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)#

  1. Lightning Surge: All creatures within 10ft of storm-spires make DC 15 Dex save or take 2d6 lightning damage
  2. Gale Force: Strong winds push all flying creatures 15ft toward Air Plane portal (DC 15 Str save negates)
  3. Thunder Crack: All creatures make DC 15 Con save or be stunned until end of next turn
  4. Electrical Overload: Metal weapons/armor spark - wielders take 1d4 lightning damage, attacks have advantage
  5. Updraft: All creatures can fly 30ft this round (hover speed)
  6. 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.