Sea Encounters
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.
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.
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.