Sea Encounters

Sea Encounters D&D 5e

Encounter Name: Siren’s Deception

Description: The party hears hauntingly beautiful singing from a distant rock. If they investigate, they find a group of sirens luring ships toward dangerous waters.

Enemies

Sirens

  • Medium Monstrosity, chaotic evil
  • Armor Class 12
  • Hit Points 33 (6d8 + 6)
  • Speed 10 ft., swim 40 ft.

Charm Song: DC 12 Wisdom saving throw or be charmed for 1 minute.

Terrain

This encounter takes place near treacherous rocky waters with hidden hazards.

Tactics

  • The sirens use their enchanting songs to lure sailors and adventurers into danger.

Encounter Name: Kraken’s Tentacle Assault

Description: Enormous tentacles burst from the depths, attacking the ship. The party must fend off the kraken’s limbs and navigate the treacherous waters.

Enemies

Kraken Tentacles

  • Huge Monstrosity, chaotic evil
  • Armor Class 18
  • Hit Points 68 (8d12 + 16)
  • Speed Swim 60 ft.

Tentacle Slam: +9 to hit, 2d8 + 5 bludgeoning damage.

Terrain

This encounter takes place in open sea waters with a ship under attack.

Tactics

  • The kraken’s tentacles attempt to grab and crush the ship.

Encounter Name: Ghost Ship Apparition

Description: A spectral pirate ship, crewed by ghostly apparitions, appears on the horizon. The party must decide whether to engage or avoid the cursed vessel.

Enemies

Ghostly Pirates

  • Medium Undead, neutral evil
  • Armor Class 12
  • Hit Points 45 (7d8 + 14)
  • Speed 0 ft., fly 40 ft.

Ethereal Cutlass: +4 to hit, 1d8 + 2 slashing damage.

Terrain

This encounter takes place in open sea waters with a spectral ship.

Tactics

  • The ghostly pirates attack any ship that comes too close, seeking to add more cursed souls to their crew.

Encounter Name: Merfolk Diplomacy

Description: A group of merfolk approach the ship, seeking help against a common sea threat or offering valuable information about the underwater world.

Enemies

Merfolk Diplomats

  • Medium Humanoid (merfolk), neutral good
  • Armor Class 11
  • Hit Points 27 (6d8)
  • Speed 10 ft., swim 40 ft.

Coral Spear: +3 to hit, 1d6 + 1 piercing damage.

Terrain

This encounter takes place in open sea waters with a diplomatic exchange.

Tactics

  • The merfolk seek assistance or offer valuable information in exchange for aid.

Encounter Name: Giant Sea Serpent Chase

Description: A massive sea serpent begins to chase the ship, drawn by the scent of food or territorial instincts. The party must outmaneuver the creature.

Enemies

Giant Sea Serpent

  • Huge Beast, unaligned
  • Armor Class 14
  • Hit Points 84 (8d12 + 32)
  • Speed Swim 60 ft.

Bite: +7 to hit, 2d10 + 4 piercing damage.

Terrain

This encounter takes place in open sea waters with a massive sea serpent in pursuit.

Tactics

  • The sea serpent attempts to catch the ship, forcing the party to use clever tactics to escape.

Encounter Name: Coral Reef Maze

Description: The ship becomes entangled in a vast coral reef. The party must navigate through the maze of coral without damaging the ship.

Enemies

None

Terrain

This encounter takes place in shallow waters with a complex coral reef.

Tactics

  • The party must navigate carefully to avoid damaging the ship on the coral.

Sea Encounters D&D 5e

Encounter Name: Aquatic Goblin Raid

Description: A fleet of goblin pirates on aquatic mounts (sharks, giant seahorses) attacks the ship, seeking plunder and chaos.

Enemies

Aquatic Goblins

  • Small Humanoid (goblin), chaotic evil
  • Armor Class 12
  • Hit Points 7 (2d6)
  • Speed 30 ft., swim 40 ft.

Scimitar: +4 to hit, 1d6 + 2 slashing damage.

Terrain

This encounter takes place in open sea waters with goblin pirates on aquatic mounts.

Tactics

  • The aquatic goblins use hit-and-run tactics, seeking to board the ship and plunder its cargo.

Encounter Name: Giant Jellyfish Drift

Description: The ship sails into a massive drift of giant jellyfish. The party must navigate through the drifting creatures without being stung.

Enemies

Giant Jellyfish

  • Large Beast, unaligned
  • Armor Class 12
  • Hit Points 22 (4d10)
  • Speed Swim 30 ft.

Electric Tentacle: DC 12 Constitution saving throw or take 2d6 lightning damage.

Terrain

This encounter takes place in open sea waters with drifting giant jellyfish.

Tactics

  • The giant jellyfish pose a hazard with their electric tentacles, and the party must navigate carefully.

Encounter Name: Leviathan’s Wake

Description: The party witnesses the colossal wake of a leviathan, a mythical sea creature. The wake disrupts the ship, causing turbulence and attracting attention.

Enemies

Leviathan Guardian

  • Gargantuan Beast, neutral
  • Armor Class 15
  • Hit Points 153 (18d10 + 54)
  • Speed Swim 60 ft.

Tail Swipe: +12 to hit, 3d8 + 6 bludgeoning damage.

Terrain

This encounter takes place in open sea waters with a massive leviathan’s wake.

Tactics

  • The leviathan’s wake causes turbulence, potentially attracting dangerous sea creatures.

Encounter Name: Shipwreck Survivor

Description: The party encounters a lone survivor from a shipwreck. The survivor may have valuable information or a desperate plea for help.

Enemies

Shipwreck Survivor

  • Medium Humanoid, various alignments
  • Armor Class 10
  • Hit Points 9 (2d8)
  • Speed 30 ft., swim 20 ft.

Improvised Weapon: +2 to hit, 1d4 bludgeoning damage.

Terrain

This encounter takes place in open sea waters with a drifting shipwreck survivor.

Tactics

  • The survivor may offer information, request assistance, or be hiding a secret agenda.

Encounter Name: Maelstrom Madness

Description: The ship is pulled into a massive maelstrom, creating a chaotic whirlpool. The party must navigate the treacherous waters to escape.

Enemies

None

Terrain

This encounter takes place in open sea waters with a powerful maelstrom.

Tactics

  • The party must navigate the chaotic currents of the maelstrom, avoiding being pulled under.

Encounter Name: Aquatic Sphinx’s Riddle

Description: The ship encounters an aquatic sphinx, a guardian of the seas. The sphinx poses a riddle, and solving it grants safe passage.

Enemies

Aquatic Sphinx

  • Large Monstrosity, neutral
  • Armor Class 17
  • Hit Points 97 (13d10 + 26)
  • Speed Swim 40 ft.

Claw: +8 to hit, 2d8 + 4 slashing damage.

Terrain

This encounter takes place in open sea waters with a mysterious aquatic sphinx.

Tactics

  • The party must answer the sphinx’s riddle to proceed without conflict.

Sea Encounters D&D 5e

Encounter Name: Sea Hags’ Curse

Description: The ship sails near a group of sea hags, who cast a curse on the party. The curse brings misfortune and attracts dangerous sea creatures.

Enemies

Sea Hags

  • Medium Fey, chaotic evil
  • Armor Class 14
  • Hit Points 52 (7d8 + 21)
  • Speed 30 ft., swim 40 ft.

Claw: +4 to hit, 1d6 + 2 slashing damage.

Terrain

This encounter takes place in open sea waters with lurking dangers.

Tactics

  • The sea hags curse the party, bringing misfortune and attracting dangerous sea creatures.

Encounter Name: Sunken Temple Discovery

Description: The party discovers the ruins of a sunken temple beneath the waves. The temple may hold ancient secrets or dangerous guardians.

Enemies

Water Elementals

  • Medium Elemental, neutral
  • Armor Class 11
  • Hit Points 45 (7d8 + 14)
  • Speed 30 ft., swim 90 ft.

Whelm: +4 to hit, 1d8 + 2 bludgeoning damage.

Terrain

This encounter takes place near the sunken temple with underwater ruins.

Tactics

  • Water elementals guard the sunken temple, attacking those who intrude.

Encounter Name: Ship-Devouring Whirlpool

Description: The ship is pulled toward a massive whirlpool that devours everything in its path. The party must escape the pull of the deadly vortex.

Enemies

None

Terrain

This encounter takes place in open sea waters with a ship-devouring whirlpool.

Tactics

  • The party must take evasive action to avoid being pulled into the deadly vortex.

Encounter Name: Aquatic Fey Revelry

Description: The ship sails into a gathering of aquatic fey creatures celebrating. The fey may be benevolent, offering gifts, or mischievous, playing pranks on the party.

Enemies

Aquatic Fey

  • Small Fey, chaotic neutral
  • Armor Class 13
  • Hit Points 16 (3d6 + 6)
  • Speed 30 ft., swim 40 ft.

Fey Trickery: The fey can cast minor illusion at will.

Terrain

This encounter takes place in open sea waters with a festive gathering of aquatic fey.

Tactics

  • The aquatic fey may offer gifts, share tales, or play pranks on the party.

Encounter Name: Shipwrecked Undead

Description: The party comes across a shipwreck, and the undead crew rises from the depths. The undead seek to add the living to their cursed crew.

Enemies

Shipwrecked Undead

  • Medium Undead, neutral evil
  • Armor Class 12
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft., swim 40 ft.

Ghastly Grasp: +3 to hit, 1d6 + 1 necrotic damage.

Terrain

This encounter takes place near a drifting shipwreck with rising undead.

Tactics

  • The shipwrecked undead attempt to pull the living into their cursed crew.

Encounter Name: Aquatic Elemental Disturbance

Description: The party encounters a disturbance in the elemental balance of the sea, leading to the manifestation of powerful aquatic elementals.

Enemies

Aquatic Elementals

  • Various elemental creatures, various alignments
  • Armor Class Varies
  • Hit Points Varies
  • Speed Varies

Melee/Ranged Attack: Varies to hit, Varies damage (various abilities)

Terrain

This encounter takes place in open sea waters with elemental disturbances.

Tactics

  • The party must deal with the manifestations of powerful aquatic elementals.

Encounter Name: Deep Sea Abyssal Leviathan

Description: The ship sails over a deep-sea trench, awakening an abyssal leviathan. The colossal creature rises from the depths, hungry for prey.

Enemies

Abyssal Leviathan

  • Colossal Beast, chaotic evil
  • Armor Class 16
  • Hit Points 204 (12d20 + 84)
  • Speed Swim 80 ft.

Devour Whole: +14 to hit, 4d10 + 7 piercing damage.

Terrain

This encounter takes place in open sea waters over a deep-sea trench.

Tactics

  • The abyssal leviathan seeks to devour the ship and everything on board.

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