WHAT'S THAT IN THE WATER?
by Mark S. Harcourt
-

 
Waterborne Encounters in Fresh Water Small Body of Water Large Body of Water - -
Waterborne Encounters in Salt Water Shallow Water, 
Coastal Waters, 
Small Inland Seas
Deep Waters - -
- - - - -
Underwater Encounters in Fresh Water Shallow Water Encounters (to 50') Deep Water Encounters (below 50') - -
Underwater Encounters in Large Bodies of Salt Water Shallow Encounters (to 100') Deep Water Encounters (below 100') - -
- - - - -
Aquatic Varieties Koalinth (hobgoblin) Fresh Water Sea Hag Vodyanoi, Marine Mottled Worm
Dungeons & Dragons Advanced Dungeons & Dragons - Dragon magazine Dragon #68

The FIEND FOLIO™ Tome includes an
appendix of updated, expanded random
monster encounter tables, incorporating
creatures from the AD&D™ Monster
Manual as well as those from the FF
book. However the appendix does not
include expanded encounter tables for
underwater and waterborne adventures.
This article is offered to help fill this gap.

When using the tables given below,
DMs must take note of three special aspects.
First, the tables include a freshwater
variety of sea hag and a marine
variety of vodyanoi, both of which are
mentioned but not detailed in their respective
texts. At the end of this article
are some suggested specifications for
these creatures, as well as other notes
for those creatures which are said to be
the marine variety of the same air-breath-
ing creature, as the kopoacinth is to the
gargoyle.

Second, several monsters in the FIEND
FOLIO book are said to inhabit subterranean
areas where water is found (as
with the blindheim or giant bloodworm),
or where special conditions are said to
be necessary (as with the bullywug).
DMs must be sure they do not introduce
a creature called for by these tables into
an area where that creature would not be
found.

Last, in some instances, the information
contained in the FIEND FOLIO book
was not complete enough to establish
whether the creature described is found
in fresh water or a marine environment
and whether it is encountered in shallow,
deep, or both shallow and deep water. In
cases where no restriction (marine vs.
fresh water, shallow vs. deep) is indicated,
the creatures are fisted on the encounter
tables for both categories.

WATERBORNE ENCOUNTERS
IN FRESH WATER

Small Body of Water
Dice score  Creature encountered
01-10 Beaver, giant 1
11-20  Crocodile 2
21-30 Hippopotamus 2
31-32  Kelpie +

33-51  Lizard man 4
52-56  Nixie 1

57-61  Nymph 1
62-72  Otter, giant 1
73-77  Thork
78-87 Throat leech
88-98  Turtle, snapping, giant
99-00  Water weird

Large Body of Water
Dice score  Creature encountered
01-02 Beaver, giant 1
03-04 Crayfish, giant
05-06  Crocodile 2
07-10  Crocodile, giant 2
11-15 Dinosaur (see Subtable)
16 Dragon, carp (Yu Lung)
17 Dragon, spirit (Shen Lung)
18-23 Gar, giant
24-25 Hippopotamus 2
26 Kelpie
27-29 Koalinth (hobgoblin)
30-31 Kopoacinth (gargoyle)
32 Lacedon (ghoul)
33-36 Lizard man 4
37-50 Man, buccaneer
(or warship)
51-75  Man, merchant
76-81 Man, pirate
82 Naga, water
83-87 Nixie 1
88-90 Otter, giant
<> <>
95 Thork
96-97 Turtle, snapping, giant
98-99 Vodyanoi
00 Water weird

WATERBORNE ENCOUNTERS IN SALT WATER

Shallow Water,
Coastal Waters,
Small Inland Seas
Dice score  Creature encountered
01-05  Crabman
06-07  Crocodile, giant 2
08-14  Dinosaur (see Subtable)
15-21  Dolphin

22  Dragon, sea (Lung Wang)
23 Dragon turtle
24-25 Elf, aquatic
26 Ixitxachitl

27 Kelpie
28-29 Koalinth (hobgoblin)
30 Kopoacinth (gargoyle)
31 Lacedon (ghoul)
32 Locathah +

33-40 Man, buccaneer (or warship)
41-60 Man, merchant
61-63 Man, pirate
64-65 Man, pirate (tribesman with small craft)
66-68 Mermaid 

69 Nymph
70 Octopus, giant
71-75 Sahuagin +
76-78 Shark, giant +
79-81 Snake, sea
82-84 Thork
85-87 Triton
88 Turtle, sea, giant
89-90 Vodyanoi, marine
91-96 Whale, carnivorous, small
97-00 Whale, small

Deep Waters
Dice Score Creature Encountered
01-05 Dinosaur (see Subtable)
06-12 Dolphin
13 Dragon, sea (Lung Wang)
14 Dragon turtle
15 Kelpie
16-17 Man, buccaneer (or warship)
18-25 Man, merchant
26-27 Man, pirate
28-34 Merman +

35-39 Octopus, giant
40-44 Sahuagin
45-49 Shark, giant
50-52 Snake, sea
53-54 Squid, giant +

55-63 Triton
64-66 Turtle, sea giant
67-69 Vodyanoi, marine
70-73 Whale, carnivorous, large <?>
74-78 Whale, carnivorous, medium
79-85 Whale, carnivorous, large
86-90 Whale, large
91-95 Whale, medium
96-00 Whale, small

UNDERWATER ENCOUNTERS
IN FRESH WATER
Shallow Water Encounters (to 50’)
Dice score Creature encountered
01-04 Beaver, giant   1
05-07 Bloodworm, giant 3
08 Blindheim 3
09-11 Bullywug
12-14 Bunyip
15-18 Crayfish, giant
19-23 Crocodile  2
24-25 Crocodile, giant  2
26-28 Dinosaur (see Subtable)
29-31 Eel, electric  2
32-36 Frog (see Subtable)
37-40 Gar, giant
41-42 Green slime 1
43-47 Hippocampus +

48-51 Hippopotamus  2
52 Kelpie
53-56 Koalinth (hobgoblin)
57-58 Kopoacinth (gargoyle)
59 Kuo-toa 3
60-61 Lacedon (ghoul)
62-65 Lamprey 1
66-70 Leech, giant
71-75 Lizard man 4
76 Naga, water
77-80 Nixie 1
81 Nymph
82-86 Otter, giant
87-89 Pike, giant
90 Quipper 1
91-94 Spider, giant, water
95-98 Turtle, giant, snapping
99 Vodyanoi
100 Water weird

Deep Water Encounters (below 50’)
Dice Score Creature Encountered
01 Beaver, giant 1
02-06 Beetle, giant, water
07 Blindheim 3
08-10 Bunyip
11-13 Crayfish, giant
14-17 Crocodile, giant  2
18-22 Dinosaur (see Subtable)
23-25 Dragon, carp (Yu Lung)
26-27 Dragon, spirit (Shen Lung)
28 Dragon turtle
29-33 Eel, electric
34-38 Gar, giant
39-40 Giant, storm
41-42 Hippocampus
43 Kelpie
44-45 Koalinth (hobgoblin)
46-49 Kopoacinth (gargoyle)
50-53 Lacedon (ghoul)
54-59 Lamprey, giant
60-64 Lizard man 4
65-67 Mottled (purple) worm
68 Naga, water
69-73 Nixie
74-78 Otter, giant
79-84 Pike, giant
85 Sea hag, fresh-water
86-91 Spider, giant, water
92-95 Turtle, giant, snapping
96-99 Vodyanoi
00 Water weird

UNDERWATER ENCOUNTERS IN
LARGE BODIES OF SALT WATER
Shallow Encounters (to 100’)
Dice Score Creature Encountered
01-02 Barracuda
03-04 Crab, giant
05-06 Crabman
07 Crayfish (lobster), giant
08-09 Dinosaur (see Subtable)
10-13 Dolphin
14 Dragon, sea (Lung Wang)
15 Eel, giant
16-19 Eel, weed
20-21 Elf, aquatic
22-23 Eye, floating
24 Giant, storm
25-28 Hippocampus
29-30 Ixitxachitl
31 Kelpie
32-36 Koalinth (hobgoblin)
37-38 Kopoacinth (gargoyle)
39-40 Lacedon (ghoul)
41-43 Locathah
44-45 Masher
46-48 Merman
49 Nymph
50-51 Ochre Jelly
52-53 Octopus, giant
54-56 Portuguese man-o-war
57-58 Ray, manta
59-60 Ray, pungi
61-62 Ray, sting
63-66 Sahuagin
67 Sea hag
68-72 Sea horse
73-77 Sea lion
78-80 Shark
81 Shark, giant
82 Snake, sea
83 Squid, giant
84-86 Strangle weed
87-89 Triton
90 Turtle, sea, giant
91-93 Urchin (see Subtable)
94 Vodyanoi, marine
95-00 Whale (see Subtable)

Deep Water Encounters (below 100’)
Dice score Creature encountered
01-03 Crayfish (lobster), giant
04-05 Crocodile, giant (salt water)  2
06-10 Dinosaur (see Subtable)
11-17 Dolphin
18 Dragon, sea (Lung Wang)
19 Dragon turtle
20-21 Eel, giant
22 Eye of the Deep
23 Giant, storm
24-28 Hippocampus
29-31 Ixitxachitl
32-33 Koalinth (hobgoblin)
34-36 Kopoacinth (gargoyle)
37-38 Lacedon (ghoul)
39-40 Lamprey, giant
41-42 Locathah
43 Masher
44-48 Merman
49-50 Morkoth
51-52 Octopus, giant
53-55 Ray, manta
56-59 Sahuagin
60-61 Sea hag
62-66 Sea horse
67-71 Sea lion
72-76 Shark, giant
77-78 Snake, sea
79-80 Squid, giant
81-83 Triton
84 Turtle, giant, sea
85-87 Urchin (see Subtale)
88-90 Vodyanoi, marine
91-00 Whale (see Subtable)

NOTES ON ENCOUNTER TABLES
1— Result possible only in cool waters,
otherwise roll again.

2 — Result possible only in warm waters,
otherwise roll again.

3— Result possible only in subterranean
waters (caves, grottos, etc.), otherwise
roll again.

4— 5% of these encounters will include
a lizard king among the lizard men.

DINOSAUR SUBTABLE
Dice score Creature encountered
01-15 Archelon ischyras
16-35 Dinichtys   1
36-55 Elasmosaurus   2
56-75 Mosasaurus   2
76-00 Plesiosaurus   2

1— Encountered only in deep waters,
otherwise roll again.

2— If encountered in fresh water, it
must be in a relatively warm climate
(sub-tropical), otherwise roll again.

FROG SUBTABLE
Dice Score Creature encountered
01-70 Giant
71-80 Killer
81-00 Poisonous

URCHIN SUBTABLE
Dice Score Creature encountered
01-40 Black
41-62 Green
63-84 Red
85-92 Silver
93-00 Yellow
Several monsters. . . are said to inhabit subterranean
ureas where water is found, or where special conditions are
necessary. DMs must be sure they do not introduce a
creature into an area where it would not be found.

WHALE SUBTABLE
Marine, Deep Water
Dice Score Creature Encountered
01-15 Carnivorous, large
16-30 Carnivorous, medium
31-45 Carnivorous, small
46-65 Large
66-85 Medium
86-00 Small

AQUATIC VARIETIESS
For creatures detailed in the above
charts which the Monster Manual says
are aquatic varieties of the same
monster, the following suggestions
are offered. Both the kopoacinth
(gargoyle) and the lacedon (ghoul)
have the same characteristics as their
land-based counterparts, except for
movement rate, which is 9”//18” in
each case. (The kopoacinth is not
able to fly through the air.) The giant
crayfish statistics can remain as they
are for the lobster variety. The koalinth,
fresh-water sea hag, and marinevariety
vodyanoi are dealt with in
more detail below

KOALINTH (Hobgoblin)
FREQUENCY: Uncommon
NO. APPEARING: 20-200
ARMOR CLASS: 5
MOVE: 6”//18”
HIT DICE: 1 + 1
% IN LAIR: 25%
TREASURE TYPE: Individuals K, M;
D, Q (x5) in lair
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-8 or
by weapon type
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Lawful evil
SIZE: M (6½’ tall)
PSIONIC ABILITY: Nil
    Attack/Defense Modes: Nil
LEVEL/XP VALUE:
    Normal (1 + 1 HD): l /20 + 2/hp
    Sub-chief: l /35 + 3/hp
    Chief: l /60 + 4/hp
    Shamans/Witch doctors: Variable.

From the AD&D Monster Manual:
The koalinth is "a marine species of
hobgoblin with gills.  They are similar
to their land-dwelling cousins in most
respects....  Koalinth speak only their
racial language (hobgoblin) and LE.
They prey on any available
creatures.  Koalinth are of lighter coloration
[than hobgoblins], having
green faces, and have webbed hands
and feet."

The book also says the creatures
are found in “shallow water in caverns
and sea caves,” but they seem to frequent
other watery areas as well,
since they appear on encounter tables
(in the DMG) for fresh-water and
deep-water environments.

For every 20 koalinth in a group,
there is a leader (sergeant) and 2 assistants,
each having 9 hit points. it
100 or more koalinth are encountered,
there will also be a sub-chief present
(AC 3, 16 hit points, +2 to damage,
fights as a 3 HD monster). If koalinth
are encountered in their lair, there will
also be, in addition, a chief and 5-20
bodyguards. Koalinth chiefs are AC 2,
22 hit points, do 2-11 points of damage
without a weapon, and are +1 to
hit and +3 to damage with weapons.
They fight as 4 HD monsters.

For every 40 koalinth in a group,
there is a cumulative 20% chance that
either a shaman (60% of the time) or a
witch doctor (40%) will be present. (In
a group of 200, the chance of a shaman
or witch doctor being present is
100%.) The shaman will be of 5th-7th
level and will have from 1-4 assistants,
each of either 1st or 2nd level. The
witch doctor will be of 2nd-4th level
(both as a cleric and as a magic-user)
with 1-3 assistants, each 1st level in
both classes. There will also be females
and young in the lair equal to
150% and 300%, respectively, of the
number of males.

Koalinth lairs are located in underwater
caves and grottos. There is a
60% chance that there will be from 2-8
giant crayfish (in fresh water) or from
2-6 sea lions (in salt water) serving as
guards for the lair.

Koalinth leaders are always equipped
with either a spetum or a trident
and net (50% chance for each). Other
koalinth are typically armed with the
following weapons: spear (40%), tri-
dent (40%), spetum (15%), or trident &
net (5%).

The tribal standard will be with a
sub-chief 20% of the time. It is always
with the chief if koalinth are encountered
in their lair. Sight of the tribal
standard causes koalinth within 6” to
fight at +1 to hit and +1 on morale
(reaction) dice rolls.
 

FRESH WATER SEA HAG
FREQUENCY: Very rare
NO. APPEARING: 1-4
ARMOR CLASS: 7
MOVE: 15”
HIT DICE: 3
% IN LAIR: 10%
TREASURE TYPE: C, Y
NO. OF ATTACKS: 1
DAMAGE/ATTACK: Dagger
SPECIAL ATTACKS: Death look
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 30%
INTELLIGENCE: Average
ALIGNMENT: Chaotic evil
SIZE: M
PSIONIC ABILITY: Nil
    Attack/Defense Modes: Nil
LEVEL/XP VALUE: V/600 + 3/hp

Except for frequency, magic resistance,
and the fact that the creature
may be found in any non-arctic fresh
waters, this sea hag is identical to its
marine counterpart. (Note that there
must be sufficient light available to
see the sea hag before its special attack
and special defense can be used.)
 

VODYANOI, Marine Variety
FREQUENCY: Very rare
NO. APPEARING: 1-2
MOVE: 6”//12” (but see below)
HIT DICE: 12 + 6
% IN LAIR: 50%
TREASURE TYPE: U
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 4-24/4-24/2-16
SPECIAL ATTACKS: Surprise on 1-3;
grasping (see below)
SPECIAL DEFENSES: Camouflage
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: L (14-20’ talI, 8-12’ wide)
PSIONIC ABILITY: Nil
    Attack/Defense Modes: Nil
LEVEL/XP VALUE: VIII/4,500 + 16/hp

These predators fear nothing, as
there are very few creatures in the sea
who would have a good chance of
defeating them in a fight. Their skin is
tough and sandpapery to the touch.
They can change color, from deep
sea green to solid black, using a
chameleon-like camouflage ability to
blend in with vegetation, rock, and
other underwater terrain features.
Opponents are surprised on a roll of
1-3 on d6. lnfravision and ultravision
will not help detect their presence,
since these creatures are cold-blooded.
Though their normal swimming
movement rate is relatively slow, these
creatures are able to put on great
bursts of speed (up to at least 24”) for
short periods (1 round at a time, no
more than once per turn). This ability
is often employed when rushing forward
from a hiding place to attack
prey. (Treat this attack as an underwater
charge for those characters not
surprised and able to attack on the
charge round.)

Like the fresh-water variety, the
marine vodyanoi preys on medium
and large size creatures. Often, the
vodyanoi will attack passing ships,
ripping hulls out of vessels more than
twice as large as itself and capsizing
boats less than twice its size.

In melee, should the vodyanoi succeed
in hitting with its mandibles, the
opponent (assuming it is 8’ tall or
less) is held with a grasping strength
of 18/75, and is -2 to hit back and at
least +2 to be hit by the vodyanoi until
that grasp is broken. In order to break
the grasp alone, the victim must have
an effective strength (perhaps magically
enhanced) of at least 18/76,
which would give a 01% chance of
breaking free. This chance increases
by 01% for every increment through
18/00 strength, which yields a 25%
chance of getting free per attempt. An
effective strength of 19 allows a 50%
chance of success, and 20 or greater
would automatically allow the victim
to break free. In order to free another,
the character attempting to free the
victim must forgo attacks each round
an attempt is made.

If the vodyanoi finds itself being
beaten in a fight, it will attempt to flee
and will utilize its camouflage ability
in an attempt to avoid detection. The
chance of success for this “escape”
attempt depends on such variables as
the amount of light and cover available
nearby.
 

MOTTLED (Purple) WORM
This creature is identical in all respects
to the non-aquatic purple
worm, except that it burrows through
the muck and gravel of the ocean
floor and surfaces underneath its
prey. This attack allows it to surprise
on a roll of 1-3 on d6.