A complete D&D 5e random encounter table for elemental plane of water scenes. Roll a d100 to pick a set, then roll a D6 to pick a scenario within that set — 600 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
When the party enters a elemental plane of water, roll a d100.
The d100 result picks one of 100 scenario sets below.
Then roll a D6 to pick one of 6 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D6 Elemental Plane of Water encounter table
d100 = 1
D6=1:The sound of singing leads the party to a beautiful underwater city. They can interact with the inhabitants, who are sea elves, and learn about their way of life. However, the sea elves are very secretive and may not want to reveal too much about their society.
D6=2:A giant squid attacks. The players will be forced to defeat it underwater. The players must defeat the squid before they are picked up by a giant octopus. The octopus will take them to a giant squid. The players must fight a giant squid and a giant octopus.
D6=3:A group of pirates are on the hunt for treasure, and they will do anything to get it. They are looking for a map that leads to a legendary pirate treasure buried on an island surrounded by a sea of sharks.
D6=4:The party is approached by a group of mermaids who are mourning the loss of their queen. They ask the party to help them retrieve a rare flower from the depths of the ocean to create a powerful healing potion for their queen.
D6=5:Gelatinous oozes adopt seasonal colors and properties. Spring green heals, summer red burns, autumn brown absorbs magic, and winter blue freezes. The party must strategize which to fight and which to utilize.
D6=6:A group of aquatic elves invite the party to a lavish underwater feast, but they must first prove their worth by completing a series of challenges.
d100 = 2
D6=1:The party sees a ship, sinking quickly. A group of merfolk are swimming away from it.
D6=2:The party comes across a group of merfolk who are holding a festival to celebrate the changing of the tides. They invite the party to join in the celebrations, with music, dancing, and delicious seafood. But as the night goes on, the merfolk start to show strange and aggressive behavior, their eyes glowing with an otherworldly light. The party must figure out what is causing this sudden change and put an end to it before things get out of hand.
D6=3:A group of 1d6+2 merfolk attack! They are armed with spears and tridents.
D6=4:The players come across a village built on the back of a giant sea turtle. The villagers are friendly, but the players must find a way to leave before the turtle inevitably dives deep into the ocean.
D6=5:You swim through an area where the light filters down beautifully through the water.
D6=6:The temperature of the water fluctuates gently.
d100 = 3
D6=1:The water current brings a fresh, cool sensation.
D6=3:Players approach a shipwreck on the shore. If they investigate, they find a chest filled with gold. The chest is actually a mimic.
D6=4:A school of tiny silversides flashes past you.
D6=5:A colossal jellyfish drifts by, its tentacles trailing for miles, obscuring a submerged obelisk of ancient power.
D6=6:The players are approached by a group of merfolk who are part of a tribe. The merfolk want the players to help the tribe in their conflict with a local tribe of aquatic orcs.
d100 = 4
D6=1:The party comes across a group of water weirds who have been causing trouble for nearby sea creatures. However, upon closer inspection, the party discovers that the weirds are being controlled by an evil sorcerer.
D6=2:As the party rests on a secluded island, they are approached by a group of beautiful mermaids. However, the mermaids are not what they seem and are actually a group of powerful sirens trying to lure the party to their deaths.
D6=3:The adventurers come across an ancient, submerged city patrolled by 3d4 enchanted Stone Golems.
D6=4:The party comes across a deserted underwater city, its inhabitants long gone. However, the city still holds valuable artifacts and treasures within its ruins, but it is also filled with dangerous traps left behind by the long-departed residents.
D6=5:Within a labyrinthine kelp forest, the party is surrounded by 3d12 Razor Coral Crabs, masters of the razor-sharp foliage.
D6=6:A giant shark approaches the party with a large shark fin on his back. His name is Gustav, and he's a former pirate afflicted with lycanthropy.
d100 = 5
D6=1:A group of tribal natives approach the party. They have just returned from a hunting expedition and have brought back several large animals to feed their village. They have no interest in trading but will give the party some food for free if they're hungry. The party will gain several levels of experience points for every level of experience required to attain that level, given that they don't kill the natives.
D6=2: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.
D6=3:You see the eerie shapes of underwater caves ahead.
D6=4:Tiny seahorses scatter, revealing the hidden entrance to a sentient coral reef kingdom.
D6=5:A school of hammerheads attacks.
D6=6:A shipwreck inhabited by ghostly pirates who offer aid in exchange for release from their curse.
d100 = 6
D6=1:A giant manta ray attacks the party. It has wings and a beak.
D6=2:A kraken attacks the party. If the party has a wizard with them, it will be a Great Old One instead.
D6=3:The party sees a ship, sinking quickly. A group of merfolk are swimming away from it.
D6=4:A colossal sea sponge reveals a network of coral tunnels leading to a hidden treasure guarded by a giant eel.
D6=1:A patch of brain coral stands out with its intricate patterns.
D6=2:A school of small, black fish-like creatures swims past the players' ship. They are small enough that the players' ship is not damaged in the encounter.
D6=3:A large school of gudgeons. They won't attack unless provoked.
D6=4:Sea lilies sway, filtering particles from the water.
D6=5:While swimming underwater, the party comes across a mysterious doorway that leads to a pocket dimension filled with restless spirits. They must find a way out before they are trapped forever.
D6=6:A group of 1d20 merfolk are swimming in a group of 10 merfolk. They are headed toward an underwater city that the players have not discovered yet. They are trying to warn the people of the underwater city about a danger that is coming their way.
d100 = 8
D6=1:A group of merfolk are on a beach. They are arguing about whether or not it is a good idea to attack the party. One of them wants to attack, but the others do not. One of them is the leader, and he has a plan to attack the party. The other mermen are just pretending to obey him, but they really do not want to attack the party.
D6=2:An underwater chasm glows with the light of trapped sea spirits seeking release.
D6=3:Freddoon is a giant sea sponge. He is the guardian of a treasure chest. He is angry because a group of kobolds have disturb his resting place.
D6=4:As the party swims, they come across a sleeping Leviathan, its enormous, undulating form spanning several hundred feet.
D6=5:A group of mermaids beckon the party to come closer. They seem friendly and offer food and shelter, but as the party gets closer, they realize the mermaids are actually siren-like creatures looking to lure the party to their doom.
D6=6:Several clownfish dart around an anemone.
d100 = 9
D6=1:A group of mermen playing music on their flutes.
D6=2:A group of pirates are on the hunt for treasure, and they will do anything to get it. They are looking for a map that leads to a legendary pirate treasure buried on an island surrounded by a sea of sharks.
D6=3:TIME IS THE MOST IMPORTANT THING. A mermaid, who is the most beautiful mermaid that has ever existed, has been captured by a giant shark. It is now the players' job to save the beautiful lady, though it won't be easy.
D6=4:A group of water elementals playing a game of tag with each other. They invite the players to join in on the fun.
D6=5:A ship with all dead sailors is floating in the water.
D6=6:An ethereal song calls the party to an undersea garden blooming with spring energy. Guarded by benevolent ocean spirits, the garden offers rejuvenation and solace from their adventuring woes.
d100 = 10
D6=1:The underwater landscape is dotted with barnacle-encrusted rocks.
D6=2:A party of troglodytes.
D6=3:A group of merfolk are fishing. They will be happy to sell the players some fish if they wish to. They will also warn the players to avoid the purple starfish.
D6=4:An elder water djinn offers a riddle, the answer to which grants safe passage through an ancient, dangerous trench.
D6=5:The party sees a mysterious figure in the distance, swimming towards them at incredible speed. As the figure gets closer, they realize it is a merfolk with a magical trident, who challenges them to a race. If the players win, they will earn the respect of the merfolk community.
D6=6:1d10 comb jellies with rainbow lights pulsing in the dark.
d100 = 11
D6=1:A pod of 2d8 Dolphins approaches, their playful demeanor shifting to caution as they warn the party of approaching danger – a colossal Kraken.
D6=2:A group of pirates are on the hunt for treasure, and they will do anything to get it. They are looking for a map that leads to a legendary pirate treasure buried on an island surrounded by a sea of sharks.
D6=3:Leviathan's Crown: An old merfolk monarch has gone mad. He was wearing a giant crown made from the teeth of a leviathan and as he got closer to death, he went insane and wandered off into the sea. The party finds the merfolk king lying on the ground. If they disturb him, he will attack them.
D6=4: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.
D6=5:A storm giant has been causing massive whirlpools in the sea, wreaking havoc on nearby ships. The party must convince the giant to stop or face its wrath.
D6=6:The party sees a ship sinking into the ocean depths. If they help return the ship to the material plane, they will receive a magic item from the grateful captain of the ship.
d100 = 12
D6=1:Sea snails move slowly along the rocky surface.
D6=2: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.
D6=3:3d10 krill disperse as the party swims through.
D6=4:A crab scuttles into a nearby crevice.
D6=5:The party meets a group of friendly mermaids who have been cursed and transformed into human form by an evil sorcerer. The players can either try to break the curse or leave them as they are.
D6=6:A sunken ship is discovered, filled with ancient treasures and artifacts. However, the ship is haunted by ghosts of the former crew who will do anything to protect their loot.
d100 = 13
D6=1:A colossal underwater trench glows with the light of an ancient relic of immense power.
D6=2:The party swims into a haunted kelp forest where they are ambushed by 2d6 Ghostly Nymphs who curse those who harm nature.
D6=3:2d8 flying fish suddenly leaping out over the water.
D6=4:A giant shark attacks.
D6=5:A large bubble rises from the seafloor and breaks at the surface.
D6=6:A giant shark approaches the party with a large shark fin on his back. His name is Gustav, and he's a former pirate afflicted with lycanthropy.
d100 = 14
D6=1:A family of sea elves is fishing. The father is fishing with a spear, the mother is fishing with a net, and their son is fishing with a rod and reel. They are not very good fishers, but they are trying their best.
D6=2:A large sea snake slithers past, with a chance of a sea snake lord hiding in it instead of a regular snake.
D6=3: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.
D6=4:The party encounters a group of merfolk who have been cursed with legs, preventing them from returning to the sea. The players must find a way to break the curse and return the merfolk to their natural form.
D6=5:A group of merfolk are looking for their chief. They will offer the players a reward if they help find their chief.
D6=6:A kraken's lair is disturbed, revealing immense shipwrecks and treasures entangled within its tendrils.
d100 = 15
D6=1:A party of mermaids playing music on their flutes.
D6=2:3d4 moon jellies pulsating and glowing.
D6=3:A group of merfolk are arguing about whether or not they should help a group of human shipwreck survivors. One of the merfolk is carrying a baby mermaid in one of her fins. The merfolk are deciding whether or not to help the humans because they are unsure if they are good creatures or evil creatures.
D6=4:A water djinn offers to guide the players to a hidden cave filled with precious treasures, but they must first solve a riddle. If they fail, they may be trapped in the cave forever.
D6=5:The party encounters a forlorn coral palace, cursed to shift through seasons in minutes. Solving its intricate seasonal puzzles reveals its hidden sorrow and releases a trapped Courtesan Spirit.
D6=6:A group of merfolk invite the players to a grand underwater ball. However, it turns out to be a trap set by a group of deep sea creatures who view the players as food. The players must fight their way out of the ballroom and escape.
d100 = 16
D6=1:The party meets a kelpie harnessing hurricane strength, angry over summer pollution. Appeasing it by cleansing the waters could turn a potential foe into a powerful seasonal ally.
D6=2:A giant squid attacks a boat. This encounter will play out similar to an encounter with a giant squid.
D6=3:The party is challenged by 3d6 aggressive Sea Spawn, twisted creations of an ancient and dark ritual.
D6=4:A curious water elemental follows the party, playfully creating whirlpools and small vortexes.
D6=5:The party comes across a series of large stones that are about 10 feet tall. They are covered in barnacles and seaweed. If touched, they will attack with electricity brought forth by a lightning bolt in their mouths. They are called Thunder Stones and they are very territorial.
D6=6:As the players swim through the open ocean, they are suddenly surrounded by a large school of deadly barracudas. They must use their wits and quick reflexes to escape the hungry predators.
d100 = 17
D6=1:A wizard is studying a large conch shell. If players approach, he will tell them that he is trying to find a spell that will allow him to talk to mermaids.
D6=2:Glowing jellyfish float in the water, mesmerizing with their pulsating lights. Among them, a sea nymph dances gracefully.
D6=3:A mysterious underwater city has risen to the surface, and the party is hired by a group of aquatic elves to investigate. As they explore the city, they discover that an ancient evil has been awakened and is now threatening to consume the entire world. The party must delve into the depths and face this great evil before it's too late.
D6=4:You see a dolphin leap from the water surface above.
D6=5: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.
D6=6:Near a volcanic vent, the party is assailed by 2d4 Fire Mephits who inhabit this harsh, boiling environment.
d100 = 18
D6=1:You stumble upon a group of seaweed creatures pretending to be sunken treasure. When the party tries to take the "treasure," they will be attacked by the deceptive creatures.
D6=2:A group of mermaids are celebrating the birth of a new princess. They are dancing and singing in their underwater kingdom.
D6=3:While exploring a coral reef, the party stumbles upon a group of water elementals battling against a tribe of water genasi. The genasi accuse the elementals of stealing their sacred artifacts, but the elementals claim they are simply protecting their home. The party must choose a side or find a way to negotiate a peaceful resolution.
D6=4:A group of merfolk approaches the party. They are friendly and will ask for assistance with their problems. If the party helps them, they will receive a magic item as a reward.
D6=5:A mysterious sunken garden conceals 2d4 Coral Dryads, guardians of the sacred, flowering corals held within.
D6=6:Sea lilies sway, filtering particles from the water.
d100 = 19
D6=1:A giant jellyfish attacks.
D6=2:You spot a moon jellyfish drifting lazily in the water.
D6=3:Trod Upon Turtle.
D6=4:The players come across a merman who is struggling to fight off a group of sahuagin. He pleads for help and promises to reward the players with ancient treasure.
D6=5:2d4 small crabs scuttle about on the ocean floor.
D6=6:3d10 copepods drift past in the water.
d100 = 20
D6=1:The sea is full of ships carrying refugees, trying to escape the war.
D6=2:The party encounters a nomadic tribe of 2d6 Lizardfolk, exiled from their homeland and seeking solace in the planar waters.
D6=3:1d4 sea anemones blooming in vibrant colors.
D6=4:Swarms of bioluminescent jellyfish light up the waters, leading the way to an underwater grove where the seasons change every few minutes. The grove's guardian, a water djinn, tests the adventurers' adaptability and creativity based on the ever-changing environment.
D6=5:The players come across a small island where a group of peaceful water elementals are living. However, a fire elemental has invaded their home, causing chaos and destruction. The players must choose whether to side with the water elementals or the fire elemental.
D6=6:A large crab with glowing eyes swims up to the party. He craves magical items. He will trade magic items for rare items, like gems and the like. He is a simple creature, actually.
d100 = 21
D6=1:A storm giant has been causing massive whirlpools in the sea, wreaking havoc on nearby ships. The party must convince the giant to stop or face its wrath.
D6=2:A fierce storm rages above the water, causing massive waves and dangerous currents. The party must navigate through the chaos to reach their destination.
D6=3:A group of siren-like creatures lure ships to a deadly reef using their enchanting voices. The players must stop the creatures and destroy the reef before more lives are lost.
D6=4:2d6 baby sharks moving in a coordinated hunting formation.
D6=5:A group of 2d6 sharks attacking a disabled longship.
D6=6:Near a volcanic vent, the party is assailed by 2d4 Fire Mephits who inhabit this harsh, boiling environment.
D6=3:3d4 glass shrimp jump out of the way as the party moves.
D6=4:A strange creature attacks the party out of nowhere. It is a strange, 2 ft tall creature, with tentacles, and a strange green glow to it. It's a sea hag.
D6=5:Outside a sunken temple, the adventurers meet 1d4 ancient Giant Sea Turtles acting as wise guardians of the hidden knowledge within.
D6=6:The water is filled with particles of plankton and microscopic sea life.
d100 = 23
D6=1:A pirate ship sunken during autumn is rumored to surface every hundred years for one night in summer. Ghostly pirates roam, guarding their forgotten treasures and curses until the ship vanishes again.
D6=2:Tentacles (in water) A giant squid attacks the party in the water.
D6=3:An ancient leviathan's immense shadow looms just beneath the surface, moving away slowly, emitting haunting whale songs.
D6=4:Ydersius, King of the Squids.
D6=5:Players are caught in a game of hide and seek between two rival groups of playful sea nymphs.
D6=6:A giant anglerfish uses its light to lure players towards a deep chasm filled with treasures and dangers.
d100 = 24
D6=1:The party sees a shark attack and kill a group of fish men. The shark is a Gluttonous Shark, a large and powerful aquatic creature.
D6=2:A group of sea lions are sunning themselves on a nearby rock.
D6=3:The party encounters a regal Sea Dragon being worshipped by a clan of 2d6 Merfolk priests.
D6=4:A malicious water elemental made of swirling water bubbles
D6=5:A flock of giant flying fish suddenly appears, blocking the party's path and circling above them. If the party follows the direction of the fish, they will come across a hidden island filled with rare and valuable treasures.
D6=6: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 = 25
D6=1:The party comes across a shipwreck on the ocean floor. Inside, they find a message in a bottle from the captain, who warns of a dangerous merrow living nearby. The players must find a way to appease or defeat the merrow to safely explore the shipwreck.
D6=2:A giant sea sponge is floating by. The adventurers can rest on its surface to recover from time.
D6=3:A group of angry sea creatures accuse the players of stealing their treasure. They must prove their innocence and find out who the real thief is before the sea creatures declare war.
D6=4:1d4 giant sea cucumbers crawling along the ocean floor.
D6=5: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.
D6=6:The party is approached by a friendly giant octopus who offers to use its camouflage abilities to hide them from a nearby group of dangerous sea creatures.
d100 = 26
D6=1:The players discover a temple built at the bottom of the ocean, dedicated to a goddess of storms and chaos. Inside, they must navigate through dangerous traps and puzzles to reach the treasure hidden within.
D6=2:A group of aquatic elves
D6=3:1d4 giant sea cucumbers crawling along the ocean floor.
D6=4:The party sees a giant octopus attacking a ship. If they help, they will receive a magic item from the grateful captain of the ship.
D6=5:2d4 tritons patrolling their territory with conch shell weapons.
D6=6:The players come across a shipwreck, but upon closer inspection, they realize it's not an ordinary shipwreck. It's actually a powerful water elemental in disguise, luring in unsuspecting sailors.
d100 = 27
D6=1:A ghost ship silently drifts past the party, crewed by 2d6 haunted Wights bound by ancient curses.
D6=3:The players come across a ship floating on the surface of the ocean, seemingly abandoned. But as they board the ship, they realize that it is haunted by the ghosts of the crew who died at sea. The players must figure out a way to put the ghosts to rest and claim any treasure the ship may hold.
D6=4:A giant eel attacks the party and is accompanied by two giant electric eels.
D6=5:A giant sea cucumber slowly moves across the ocean floor, hiding a powerful relic inside its immense body.
D6=6:Jaws A sea monster attacks. The mouth on this creature is just its top fin. This creature will try several times to hit a PC on land, but will be unsuccessful because it cannot grab him. Even if it does grab him, the player can escape by making a swim check.
d100 = 28
D6=1:Shoals of anchovies shimmer as they swim by.
D6=2:A group of starfish cling to the seafloor.
D6=3:Seaweed tangles slightly around you as you swim through it.
D6=4:An unending tide pool reflects different seasons. Stepping into it transports the party to seasonal trials orchestrated by a misunderstood sea nymph seeking guardians for her realm.
D6=5:A portal to the Plane of Fire exists in the water, guarded by 3d6 Fire Newts who attack anyone attempting to pass.
D6=6:The party encounters a giant shark. It is attacking a giant whale. If the party attacks the shark, the whale will attack them.
d100 = 29
D6=1:A group of water elementals form into a giant wave and chase after the party, seemingly playing a game. However, the wave becomes more aggressive and the party must outrun it or face being engulfed.
D6=2:During a winter solstice, a portal to the Ice Elemental Plane opens, threatening to freeze everything. The party must close it by solving puzzles related to winter folklore and confronting icy adversaries.
D6=3:Xibar is a group of a dozen merfolk. They are holding a ceremony to honor the watery dead.
D6=4:A group of sahuagin (shark-like humanoids) attack the players, looking for food and water. They are ruthless and will stop at nothing to defeat their enemies.
D6=5:2d4 hippocamps (sea horses with fish tails) swim by calmly.
D6=6:The party discovers a group of sahuagin holding a gnome captive. The sahuagin believe that the gnome is a powerful wizard and plan to use him in a ritual to summon a kraken. The party must decide whether to help the gnome escape or stop the ritual.
d100 = 30
D6=1:HELPING OUT THE OTHERS. A group of merfolk set out to help a group of sirens in distress by attacking the group of merfolk that are attacking them.
D6=2:The party finds a treasure map. It is written in Common. The map leads to a chest of treasure that is under water. Both the chest and the treasure are trapped.
D6=3:A group of sahuagin (ferocious shark-like humanoids) have set up a trap to lure in unsuspecting sailors. The players must navigate through the dangerous traps and defeat the sahuagin before they strike again.
D6=4:The players come across a ship floating on the surface of the ocean, seemingly abandoned. But as they board the ship, they realize that it is haunted by the ghosts of the crew who died at sea. The players must figure out a way to put the ghosts to rest and claim any treasure the ship may hold.
D6=5:3d4 tiny crab colonies building fortresses of sand.
D6=6:Fish eating coral
d100 = 31
D6=1:A sea dragon's lair filled with treasures and guarded by an army of fish-men.
D6=2:While exploring a dense underwater forest, the party meets 1d12 inquisitive but shy Nymphs of the Waters who’ve lived here for millennia.
D6=3:A group of hooked merfolk lure unsuspecting prey into their trap. It is a giant anemone trap.
D6=4:1d6 sea snakes slithering through the water.
D6=5:A sea hag offers to guide the players through treacherous waters in exchange for a valuable magic item. However, her true intentions are much more sinister.
D6=6:A group of merfolk are looking for their chief's sword. They will offer the players a reward if they help find their chief's sword.
d100 = 32
D6=1:3d6 minnows dart past, fleeing from an unseen predator.
D6=2:A giant octopus comes upon the players, but instead of attacking, it begins to play with them. It seems to be a friendly creature, but who knows what it's true intentions are?
D6=3:A creature with humanoid upper body and fish lower body swims by the party. He's called Nog the Fish Man, and he's lost his way after being washed up by a massive wave. He is thankful for the help.
D6=4:A powerful sea elemental rises out of the water, asking the party to help escort a large group of sea creatures to a better feeding ground. However, not all of the creatures are willing participants and must be persuaded or controlled.
D6=5:A school of bioluminescent manta rays lead the players to an ancient underwater temple.
D6=6:2d6 shrimp scatter at the party's approach.
d100 = 33
D6=1:A dead ship filled with a horrible stench and covered in blood, without any visible signs of mutiny or violence.
D6=2:The players are approached by a group of mermaid bards who want to learn more about life on land. The players must teach them about the wonders and dangers of the surface world.
D6=3:A powerful water elemental has fallen in love with a nymph and will do anything to win her over. The players are caught in the middle of their tumultuous relationship and must navigate carefully to avoid getting caught in their destructive path.
D6=4:A merfolk bard entices the party to join her for a grand underwater feast. However, the feast quickly turns into a deadly trap set by a clan of vengeful merrows seeking revenge on the merfolk.
D6=5:The party comes across a group of mermen. They are celebrating a wedding. They invite the party to watch. The mermen have been waiting a long time to mate and are very old.
D6=6:A giant sea anemone reveals the entrance to a sunken ship filled with riches and danger.
d100 = 34
D6=1:A nearby island is the nesting ground for a family of giant seagulls. If the players get too close, they will attack. The nest is made out of gold and gems. The seagulls are protecting their eggs from a group of kobolds.
D6=2:A colossal underwater trench glows with the light of an ancient relic of immense power.
D6=3:3d6 garden eels peeking out like stalks in a field.
D6=4:A giant octopus attacks.
D6=5:A group of water genasi are practicing their water manipulation abilities, creating intricate shapes and forms out of the water. If the players are interested, they can ask to learn some of their techniques.
D6=6:The waters grow colder as they enter a cursed glacier, home to 2d8 Ice Mephits intent on mischief and mayhem.
d100 = 35
D6=1:A large school of fish seems to be following the party. When the party gets close, they will attack with blinding speed and numbers.
D6=2:The party is hired by a wealthy merfolk to retrieve a rare and valuable pearl from the depths of the ocean. As they dive down, they must navigate through treacherous currents and avoid the deadly predators that guard the pearl. But when they reach the pearl, they discover that it is guarded by a powerful water naga who will not give it up easily.
D6=3:Trod Upon Turtle.
D6=4:All around you, you see mermaids playing and singing in the water. You are charmed by their beautiful voices and entranced by their graceful movements. However, beware, for they are known to lure sailors to their deaths.
D6=5:A giant underwater creature is trapped in a net and is thrashing about, endangering the nearby ships. The players must decide if they want to risk their lives to free the creature or let it be.
D6=6:You spot a shrimp darting in and out of a small coral formation.
d100 = 36
D6=1:A strange ship is sailing through the sea. The ship looks like it was made of many different types of wood. The captain is a strange-looking humanoid with a large beak.
D6=2:A group of sea creatures, including a giant shark, have been terrorizing nearby fishing villages. The players must find the source of their aggression and solve the problem diplomatically.
D6=3:Schools of fish forming seasonal patterns behave strangely, revealing migratory pathways to hidden underwater temples dedicated to seasonal deities.
D6=4:3d12 small krill bustling around aimlessly.
D6=5:An ancient sea serpent's skeleton leads to a hidden chest of incredible riches and dangers.
D6=6:The party comes across a shipwrecked crew, stranded on a small island. But as they approach to offer help, the crew transforms into deadly merrow, looking for their next meal.
d100 = 37
D6=1:The party sees a giant whirlpool in the water ahead of them. As they get closer, they realize it is not a natural occurrence, but a portal to another plane. They can choose to enter the portal or try to find another way around it.
D6=2: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.
D6=3:A sentient tidepool, aware of its seasonal changes, beckons the party to delve into its depths and uncover age-old mysteries hidden within its changing ecosystem.
D6=4: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.
D6=5:A group of water elementals create a vortex revealing the entrance to a vault of ancient treasure.
D6=6:A pod of 2d8 Dolphins approaches, their playful demeanor shifting to caution as they warn the party of approaching danger – a colossal Kraken.
d100 = 38
D6=1:A swarm of tiny fish
D6=2:A glowing path of seaweed leads to a cave where a sleeping lacedon (aquatic ghoul) lies in wait.
D6=3:The players are guided by a friendly water elemental to an ancient temple deep in the ocean where they must retrieve a powerful artifact for a water deity.
D6=4:A mysterious sunken garden conceals 2d4 Coral Dryads, guardians of the sacred, flowering corals held within.
D6=5:A cluster of tiny fish dart in and out of a kelp forest.
D6=6:During a storm, the players' ship is caught in a whirlpool. They must navigate through the swirling waters while being attacked by water elementals that have been summoned by a powerful sea sorceress.
d100 = 39
D6=1:Bioluminescent plankton illuminate a sunken, ancient armory filled with legendary weapons.
D6=2:The players encounter a traveling merchant who has set up shop on a small, floating raft. He offers a variety of unique items and services that are only available in the Elemental Plane of Water. However, his prices are exorbitant, and he may try to swindle the players.
D6=3:A giant shark approaches the party with a large shark fin on his back. His name is Gustav, and he's a former pirate afflicted with lycanthropy.
D6=4:A lone penguin dives underwater near you.
D6=5:A giant crab with glowing eyes swims up to the party. He craves magical items. He will trade magic items for rare items, like gems and the like. He is a simple creature, actually.
D6=6:A group of water elementals emerge from the depths, summoning a powerful storm that threatens to capsize the party's boat. They demand a sacrifice in exchange for calming the storm, but their true intentions may be more sinister.
d100 = 40
D6=1:A lone manta ray glides effortlessly through the current.
D6=2:The party discovers a sunken undersea temple filled with ancient artifacts. Little do they know, the temple is guarded by a powerful water elemental who will not let anyone take the artifacts.
D6=3:A group of mermen playing music on their flutes.
D6=4:A group of aquatic elves are in need of assistance to defeat a group of sahuagin who have been terrorizing their village. Will the players be able to help the elves reclaim their home?
D6=5:You spot a small shipwreck partially buried in the sand.
D6=6:The party discovers a coral palace inhabited by a reclusive sea witch. Depending on the season, she offers different boons: spring - renewal of spells and health; summer - enhanced combat abilities; autumn - wisdom and foresight; winter - protection and resilience. But her favors come at a price.
d100 = 41
D6=1:An underwater volcano stirs, releasing 3d8 Steam Mephits who attempt to defend their boiling territory from the intruding party.
D6=2:A giant squid attacks the party and is accompanied by 2d6 giant octopi.
D6=3:Swirling schools of fish create mesmerizing patterns.
D6=4:3d6 tiny crabs scuttling on the ocean floor.
D6=5:The players stumble upon an underwater cave with glowing crystals lining the walls. As they enter, they are ambushed by a group of water elementals who guard the crystals fiercely.
D6=6:An extremely large octopus attacks the party. It has a giant beak, and it uses it to attack. It has two tentacles that it uses to attack, each is as long as a ship mast.
d100 = 42
D6=1:When the party rescues a group of people from a shipwreck, they will thank them and tell the party that they have a shipwreck's worth of treasure on their ship. The only problem is that their unnamed ship is in shambles.
D6=2:A group of tritons are searching for a missing artifact that is said to have the power to create and control storms. The players must help them retrieve it before it falls into the wrong hands.
D6=3:A strange ship crashes through the sea, carrying a strange seal on the sail. There is a strange mark on the sail, which looks like it was burned into the sail.
D6=4:A large shark is swimming around, looking for weaker prey. The shark will go after anyone it sees.
D6=5:The party sees a ship wreck. It is covered in barnacles, and looks like it has been there for a long time. It is actually a trap. When the party gets close, it will attack with 2d6 giant squid, who have been placed there by a kraken.
D6=6:The party sees a large fish that is about 10 feet long swim by them. It has a large dorsal fin and it has golden/yellow eyes. If the party attacks it, it will attack back by using a lightning bolt from its mouth that is not naturally occurring and is brought forth by magic.
d100 = 43
D6=1:The party sees a small island, covered in birds. They are foul and will attack if the party gets too close.
D6=2:Players are caught in a game of hide and seek between two rival groups of playful sea nymphs.
D6=3: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.
D6=4:BATTLE OF THE WAVES. A group of merfolk and sirens are in a great battle with each other. Does this affect the players?
D6=5:A gentle whirlpool forms nearby.
D6=6:A Whale's Tale: The party discovers an old sea serpent stranded out of water on an island. He has been sick for days, and is on his last legs. If he dies, a ferocious storm will sweep in and wreck havoc on the surrounding regions.
d100 = 44
D6=1:A sentient coral reef colony forms a living labyrinth, with treasures hidden at its heart.
D6=2:A giant jellyfish attacks the party. It will shoot a blinding flash of light at anyone who attacks it.
D6=3:A powerful sea deity offers a boon for those who find and venerate their long-lost temple.
D6=4:2d6 sheafs of drifting seaweed.
D6=5:A group of tritons is in the midst of a civil war. The players must choose which side to support and help bring peace back to the underwater kingdom.
D6=6:A cluster of tiny fish dart in and out of a kelp forest.
d100 = 45
D6=1:The party encounters an ancient Marid lounging on a coral throne, attended by 3d4 loyal Merrow guards.
D6=2:A ship that must be boarded to rescue the crew.
D6=3:Several small, curious crabs scuttle across a nearby sandy patch.
D6=4:A giant squid attacks the party.
D6=5:A giant squid attacks the players' ship. If the players fight it, it will swim away at half-health and return with 2d4+2 giant squids 1d4 hours later.
D6=6:The water is clearer here, allowing better visibility.
d100 = 46
D6=1:A pod of whales sings in harmony, revealing hidden underwater paths to ancient treasures.
D6=2:Beggarmaster is a female giant sea horse. She is having an issue with her husband. She is looking for a new mate.
D6=3:A group of 2d6 merfolk are hunting for food. They are using bows and arrows and spears.
D6=4:A party of mermen playing music on their flutes near a sunken ship. They are magically dancing on the surface of the water.
D6=5:A group of mermen playing music on their flutes.
D6=6:3d6 garden eels peeking out like stalks in a field.
d100 = 47
D6=1:As the party swims, they come across a sleeping Leviathan, its enormous, undulating form spanning several hundred feet.
D6=2:The players encounter a group of kuo-toa, fish-like humanoids who worship strange and powerful deities. The kuo-toa are peaceful, but their devotion may lead them to force the players to participate in a mysterious ritual.
D6=3:A distant splash suggests a large creature breaking the surface above you.
D6=4:3d4 tiny crab colonies building fortresses of sand.
D6=5:The players come across a group of sea hags who have been terrorizing nearby ships. The hags offer to make a deal with the players, but the price may be too high.
D6=6:Summer initiates rebellious elementals, under terraspheric influences. Bringing down residual powers allows for transition to harmonious union.
d100 = 48
D6=1:2d6 trumpetfish hiding amongst long fronds of seaweed.
D6=2:Autumn sea shoals filled with bioluminescent tricksters lead the party through an underwater carnival island full of ephemeral surprises and traps.
D6=3:An underwater geyser reveals a hidden temple and a powerful guardian sea spirit.
D6=4:1d4 giant clams resting on the seabed.
D6=5:An ancient underwater forest is home to powerful water elementals guarding ancient artifacts.
D6=6:A pair of colossal sea serpents have an eternal battle, causing waves and underwater tremors.
d100 = 49
D6=1:A lone penguin dives underwater near you.
D6=2:An underwater chasm glows with the light of trapped sea spirits seeking release.
D6=3:A group of aquatic gnomes have invented a machine that can create bubbles of air underwater, allowing creatures to breathe and move freely. They are seeking investors to help mass produce the machine.
D6=4: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.
D6=5:A group of pirates are on the hunt for treasure, and they will do anything to get it.
D6=6:You swim through an area where the light filters down beautifully through the water.
d100 = 50
D6=1:A mysterious ship with black sails appears on the horizon, heading straight towards the party's ship. The crew is made up of undead pirates who offer a trade - the party's most valuable possession for safe passage through their territory.
D6=2: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?
D6=3:The eerie quiet of the deep water surrounds you.
D6=4:A colossal sea sponge reveals a network of coral tunnels leading to a hidden treasure guarded by a giant eel.
D6=5:A giant sea turtle attacks.
D6=6:A powerful sea elemental rises out of the water, asking the party to help escort a large group of sea creatures to a better feeding ground. However, not all of the creatures are willing participants and must be persuaded or controlled.
d100 = 51
D6=1:An immense dragon turtle carries an entire ecosystem on its back, including rare and magical sea creatures.
D6=2:A fight breaks out between a group of dolphins and a group of sharks, the party are spectators.
D6=3:A group of angry sea creatures accuse the players of stealing their treasure. They must prove their innocence and find out who the real thief is before the sea creatures declare war.
D6=4:A group of water elementals form into a giant wave and chase after the party, seemingly playing a game. However, the wave becomes more aggressive and the party must outrun it or face being engulfed.
D6=5:A pod of killer whales hunts in the distance, their sleek bodies cutting through the water with lethal precision.
D6=6:The characters hear a loud crashing noise coming from nearby. They see nothing through the thick mist. The noise is a giant sea serpent swimming through the water at high speeds!
d100 = 52
D6=1:Water pressure slightly increases as you dive deeper.
D6=2:A colossal underwater trench with the skeletons of ancient leviathans inside.
D6=3:Puddle of water with a lone fish swimming in it, the fish is frightened and disoriented.
D6=4:Ancient runes guide the players to a sunken vault full of wealth and powerful artifacts.
D6=5:Trod Upon Turtle.
D6=6:A lone barracuda swims by casually.
d100 = 53
D6=1:A school of fish swim by. A group of merfolk are hunting them. If the players approach, the merfolk will attack.
D6=2:2d6 baby sharks moving in a coordinated hunting formation.
D6=3:A veil of mist reveals a sleeping sea giant whose snores cause tidal waves.
D6=4:An underwater volcano houses a mighty sea giant and a hoard of incredible treasures.
D6=5:A group of merfolk are hunting sea turtles. They are armed with spears and canoes. If they see people they will attack them. They will not back down even
D6=6:A legendary seaweed forest, home to ancient water elementals who guard ancient knowledge.
d100 = 54
D6=1:The players are approached by a group of friendly merfolk who are trying to save their queen from a cursed necklace that is slowly killing her. They need the players' help to retrieve a rare herb that can break the curse.
D6=2:A sunken ship full of cursed spirits and immense riches awaits the brave and daring.
D6=3:Tiny shell fragments create a colorful bed on the seafloor.
D6=4:Tiny barnacles cover an old underwater structure.
D6=5:An ancient leviathan fossil holds a portal to a sub-plane of endless water and forgotten treasures.
D6=6:An immense dragon turtle carries an entire ecosystem on its back, including rare and magical sea creatures.
d100 = 55
D6=1:Water pressure slightly increases as you dive deeper.
D6=2:The players are invited to an underwater ball held by a wealthy merfolk family. However, the ball is interrupted by a group of sea devils seeking revenge on the family for betraying them in the past. The party must protect the family while also trying to uncover the truth behind the betrayal.
D6=3:A group of turtle people are riding the ship. These creatures are friendly and want to take the players to their king.
D6=4:The water grows darker as you descend to greater depths.
D6=5:Wreckage from a destroyed ship floats on the water. It has been completely destroyed.
D6=6:The party is approached by a friendly giant octopus who offers to use its camouflage abilities to hide them from a nearby group of dangerous sea creatures.
d100 = 56
D6=1:The adventurers hear a group of merfolk arguing about whether or not they should help a group of human shipwreck survivors. One of the merfolk is carrying a baby mermaid in one of her fins. The merfolk are deciding whether or not to help the humans because they are unsure if they are good creatures or evil creatures.
D6=2:The distant calls of dolphins can be heard.
D6=3:You see a shipwreck in the distance. Upon closer inspection, you discover a group of sahuagin have made it their home. They are hostile towards the party, but there is a valuable treasure hidden in the wreckage.
D6=4:The players discover a hidden underwater cave that leads to an underground lake. In the middle of the lake, they see a giant floating crystal that seems to be holding the spirits of the deceased. Are the spirits trapped or are they willingly staying?
D6=5:A powerful sea deity offers the players a boon for discovering and honoring their long-forgotten shrine.
D6=6:A water elemental is attacking.
d100 = 57
D6=1:The Poltergeist: A poltergeist is haunting the ship. The poltergeist will try to make noises and mess with the ship to get the players' attention. It will try to trick the players into attacking it. If the players attack it, the poltergeist will disappear and reappear earshot of the pirates. It will say, "They think I'm a ghost! Help me! They're trying to kill me!" The pirates will come and attack the players.
D6=2:The players come across a sunken ship filled with treasure, but as they try to collect it, they are attacked by an undead pirate captain and his crew.
D6=3:A giant kraken surfaces in front of the party, looking for a sacrifice to appease its hunger. The players must either sacrifice one of their own or find a way to appease the kraken without bloodshed.
D6=4:Spring hays contain lifesprings coveted by majestic Leviathan turtles. Nurturing their offsprings requires overcoming dangerous beast heists.
D6=5:The players stumble upon a deserted island with a mysterious lighthouse. Inside, they find a powerful genie who offers them one wish each. However, the genie's intentions may not be as pure as they seem.
D6=6:A group of 4d10+10 sharks are grazing on fish. They are surprised by the players' presence. The sharks will fight to the death.
d100 = 58
D6=1:An ancient underwater tower looms in the distance, guarded by fierce tritons.
D6=2:A school of tiny silversides flashes past you.
D6=3:Seaweed tangles slightly around you as you swim through it.
D6=4:A giant squid pursues the party. It snaps it tentacles and uses its ink gland to attack. It is 10' long.
D6=5:A group of sirens attack the players. The sirens want to eat them and turn them into merfolk.
D6=6:A swarm of vicious piranhas suddenly parts like a curtain as an ancient leviathan glides majestically past.
d100 = 59
D6=1:You see a single orange kelp stalk, slowly waving in the current. If the party touches it, they will hear a voice in their head telling them to follow it. If they do, they will find a sunken ship filled with treasure, guarded by an angry sea serpent.
D6=2:The party comes across a stranded sailor, desperate for help. But as they approach, they realize the sailor is actually a shapeshifting kuo-toa, trying to lure them into a trap.
D6=3:2d6 juvenile sharks circle in the distance.
D6=4:The players find a gigantic shell that acts as a portal to a sub-plane of eternal waters.
D6=5:A deep-sea mining operation by 3d6 Water Genasi miners leads to a confrontation when claims of territory arise.
D6=6:As the party rests on a beach, they notice a large, shimmering pearl in the sand. When they try to take it, they will be met with resistance from a group of protective giant clams.
d100 = 60
D6=1:The players hear a group of merfolk arguing about who's in charge of the tribe.
D6=2:Giant octopus attacks and tries to swallow the characters whole.
D6=3:Summer initiates rebellious elementals, under terraspheric influences. Bringing down residual powers allows for transition to harmonious union.
D6=4:A sea dragon's lair filled with treasures and guarded by an army of fish-men.
D6=5:A group of sea giants, towering over the players, suddenly emerge from the depths. They demand that the players entertain them in exchange for safe passage through their territory.
D6=6:Tiny barnacles cover an old underwater structure.
d100 = 61
D6=1:The party comes across a group of water weirds who have been causing trouble for nearby sea creatures. However, upon closer inspection, the party discovers that the weirds are being controlled by an evil sorcerer.
D6=2:A school of tiny silversides flashes past you.
D6=3:An unending tide pool reflects different seasons. Stepping into it transports the party to seasonal trials orchestrated by a misunderstood sea nymph seeking guardians for her realm.
D6=4:A group of water nymphs are being hunted by a group of evil water elementals. The players can either help the nymphs and earn their gratitude or side with the elementals for a reward.
D6=5: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.
D6=6:A tangle of seaweed conceals the entrance to an ancient burial ground of sea giants.
d100 = 62
D6=1:A large octopus attacks the party.
D6=2:Autumn currents guide the party to an underwater grotto where ancient kelp forests and autumn foliage reveal entryways to forgotten underwater family crypts and relics.
D6=3:A group of merfolk is torturing a couple of pirates. If the players attack the pirates, the merfolk will fight the players.
D6=4: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.
D6=5:The party stumbles upon a group of sea sirens, enchanting creatures who lure sailors to their deaths with their beautiful songs. The sirens offer the party a deal - they will give them a powerful artifact in exchange for the souls of the sailors on their ship. Will the party accept the deal, or try to outsmart the sirens?
D6=6:1d4 sea elves patrol the area, on the lookout for intruders.
d100 = 63
D6=1:A group of humans are sailing on a raft. They will attack the players if provoked.
D6=2:A playful otter swims near the surface.
D6=3:A powerful sea dragon has been terrorizing the coastal villages, and the players are hired to take it down. However, the dragon is not what it seems, and the players must uncover the truth behind its actions.
D6=4:A broken mast from an ancient sunken ship rising from the ocean floor.
D6=5:A school of 4d10+20 dolphins rush by, causing a wave that washes over the players. They should be surprised for the first round.
D6=6:A group of merfolk are celebrating the birth of a new prince. They are dancing and singing in their underwater kingdom.
d100 = 64
D6=1:The sounds of battle can be heard. A leader of a group of merfolk is battling a group of sea elves who are trying to capture the merfolk's castle.
D6=2:A school of giant bonito attack. They are territorial. The bonito can be sold for a good price.
D6=3:Gudgeons flock to the party. They appear to be out of water.
D6=4:A group of sea creatures, including a giant shark, have been terrorizing nearby fishing villages. The players must find the source of their aggression and solve the problem diplomatically.
D6=5: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.
D6=6:A mysterious underwater temple is discovered, guarded by water elementals. The party must navigate through traps and puzzles to reach the treasure inside.
d100 = 65
D6=1:The scent of brine heightens as you dive deeper.
D6=2:The water current brings a fresh, cool sensation.
D6=3:Players discover an ancient sunken ship, full of riches and cursed spirits.
D6=4:A sea turtle swims lazily by, undisturbed by the party's presence.
D6=5:A group of merfolk are arguing about whether or not they should help a group of human shipwreck survivors. One of the merfolk is carrying a baby mermaid in one of her fins. The merfolk are deciding whether or not to help the humans because they are unsure if they are good creatures or evil creatures.
D6=6:The party sees a group of merfolk swimming through the water. If the party approaches, they will swim away and hide underwater. If the party follows, they will see the merfolk hiding behind an underwater rock formation. They will attack the party if they are attacked first.
d100 = 66
D6=1:A group of sirens are using their enchanting voices to lure sailors to their deaths. The players must find a way to break the spell and free the sailors from their grasp.
D6=2:A school of 3d6 large tuna swimming purposefully past.
D6=3:A sentient coral reef colony forms a living labyrinth, with treasures hidden at its heart.
D6=4:The players see a group of sea turtles being attacked by a group of sharks. If they intervene, the sea turtles will be grateful and may even guide them to a hidden treasure.
D6=5:2d10 plankton dancing in the light.
D6=6: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 = 67
D6=1:A large crab with glowing eyes swims up to the party. He craves magical items. He will trade magic items for rare items, like gems and the like. He is a simple creature, actually.
D6=2:Colossal jellyfish float through an underwater current, illuminating an ancient ruin beneath.
D6=3:The players come across a mermaid trapped in a net, struggling to free herself. It appears she was captured by a group of pirates and left to die. If the players rescue her, she may offer them a valuable reward.
D6=4:A whirlpool transports the players to a coral castle ruled by a benevolent sea giant.
D6=5:A mermaid is standing in front of a large stone structure. The mermaid is trying to open it, but it's locked. She needs to find the key.
D6=6:The party sees a group of aquatic elves dancing in the water. They are wearing colorful robes and are playing music on their flutes and drums. They will invite the party to join their dance, but they will not join in the party's fight.
D6=2:2d4 cuttlefish flashing colors in their camouflage.
D6=3:A group of aquatic gnomes have invented a machine that can create bubbles of air underwater, allowing creatures to breathe and move freely. They are seeking investors to help mass produce the machine.
D6=4:The players come across a group of sea hags who have been terrorizing nearby ships. The hags offer to make a deal with the players, but the price may be too high.
D6=5:While swimming underwater, the party comes across a mysterious doorway that leads to a pocket dimension filled with restless spirits. They must find a way out before they are trapped forever.
D6=6:The water around you is slightly warmer, indicating a nearby underwater hot spring.
d100 = 69
D6=1:One of the players finds a bottle cap, inside it is a note addressed to them, the note is written in a foreign language which the players understand.
D6=2:2d8 fish swarm amongst the party, nibbling at their clothes and gear harmlessly.
D6=3:The party sees an island covered in birds. As they get closer, they see the birds are made of crystal.
D6=4:The players are approached by a group of friendly sea otters who are searching for a new home after their old one was destroyed by a powerful sea creature. The players can help the otters find a new home or try to defeat the sea creature and reclaim their old home.
D6=5:A group of giant squid attacking a disabled longship.
D6=6:The sea is full of ships carrying refugees, trying to escape the war. One of the ships contains a strange creature with a large insectoid body, a beak and 2 massive wings.
d100 = 70
D6=1:1d4 sea anemones blooming in vibrant colors.
D6=2:The party comes across a giant sea turtle. If they are on a ship, it will come up beside them and try to eat the ship. If they are on a raft, it will try to eat them.
D6=3:The characters hear a loud crashing noise coming from nearby. They see nothing through the thick mist. The noise is a giant sea serpent swimming through the water at high speeds!
D6=4:A large turtle swims by with a large barnacle shell on its back.
D6=5:The players are attacked by a group of merfolk who are part of a tribe. The tribe wants to kill them because they believe they are part of an invading force.
D6=6:The players encounter a traveling merchant who has set up shop on a small, floating raft. He offers a variety of unique items and services that are only available in the Elemental Plane of Water. However, his prices are exorbitant, and he may try to swindle the players.
d100 = 71
D6=1:A ship with five crewmembers, all of whom are either unconscious or killed.
D6=2:3d12 small krill bustling around aimlessly.
D6=3:A pack of 2d6 giant jellyfish attack the players.
D6=4:A stranded sea elf asks for the players' assistance in finding their lost ship. However, they soon discover that the ship has been cursed and is now guarded by a ferocious sea monster.
D6=5:1d6 squids mimicking the environment around its obscure-hide.
D6=6:A water elemental is attacking.
d100 = 72
D6=1:A mermaid is singing in the distance. The song is so beautiful that it almost makes the players stop in their tracks. If players approach, they will discover that the mermaid is actually a male succubus trying to lure sailors to their deaths.
D6=2:Beggarmaster is a female giant sea horse. She is having an issue with her husband. She is looking for a new mate.
D6=3:A tangle of seaweed conceals the entrance to an ancient burial ground of sea giants.
D6=4:You see the eerie shapes of underwater caves ahead.
D6=5:A giant squid attacks the party. It has tentacles that reach to the bottom of the ocean floor.
D6=6:A giant eel attacks the party and is accompanied by two giant electric eels.
d100 = 73
D6=1:Summer heat warms the ocean floor and stirs dormant water spirits. Combat ensues between ancient and modern spirits leading to unique discoveries.
D6=2:A group of merfolk are hunting for food.
D6=3:2d6 baby sharks moving in a coordinated hunting formation.
D6=4:The Sea Witch A woman on a raft waits for lost sailors. She will attack the party with a few sharks and try to drown the party.
D6=5:Taken for a ride shark.
D6=6:3d6 giant tube worms clustered around a geothermal vent.
d100 = 74
D6=1:MAN WITH NO MANNER. A man swimming in the ocean notices they are in his territory and demands that they leave. He then demands that they leave with a very rude tone.
D6=2:A spectral sea captain offers a bargain to the party, aided by his 3d4 Ghostly Mariners bound to the ship for eternity.
D6=3:The players come across a shipwreck on the ocean floor. As they search through the wreckage, they are attacked by a group of undead pirates who have been cursed to roam the seas for eternity.
D6=4:2d4 sleepy, docile dugong grazing on seagrass.
D6=5:A water elemental, mistaken for a monster, is being hunted by a group of adventurers. The players must choose between helping the elemental or joining in on the hunt.
D6=6:A sunken, broken altar from an old ship.
d100 = 75
D6=1:A beautiful mermaid has been cursed by a sea witch, causing her to slowly transform into a monstrous creature. The players must find a way to break the curse before it's too late.
D6=2:The water turns murky in spots, likely due to stirred-up sediment.
D6=3:An ancient underwater tower looms in the distance, guarded by fierce tritons.
D6=4:A giant turtle attacks the party. It has a shell that is 1' thick and is 10' wide.
D6=5:A group of 4d10+10 sharks are grazing on fish. They are surprised by the players' presence. The sharks will fight to the death.
D6=6:The water grows darker as you descend to greater depths.
d100 = 76
D6=1:The party discovers a sunken undersea temple filled with ancient artifacts. Little do they know, the temple is guarded by a powerful water elemental who will not let anyone take the artifacts.
D6=2:A mysterious and beautiful siren lures sailors and travelers to their doom with her enchanted singing. The players must resist her charms and break the curse of the siren's song.
D6=3:Winter’s bitter breath brings frosty specters, challenging the party with wisdom duels that resonate through icy realms and grant foresight.
D6=4:A pod of dolphins swim by and seem to be trying to communicate with the party. If the party can decipher their squeaks and clicks, they will learn of a hidden underwater cave filled with ancient artifacts.
D6=5:A crab scuttles into a nearby crevice.
D6=6:A group of merfolk are hunting sea turtles. They are armed with spears and canoes. If they see people they will attack them. They will not back down even if attacked. They will fight until they are all dead or until they retreat.
d100 = 77
D6=1:The sea is full of ships carrying refugees, trying to escape the war.
D6=2: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.
D6=3:An outcrop of rock is adorned with colorful corals.
D6=4:A ship anchor covered with 2d4 sea cucumbers.
D6=5:Ancient ruins poke up through the sand, guarded by a powerful water djinn.
D6=6:A powerful storm elemental creates a hurricane, revealing glimpses of the ocean floor.
d100 = 78
D6=1:A water elemental is approaching.
D6=2:The party encounters a group of sirens on the shore. If they approach, the sirens will lure them into the water and drown them.
D6=3:A large turtle swims by with a large barnacle shell on its back.
D6=4:Sudden darkening of the waters as an ancient kraken rises from the depths, its colossal eyes observing.
D6=5:A group of pirates are riding on a pirate ship that is made out of a giant sea turtle. The pirates are looking for treasure. The pirates believe that the party has treasure. The pirates are willing to attack. The pirates want to take the party's magic items, and they are willing to fight the party to do it.
D6=6:2d4 hippocamps (sea horses with fish tails) swim by calmly.
d100 = 79
D6=1:The party will come across a giant turtle that has a giant light fixture hanging from its back. The light fixture is made from a transparent, jellified light source that gives off a light blue glow. The light fixture is about 6 ft long and about 3 ft tall. The light is mounted to the back of a sea turtle and is held in place by a series of thin, transparent, flexible tentacles. The tentacles are made from a transparent, jellified light source that gives off a blue glow.
D6=2:A group of sahuagin, with their ferocious shark-like features, attack a nearby peaceful village. The party must choose between helping the villagers or aligning with the sahuagin for a potential reward.
D6=3:A giant shark attacks.
D6=4:An ancient waterwheel, powered by elemental currents, generates unique seasonal energies. The party must repair and calibrate it to unlock paradoxical abilities or access ancient knowledge.
D6=5:A mysterious sea temple appears before the players, guarded by powerful water guardians. Inside, they find a powerful artifact but must solve riddles and puzzles to claim it.
D6=6:While exploring a shipwreck, the party finds a chest filled with treasure. However, the chest is cursed and will not open unless a sacrifice is made. The players must decide who to sacrifice or risk leaving the treasure behind.
d100 = 80
D6=1:As the party rests on a beach, they notice a large, shimmering pearl in the sand. When they try to take it, they will be met with resistance from a group of protective giant clams.
D6=2:A school of jellyfish float lazily in the current.
D6=3:Winter’s bitter breath brings frosty specters, challenging the party with wisdom duels that resonate through icy realms and grant foresight.
D6=4:Waves part to reveal an ancient, runed obelisk of immense magical power.
D6=5:An attack by a group of 2d6 giant morays! The morays attack anyone who comes close.
D6=6:A giant sea turtle attacks.
d100 = 81
D6=1:1d4 ocean nymphs watch the party curiously from afar, but do not approach.
D6=2:Curious merfolk surround the players, beckoning them to join in a festival celebrating their sea deity.
D6=3:A mysterious and beautiful siren lures sailors and travelers to their doom with her enchanted singing. The players must resist her charms and break the curse of the siren's song.
D6=4:Players spot a two-headed sea serpent. It is hungry and attacks the players.
D6=5:Laffer Waddlemother appears out of the water and he is angry. He tells you that he cannot find his friends (cousins). If he does not find his cousins, he will attack.
D6=6:A distant splash suggests a large creature breaking the surface above you.
d100 = 82
D6=1:While exploring a shipwreck, the party is ambushed by a group of vicious sea creatures - kuo-toa. The creatures are using the wreck as their home and will not take kindly to intruders.
D6=2:An octopus attacks the party. The octopus is a shapeshifter and will use its disguises to attack the party with surprise.
D6=3:A spiral of seaweed leads down to the sunken ruins of an ancient civilization guarded by water elementals.
D6=4:Near a volcanic vent, the party is assailed by 2d4 Fire Mephits who inhabit this harsh, boiling environment.
D6=5:A colossal sea serpent slithers through an enchanted forest of kelp, guarding hidden treasures.
D6=6:A sea hag appears and offers to grant one wish to a member of the party in exchange for a valuable magical item. However, the hag's intentions may not be as kind as they seem.
d100 = 83
D6=1:A group of tritons are searching for a missing artifact that is said to have the power to create and control storms. The players must help them retrieve it before it falls into the wrong hands.
D6=2:A group of water weirds attack the players as they navigate through a narrow underwater canyon. The water weirds are guarding a hidden treasure that the players can claim if they manage to defeat them.
D6=3:Players see a group of sahuagin releasing a giant kraken from its deep sea prison. The sahuagin plan to use the kraken to wage war against the surface world. The players must decide whether to stop the sahuagin and save the surface world or join forces with them and help them achieve their goals.
D6=4:A group of aquatic elves invite the party to a lavish underwater feast, but they must first prove their worth by completing a series of challenges.
D6=5:2d4 curious stingrays gliding in curious circles around the party.
D6=6:A group of aquatic gnomes have invented a machine that can create bubbles of air underwater, allowing creatures to breathe and move freely. They are seeking investors to help mass produce the machine.
d100 = 84
D6=1:The sound of waves crashing on the shore can be heard in the distance. It is far off, but it sounds like it is getting closer and louder. It is an illusion cast by a merman following the party and trying to play pranks on them. He's the son of a local merfolk noble.
D6=2:Suddenly, a group of merrow emerge from the water and attack the party without warning. They are searching for a missing member of their tribe, and believe the party is responsible for their disappearance.
D6=3:A group of merfolk is standing around a large pillar made of coral. They are talking about how beautiful it is. They will offer to sell it to anyone interested in it. It is cheap, but it is not a good deal.
D6=4:An enchanted underwater forest of kelp reveals hidden chambers of ancient treasures.
D6=5:A group of merfolk are celebrating the death of a King. They are dancing and singing in their underwater kingdom.
D6=6:2d6 kelp leaves swaying with the gentle current.
d100 = 85
D6=1:The party meets a kelpie harnessing hurricane strength, angry over summer pollution. Appeasing it by cleansing the waters could turn a potential foe into a powerful seasonal ally.
D6=2:Sharks. 3 sharks. One is a druid in animal form who is having a bad day.
D6=3:The players encounter a group of selkies (seal-like creatures) who have been trapped in human form by an ancient curse. They ask the players to help them find the source of the curse and break it.
D6=4:A group of tritons is in the midst of a civil war. The players must choose which side to support and help bring peace back to the underwater kingdom.
D6=5:A pod of friendly dolphins approaches the party and guides them to a secret area of the ocean where they discover a rare, giant pearl. However, they must solve a riddle to unlock its protective shell.
D6=6:A school of 10 dolphins approach the party. They are hungry, and will attack if they do not feed them.
d100 = 86
D6=1:A ship is sinking and the players must rescue the survivors and bring them to safety. However, there's a catch - the ship is cursed and anything that touches it will turn to gold.
D6=2:A group of pirates are fighting over a treasure map. They will attack the party if they get in the way.
D6=3:A cluster of 3d8 sea cucumbers roving across the sandy bottom.
D6=4:While sailing through a thick fog, the party comes across the legendary ship of the seas, captained by the infamous pirate, Blackbeard. The party can join the pirate crew or try to defeat them and claim their treasure for themselves. But messing with Blackbeard is not something to be taken lightly.
D6=5:A giant jellyfish attacks the party. It will shoot a blinding flash of light at anyone who attacks it.
D6=1:An enormous underwater geyser reveals an ancient relic held by a colossal sea spirit.
D6=2:A mysterious fog surrounds the players' ship and when it clears, they find themselves in a different part of the ocean. They have been teleported by a powerful water genie who is in need of their help.
D6=3:A group of merfolk is dancing and singing. They seem to be celebrating something.
D6=4:A small army of 4d8 Quippers eyes the adventurers hungrily as they swim through a maze-like coral reef.
D6=5:A group of cursed pirates have been turned into sharks and are now unable to return to their human form. They plead with the players to help them break the curse and return to their former lives.
D6=6:The party stumbles upon a group of merfolk mourning the loss of their queen. They beg the party to help them retrieve her stolen crown from a nearby rival kingdom.
d100 = 88
D6=1:Seaweed tangles slightly around you as you swim through it.
D6=2:A veil of mist reveals a sleeping sea giant whose snores cause tidal waves.
D6=3:A mighty sea storm uncovers a sunken temple guarded by a fearsome sea serpent.
D6=4:A storm suddenly strikes while the party is in the middle of the ocean, causing their ship to capsize. They wake up on the island of a group of water-dwelling creatures known as tritons. The tritons offer to help the party fix their ship in exchange for their assistance in defeating a group of invading sahuagin who have been terrorizing their homeland.
D6=5:A behemoth-like creature called a Dragon Turtle glides by, trailing a small group of 2d6 friendly Kuo-toa who revere it as a deity.
D6=6:A crab scuttles into a nearby crevice.
d100 = 89
D6=1:A cluster of tiny fish dart in and out of a kelp forest.
D6=2:Waves part to reveal an ancient, runed obelisk of immense magical power.
D6=3:Tiny shell fragments create a colorful bed on the seafloor.
D6=4:A stranded sea elf asks for the players' assistance in finding their lost ship. However, they soon discover that the ship has been cursed and is now guarded by a ferocious sea monster.
D6=5:A group of 2d10 giant sea snakes attack!
D6=6:The players encounter a group of water mephits (small elemental creatures) who are causing mischief by playing pranks on nearby ships. They challenge the players to a game of riddles and if the players win, they will leave the ships alone.
d100 = 90
D6=1:The players come across a sunken temple dedicated to a forgotten sea goddess. They must navigate through traps and puzzles to reach the center of the temple and uncover its secrets.
D6=2:A group of water genasi merchants are selling magical items in an underwater marketplace. Some items may be cursed, and the party must be careful in their purchases.
D6=3:2d6 trumpetfish hiding amongst long fronds of seaweed.
D6=4:2d6 clownfish hiding amongst sea anemones.
D6=5:A group of 1d6+2 merfolk attack! They are armed with spears and tridents.
D6=6:A ship anchor covered with 2d4 sea cucumbers.
d100 = 91
D6=1:A group of aquatic elves are in need of assistance to defeat a group of sahuagin who have been terrorizing their village. Will the players be able to help the elves reclaim their home?
D6=2:Ancient ruins poke up through the sand, guarded by a powerful water djinn.
D6=3:A group of merfolk are hunting for food.
D6=4:A group of tribal natives approach the party. They have just returned from a hunting expedition and have brought back several large animals to feed their village. They have no interest in trading but will give the party some food for free if they're hungry. The party will gain several levels of experience points for every level of experience required to attain that level, given that they don't kill the natives.
D6=5:Patches of sand are sculpted by the gently swirling currents.
D6=6:The party enters a cave that appears to be filled with air, but upon closer inspection, they realize it is actually a pocket of breathable water. Inside, they find a group of aquatic elves who have made this their home and offer the party shelter and provisions.
d100 = 92
D6=1:A group of hooked merfolk lure unsuspecting prey into their trap. It is a giant anemone trap.
D6=2:2d8 flying fish leap out of the water, startled by the party's presence.
D6=3:The players are sailing towards a beautiful island filled with lush vegetation, but when they arrive, they discover that it's actually a giant mimic, a creature that can shapeshift and trick unsuspecting travelers. They must find a way to defeat the mimic and escape with their lives.
D6=4:The Pixxie is attacking a small group of players. He uses the ocean to create a tsunami.
D6=5:A giant sea cucumber slowly moves across the ocean floor, hiding a powerful relic inside its immense body.
D6=6:A group of merfolk fishermen invite the players to join them on their daily hunt. However, they soon realize that their prey is a massive creature known as a kraken, and they must work together to take it down.
d100 = 93
D6=1:A group of sea elves approach the players, begging for their help in retrieving a sacred artifact that was stolen by a group of sahuagin. If the players agree to help, they will have to navigate through the underwater city of the sahuagin to retrieve the artifact.
D6=2:A wizard is studying a large conch shell. If players approach, he will tell them that he is trying to find a spell that will allow him to talk to mermaids.
D6=3:A mysterious underwater temple is discovered, guarded by water elementals. The party must navigate through traps and puzzles to reach the treasure inside.
D6=4:The party sees a group of aquatic elves dancing in the water. They are wearing colorful robes and are playing music on their flutes and drums. They will invite the party to join their dance, but they will not join in the party's fight.
D6=5:The party is caught in a fierce storm at sea and must navigate through treacherous waters and fight off attacks from water elementals and other sea creatures.
D6=6:A mysterious, mercurial creature begins to follow the party, appearing in different forms and playing tricks on them. However, the creature may actually be trying to deliver a message or lead the party to something important.
d100 = 94
D6=1:A group of merfolk fishing for fish swim past the party.
D6=2:A giant turtle offers the players a ride, revealing hidden underwater treasures along the journey.
D6=3:The players stumble upon a massive underwater cavern filled with glowing crystals. However, the crystals are guarded by a powerful water elemental who does not take kindly to anyone attempting to take them.
D6=4:A hidden underwater cavern glows with the light of trapped spirits seeking release.
D6=5:The sea is full of ships carrying refugees, trying to escape the war.
D6=6:A school of 10 dolphins approach the party. They are hungry, and will attack if they do not feed them.
d100 = 95
D6=1:A group of merfolk is torturing a couple of pirates. If the players attack the pirates, the merfolk will fight the players.
D6=2: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?
D6=3:An enchanted whirlpool reveals a sunken ship guarded by ghostly pirates.
D6=4:The players come across a village built on the back of a giant sea turtle. The villagers are friendly, but the players must find a way to leave before the turtle inevitably dives deep into the ocean.
D6=5:The sound of gentle waves breaking on the surface carries faintly through the water.
D6=6:A group of merfolk are hunting for food. They are hungry and aggressive. If the players interfere, they will fight to the death.
D6=2: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.
D6=3:As the party swims, they come across a sleeping Leviathan, its enormous, undulating form spanning several hundred feet.
D6=4:A broken mast from an ancient sunken ship rising from the ocean floor.
D6=5:An enchanted underwater garden, guarded by a powerful water elemental.
D6=6:The players are attacked by a group of merfolk who are part of a tribe. The tribe wants to kill them because they believe they are part of an invading force.
d100 = 97
D6=1:Summer’s firefly squalls guide the party to areas of raw elemental power. Overcoming dangerous trials or rendering elemental entities favorable paves new alliances.
D6=2:A water elemental with a mischievous personality enjoys playing pranks on unsuspecting creatures in the ocean. The players can either try to befriend it or stop its pranks.
D6=3:A group of aquatic elves
D6=4:The party stumbles upon an underwater grotto filled with exotic and valuable underwater plants. However, a tribe of kuo-toa fiercely protect the grotto and will not allow anyone to take the plants without a fight.
D6=5:The party is hired by a wealthy merfolk to retrieve a rare and valuable pearl from the depths of the ocean. As they dive down, they must navigate through treacherous currents and avoid the deadly predators that guard the pearl. But when they reach the pearl, they discover that it is guarded by a powerful water naga who will not give it up easily.
D6=6:The shadows of large fish pass by, casting shapes in the water.
d100 = 98
D6=1:Tiny seahorses scatter, revealing the hidden entrance to a sentient coral reef kingdom.
D6=2:A group of merfolk are fishing. They will be happy if the players help them decide on the best way to cook the fish they have caught.
D6=3:Fish-like creatures, with human-like faces, swim by the players' ship, but don't attack.
D6=4:2d6 giant eels attack the players! A group of 2d6 giant morays attack the players!
D6=5:The party comes across a group of merfolk who have been cursed to live on land, unable to return to the ocean. They beg the party to help them break the curse, but it won't be easy. The curse can only be lifted by retrieving a powerful artifact from the bottom of the ocean, guarded by an ancient creature known as the Leviathan.
D6=6:A pearl as big as a dragon's egg lies within a giant oyster, guarded by a swarm of electric eels.
d100 = 99
D6=1:An autumn shipwreck reveals ancient relics tied to the season, guarded by kelpies who challenge the party with season-specific illusions and combat scenarios.
D6=2:A group of dolphins seem to be performing a synchronized dance, but upon closer inspection, the party realizes they are actually trying to warn them of a nearby danger.
D6=3:A large crab with glowing eyes swims up to the party. He craves magical items. He will trade magic items for rare items, like gems and the like. He is a simple creature, actually.
D6=4:A mighty sea storm uncovers a sunken temple guarded by a fearsome sea serpent.
D6=5:An immense dragon turtle carries an entire ecosystem on its back, including rare and magical sea creatures.
D6=6:A sunken, broken altar from an old ship.
d100 = 100
D6=1:The scent of brine heightens as you dive deeper.
D6=2:The party stumbles upon a group of sea sirens, enchanting creatures who lure sailors to their deaths with their beautiful songs. The sirens offer the party a deal - they will give them a powerful artifact in exchange for the souls of the sailors on their ship. Will the party accept the deal, or try to outsmart the sirens?
D6=3:The party comes across a mermaid who has been cursed by a sea witch and transformed into a monstrous sea creature. The party must find a way to break the curse and return the mermaid to her true form.
D6=4:1d6 sea lions basking on a sunken rock.
D6=5:A soft, gentle current tugs at you as you swim through the water.
D6=6:The party discovers a coral fortress under attack by 3d4 aquatic Trolls, their regenerative abilities making them relentless foes.
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Other dice tiers for the elemental plane of water: D1, D4, D8, D10.
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