP 21 (17-25) | Atk/Prof +4 | DPR 7 | # Atks 2 | Dmg 4 (1d4 + 2)
- Death Burst: When killed, explodes for 2d6 lightning damage in 10ft radius (DC 12 Dex save for half).
COLLAPSE MECHANICS#
Round 1: Portal destabilizes. Lightning strikes random locations (2d6 damage, DC 15 Dex save for half). All creatures pulled 10ft toward Air Plane portal.
Round 2: Platform cracks and tilts. DC 15 Dex save or fall prone. All creatures pulled 20ft toward Air Plane portal. Those who fail save by 5+ are pulled through and lost to the Air Plane.