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D1 Elemental Plane of Water Random Encounters

D&D 5e · 100 scenarios · Roll d100 → roll D1

A complete D&D 5e random encounter table for elemental plane of water scenes. Roll a d100 to pick a set, then roll a D1 to pick a scenario within that set — 100 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.

How to roll this table

  1. When the party enters a elemental plane of water, roll a d100.
  2. The result (1–100) is your scenario. Read it out and run with it.

The D1 Elemental Plane of Water encounter table

d100 = 1

An epic battle that involves a giant octopus, a giant squid, and a seahorse. The players must defeat them one-by-one.

d100 = 2

A dead ship filled with a horrible stench and covered in blood, without any visible signs of mutiny or violence.

d100 = 3

A colossal underwater trench with the skeletons of ancient leviathans inside.

d100 = 4

Swimming near an abandoned underwater village, the party finds themselves surrounded by 4d6 Aquatic Zombies shuffling through their old homes.

d100 = 5

2d4 moray eels peering out from cavernous breeding holes.

d100 = 6

A group of aquatic dwarves have been having trouble with their underwater mining operation, as their tunnels keep flooding with seawater. The party agrees to help find the source of the flooding and put a stop to it. But they soon discover that the dwarves have angered the wrath of a powerful water elemental who will not rest until they are destroyed.

d100 = 7

WATER BALLOON FACTORY. A group of Djinns who, for almost as long as the Djinns have been around, have been making water balloons and selling them for some income. They enjoy making water balloons, but it is hard to sell them and make a profit the way things are. The Djinns are unaware that can change, but they like the way things are and don't care anyways .

d100 = 8

Orca is a sea kineticist. He is having difficulty controlling his emotions.

d100 = 9

2d4 kippers (large fish) make a tasty but mundane catch.

d100 = 10

A massive whirlpool appears in front of the party, threatening to swallow them up. They must quickly figure out a way to escape its grasp.

d100 = 11

A shipwreck inhabited by ghostly pirates who offer aid in exchange for release from their curse.

d100 = 12

The party encounters a group of merfolk who are mourning the loss of their queen. The players can choose to help them find a new leader or take advantage of the chaos and start a trade business with the merfolk. These are just a few of the many encounters the party may encounter in the Elemental Plane of Water. With its vastness and ever-changing nature, there is no telling what other adventures and challenges they may face in this realm of endless possibilities. So get your diving gear ready and dive into the depths of the ocean to embark on an unforgettable journey through the Elemental Plane of Water!

d100 = 13

Glowing jellyfish float in the water, mesmerizing with their pulsating lights. Among them, a sea nymph dances gracefully.

d100 = 14

A group of merfolk are preparing to go to war with a nearby merfolk kingdom. They are practicing their combat skills in a large underwater cavern.

d100 = 15

Shoals of anchovies shimmer as they swim by.

d100 = 16

The party encounters a giant squid fighting with a giant seahorse.

d100 = 17

Water pressure slightly increases as you dive deeper.

d100 = 18

A group of sea elves approaches the players' ship. They are friendly and offer to trade their beautiful pearls and shells for some magical items or weapons.

d100 = 19

While exploring an underwater cave, the party discovers a group of sea giants who have been cursed to live in the shape of fish. The giants beg the party to help them break the curse and return them to their true form. But they must first face the wrath of the sea witch who has cursed them.

d100 = 20

Glittering particles scatter as a current passes by.

d100 = 21

Summer’s firefly squalls guide the party to areas of raw elemental power. Overcoming dangerous trials or rendering elemental entities favorable paves new alliances.

d100 = 22

You feel a slight chill as you pass through a colder water current.

d100 = 23

A party of troglodytes.

d100 = 24

A ship carrying a group of minotaurs has crashed near the party's location, and the survivors are now stranded on a nearby island. The party must navigate through treacherous waters and hostile creatures to rescue the minotaurs and help them repair their ship. But not all of the minotaurs are grateful for the party's help, and some may have sinister ulterior motives.

d100 = 25

2d6 trumpetfish hiding amongst long fronds of seaweed.

d100 = 26

A large barrel is floating in the water. If you look inside, you can see three elves, who are dead and floating in the barrel. They were captured by sharks, forced into the barrel, and dumped back in the sea by the elves.

d100 = 27

You spot the delicate fins of a lionfish as it glides by.

d100 = 28

The players come across a group of tritons (humanoids with fish-like features) who are having a celebration. They invite the players to join in and offer them a special potion that grants temporary underwater breathing abilities.

d100 = 29

The temperature of the water fluctuates gently.

d100 = 30

WATER BALLOON FACTORY. A group of Djinns who, for almost as long as the Djinns have been around, have been making water balloons and selling them for some income. They enjoy making water balloons, but it is hard to sell them and make a profit the way things are. The Djinns are unaware that can change, but they like the way things are and don't care anyways .

d100 = 31

A gate to the Plane of Water suddenly appears, offering the party a chance to explore a different world and discover treasures and secrets hidden within.

d100 = 32

The party sees a ship, sinking quickly. A group of merfolk are swimming away from it. If the party rescues them, they will ask for help finding their lost city. They will lead the party to their city and try to kill them after they help them defeat the kraken that is attacking their city.

d100 = 33

A giant, translucent jellyfish attacks.

d100 = 34

The players come across a giant octopus that is eating its prey.

d100 = 35

1d4 spirally shells housing hermit crabs.

d100 = 36

The faint, salty taste of the water surrounds you.

d100 = 37

The players stumble upon a shipwreck and must navigate through the treacherous remains, encountering undead pirates and cursed objects. Will they be able to claim any valuable loot before the ship collapses completely?

d100 = 38

A group of merfolk are celebrating the birth of a new princess. They are dancing and singing in their underwater kingdom.

d100 = 39

The sounds of pipe music can be heard through the water ahead. The party sees a group of merfolk dancing in the water. They are wearing colorful robes and are playing music on their pipes. They will invite the party to join their dance, but they will not join in the party's fight.

d100 = 40

1d4 giant oysters, their shells partially open, revealing large, precious pearls.

d100 = 41

3d10 krill disperse as the party swims through.

d100 = 42

The party comes across a giant manta ray. It is friendly and will attempt to communicate with the party using its limited telepathy.

d100 = 43

A group of playful sea otters swim by, carrying a message in a bottle. The message is a plea from a nearby merfolk village who are being terrorized by a massive sea serpent. The party must decide whether to help the village or avoid the danger.

d100 = 44

Triton death rays in the form of an air cushion, to be released upon contact with water

d100 = 45

A group of merfolk approaches the party. They are angry and will attack unless the party can calm them down. If a player does a decent job at diplomacy, they will give the party a magic item that was stolen from them by an underwater creature.

d100 = 46

A school of giant bonito attack. They are territorial. The bonito can be sold for a good price.

d100 = 47

A sea dragon's lair, filled with the bones of ancient creatures and a hoard of sunken treasure.

d100 = 48

A school of hammerheads attacks.

d100 = 49

The players come across a group of water nereids (sea nymphs) who are being held captive by an evil sea hag. They ask for the players' help in defeating the hag and in return, offer their magical abilities to aid the players in their future endeavors.

d100 = 50

A mysterious, glowing portal appears on the ocean floor, attracting curious sea creatures from all around. The party must decide if they want to investigate the portal and face unknown dangers, or continue on their journey.

d100 = 51

A group of water genasi are having a festival to celebrate their connection to the elemental plane of water. The players are invited to participate in traditional water-based games and challenges.

d100 = 52

A spectral sea captain offers a bargain to the party, aided by his 3d4 Ghostly Mariners bound to the ship for eternity.

d100 = 53

A party of merfolk attack the party, they are angry and hostile, they are armed with harpoons, tridents, and nets.

d100 = 54

The players come across a shipwreck.

d100 = 55

The party stumbles through a dimension rift into the Abyssal Court of a Water Archon, accompanied by its 3d6 Water Weirds.

d100 = 56

The sound of a hauntingly beautiful voice can be heard echoing through the water. As the party investigates, they come across a sad and lonely mermaid, who offers to grant them a wish in exchange for companionship.

d100 = 57

KRAKEN ATTACK. A Kraken attacks the players! In the middle of their journey, they encounter a Kraken!

d100 = 58

The players are approached by a merfolk tribe who believe they have been cursed by a powerful sea witch. The tribe begs for the party's help in breaking the curse before it's too late.

d100 = 59

A strange, sunken ship covered in 2d4 barnacles and seaweed.

d100 = 60

A sea turtle swims lazily by, undisturbed by the party's presence.

d100 = 61

The party discovers an underwater city filled with intelligent, talking fish. They offer the party a place to rest and share stories in exchange for some valuable information about the land above.

d100 = 62

A school of 10 dolphins approach the party. They are hungry, and will attack if they do not feed them.

d100 = 63

A group of water elementals mistake the players for a group of sea monsters and attack them. The players must find a way to communicate with the elementals and defend themselves.

d100 = 64

2d6 giant eels attack the players! A group of 2d6 giant morays attack the players!

d100 = 65

The party finds themselves trapped in a magical underwater maze with no clear way out. They must navigate through dangerous traps and puzzles to find the exit, all while being chased by a group of merfolk hunters who see them as trespassers.

d100 = 66

A giant jellyfish attacks.

d100 = 67

A small band of 1d8+24 merfolk are playing around in the water. They are celebrating their defeat of the water drake. They are drunk. They will not attack, but they will try to sell you the poor merfolk's treasure.

d100 = 68

A group of merfolk children have accidentally unleashed a powerful sea monster while playing with a magical artifact. The players must find a way to subdue the monster and get the artifact back.

d100 = 69

A dead ship filled with a horrible stench and covered in blood, without any visible signs of mutiny or violence.

d100 = 70

Sea Elf attack.

d100 = 71

A group of sea hags are using their illusions to lure unsuspecting sailors to their doom. The players must find and defeat the sea hags before they claim any more victims.

d100 = 72

A deep-sea mining operation by 3d6 Water Genasi miners leads to a confrontation when claims of territory arise.

d100 = 73

The party encounters a group of sea hags who offer to tell their fortunes in exchange for a payment of rare sea treasures. However, if the party refuses, the hags become enraged and attack.

d100 = 74

A giant narwhal horn leads to a hidden grotto filled with precious gems and ancient artifacts.

d100 = 75

A rogue wave washes away one of the players' possessions unless she makes a Fortitude save.

d100 = 76

An enchanted whirlpool draws players into an underwater realm ruled by a powerful, sentient manta ray.

d100 = 77

2d4 sleepy, docile dugong grazing on seagrass.

d100 = 78

A giant fish is dead.

d100 = 79

A lone barracuda swims by casually.

d100 = 80

The party encounters a regal Sea Dragon being worshipped by a clan of 2d6 Merfolk priests.

d100 = 81

A school of 3d6 large tuna swimming purposefully past.

d100 = 82

The players discover a hidden underwater temple dedicated to a powerful water deity. Inside, they must solve puzzles and defeat guardians to gain access to powerful magical artifacts.

d100 = 83

The party comes across a group of merrow, brutish merfolk who have been mutated by the dark magic of a sea hag. The merrow are attacking a nearby fishing village, and it's up to the party to stop them and find a way to reverse the sea hag's curse.

d100 = 84

A solitary sea nymph offers blessings for those who help her return to her enchanted grove.

d100 = 85

A whirlpool transports the players to a coral castle ruled by a benevolent sea giant.

d100 = 86

A school of fish passes by, led by a huge fish with a crown on its head or a sash around its stomach.

d100 = 87

A mermaid in distress, trapped in a giant clamshell. As the players approach to help her, the clamshell begins to close, revealing its true form as a mimic.

d100 = 88

The party spots a ship being attacked by a kraken. Will they choose to help the crew or take advantage of the chaos and steal some treasures?

d100 = 89

A storm is brewing in the Elemental Plane of Water and the players must navigate through the rough waters to reach their destination. Along the way, they may encounter water elementals who are angry and confused by the disturbance in their plane.

d100 = 90

As you enter a small cove, you come across a group of merfolk performing a ritual to summon a powerful water elemental to defend their home. However, if the party is not careful, they may become collateral damage in the process.

d100 = 91

A ghostly shipwreck reveals ancient treasures, but is haunted by 2d8 Phantom Buccaneers who do not take kindly to intruders.

d100 = 92

A massive whirlpool suddenly appears in front of the party, sucking them in. They must find a way to escape the whirlpool's grasp or risk being pulled into the depths of the ocean.

d100 = 93

A cluster of bioluminescent algae glows softly in the surrounding water.

d100 = 94

The party hears the sound of a woman singing. The song is extremely beautiful and almost hypnotic. It is actually a mermaid luring sailors to their deaths.

d100 = 95

2d6 manta rays flying above, shadows flickering.

d100 = 96

3d6 small, colorful sea anemones wave gently with the currents.

d100 = 97

A large shark is swimming through the water. If it sees the party, it will attack them. The shark is a level 1 creature that attacks with its teeth and claws. Oh, yeah, it has two arms and can talk. It's name is Sammy, and it's not happy about being in the Elemental Plane of Water. He'll help players if they get him back to the material plane. If players get him back, he will cause chaos, and they'll be hated until they hunt him down and stop him.

d100 = 98

A young mermaid is stranded on a small island. Her locket is stuck between two rocks. Her mother is trapped in a bag of holding under water.

d100 = 99

A giant shark attacks.

d100 = 100

1d10 comb jellies with rainbow lights pulsing in the dark.

Use this table with the rest of Doungim's D&D 5e toolkit

A random encounter scenario is just the start of a scene. Pair it with a creature from our D&D 5e monsters catalogue (3,000+ monsters with full stat blocks), an NPC from our pre-built D&D NPC roster, a spell from the D&D 5e spell list, and a reward from the D&D magic items catalogue — and you have a full one-page session ready to drop on your D&D 5e or 2024 party.

Other dice tiers for the elemental plane of water: D4, D6, D8, D10.

Want a different setting? Browse all 41 D&D encounter locations — from arctic plains to elemental planes, every D&D 5e location has its own table on Doungim.

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