River Navigation

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River Navigation

When traveling over great distances, rivers can be a boon for adventurers. They provide a consistent land feature that prevents travelers from becoming lost, are usually a source of plentiful food and drinkable water, and can be traveled by boat to reach distant locations quickly. However, they also present natural hazards and often attract dangerous predators.

Travel Activities

When the players travel long distances overland, rivers can play a large part in their journey. You may choose to modify the overland travel activities detailed in the Player's Handbook in the following ways when the players interact with a river.

Travel Pace

If the players are traveling by foot alongside a river, it has no significant impact on their travel pace unless the terrain becomes more difficult to navigate. If the players are traveling by boat, the direction and speed of the river affect their travel pace.

When traveling via paddleboat in still or gently flowing water, characters travel at a normal pace. If the current is stronger and they are going downstream, they can travel at a fast pace without suffering the normal drawbacks of doing so.

If they are traveling upstream against a strong current: they cannot travel at a fast pace, traveling at a normal pace results in suffering the drawbacks normally associated with traveling at a fast pace, and traveling at a slow pace does not provide its usual benefits.

Navigation

One of the great advantages of traveling on or near a river is that it serves as a constant reference point. If the characters navigate by following the river, they cannot become lost unless many other rivers are splitting from it, leaving it unclear which to follow.

Foraging

Another benefit afforded by rivers is that they usually provide ready access to food and fresh water. Unless the river is strangely devoid of life or polluted, it should generally be treated as though it provides an abundance of food and water sources for the purposes of harvesting.

River Hazards

Rivers can vary greatly in their danger level, whether they are being crossed by foot or traveled by boat. From slow, lazy rivers to raging rapids and waterfalls, characters can face many water conditions.

Obstructions

These hazards can range from natural features like fallen trees and large rocks to constructed structures like dams or collapsed bridges. They can represent any obstacle that allows water through but hinders the progress of boats. If the obstruction consists of smaller scattered obstacles, you can treat it the same way you would rapids, detailed below. If the obstruction is large enough to bar travel via boat, the characters will be forced to climb over it with their boat or dock and pull their boat across the land until they pass the clearing.

Climbing the Obstruction

If the players try to pull their boat across the obstruction, have them make a group Strength check to see if they successfully make it with their boat to the other side. If one of the characters passes the check by 10 or more, the whole group automatically passes. If they fail, the boat is dropped and takes bludgeoning damage. The DC of the check determines the amount of bludgeoning damage taken, as shown on the Rapids and Obstructions table.

Circumventing the Obstruction

If the players decide to dock and pull their boat around the obstacle, it should be an inconvenience that it impedes their travel for the day or puts them in danger. Docking and moving around the obstacle could leave them open to an attack, or the nature of the terrain may force them to divert their journey away from the river as they search for a way to approach it again.

Rapids

This is among the most common and dangerous river hazards. Beyond just consisting of fast currents, rapids often include a variety of hazards such as sharp rocks, foot entrapments, undercuts, and holes. Undercuts are locations where there is room for the water to flow, such as under a rock, but not for boats and creatures, leading to dangerous collisions. Holes involve points in the river where the water's current flows over a rock and suddenly dives to the bottom of the river, pulling creatures and objects with it.

Boating

When traveling via boat through an area of intense rapids, the character paddling must make a Strength (Athletics) check to attempt to navigate it safely. If a group of characters is paddling, they make a group check. If one of the characters passes the check by 10 or more, the whole group automatically passes. If they fail, the boat slams into rocks and takes bludgeoning damage dependent on the intensity of the rapids, as shown in the Rapids and Obstructions table.



















Crossing on Foot

If characters find themselves attempting to navigate rapids by foot, they must each make a Strength check to attempt to cross the waters safely. This check is made with disadvantage if the character is unable to stand in the water or has just been thrown into it. If a character fails this check, it is immediately pulled a number of feet downstream equal to the check's DC. If it collides with a rock or other hard object, the character takes the corresponding bludgeoning damage listed in the Rapids and Obstructions table. The character makes this check again at the start of each of its turns, getting pulled further downstream each time it fails.

Rapids and Obstructions
Hazard DC Bludgeoning Damage
10 2d6
15 4d6
20 6d6
25 8d6
30 10d6

Waterfalls

When rapids result in a sudden plunge from a far enough height, they become a waterfall. The heights these drops can reach depend on the type of terrain the river is running through. The table below can be used to create a waterfall of a random height that suits a given terrain.

Waterfalls often present significant obstacles to characters traveling by river and can force them to take major detours or abandon their attempt at traveling by river entirely.

Terrain Type Waterfall Height
Low Hills 1d4 x 10ft
Large Hills 1d6 x 10ft
Highlands 1d8 x 10ft
Small Mountains 1d10 x 10ft
Mountainous Cliffs 1d12 x 10ft

Example Random Encounter Tables

The following are different river environments across varying levels of gameplay, complete with random encounter tables you can use when the players are traversing them. You can plug these right into your games, modify them to better suit your campaign, or simply use them as inspiration for creating and running your own river encounters.

Each river has a DC determining its foraging difficulty and an activity level suggesting how often to roll for a random encounter. Creature names with asterisks have new stat blocks listed at the end of the document.

Loblolly River (Level 1-4)

Activity Level: 1 Encounter per 4 Hrs. of Travel
Foraging DC: 10
This river meanders through the wooded hills of a small kingdom, lazily passing villages as it goes. Though it is often used as a means of transport between towns, travelers must be wary of the dangers the unassuming river poses. Bandits will set traps for merchant boats, and aggressive river animals will spontaneously attack travelers. Though bandits and dangerous wildlife pose the most direct threat, the locals are most suspicious of the river fairies known for playing pranks on any who cross their path.

Loblolly River Encounters
d100 Encounter
1-4 River rapids with DC 10
5-6 River rapids with a DC 15
7-8 A beaver dam blocking the river
9-10 Fallen trees blocking the river and being used to setup an ambush by 3d6 bandits
   d100 Encounter
11-15 A waterfall 1d4 x 10 feet tall
16-17 1d4 + 4 giant otters*
18-19 1d8 + 1 giant frogs
20-21 A giant toad
22-23 1d4 + 2 wolves
24-25 1d3 black bears
26-27 1 badger or 1d4 poisonous snakes
29-30 1d4 + 4 giant badgers
31-32 1 swarm of insects
33-34 1 awakened tree
35-36 1d6 + 2 pixies
37-38 1d8 + 1 sprites
39-45 A traveling merchant boat
46-53 A fisherman (commoner)
54-58 A drowning villager (commoner)
59-67 A roaming hunter (spy)
68-73 Floating debris from a smashed boat
74-79 A riverside fort, either built by children or fairies
80-86 A traveling salesman (commoner) willing to pay the party to escort him to a nearby village they are all traveling to
87-92 2d6 bandits willing to work with the party to recover a loot stash that was pilfered by pixies
94-97 A crate of valuable goods floating into dangerous rapids (DC 15)
98-00 1d4 + 1 pixies promising the party a reward if they win a game of hide and seek along the river
























Akhmuten River (Level 5-10)

Activity Level: 1 Encounter per 4 Hrs. of Travel
Foraging DC: 15
This calm river runs through an otherwise arid wasteland, providing the most significant water source in the region. Civilization flocks to it, as do all manner of ferocious beasts. Kingdoms have risen and fallen along the river’s banks, and many of the crumbling temples looming over its waters are no longer inhabited by their original creators.

The humans living here have an uneasy relationship with the crocodile worshipping lizardfolk who dwell along the untamed stretches of river and in the ruins of temples lost to previous generations. Though both groups avoid outright aggression between settlements, the lizardfolk have no qualms about preying upon stray travelers who don’t have anything of value to offer for trade.

d100     Encounter
1-5 A massive obelisk that has collapsed into the river, leaving a treacherous hazard for boats; DC 15 Strength (Athletics) check to cross by boat
6-10 3d6 + 2 lizardfolk
11-15 1d12 crocodiles*
16-20 1 giant crocodile*
21-25 1 lizardfolk shaman with 2d6 + 3 lizardfolk
26-30 1d8 + 1 locust swarms (swarm of insects)
31-35 1d3 hippos*
36-40 1 hippopotamus gorgops*
41-45 1d6 crocodiles + 2d4 lizardfolk
46-50 1 giant crocodile + 1d3 lizardfolk
51-55 1 deinosuchus*
































d100     Encounter
56-60 1d3 lions
61-65 1d10 giant hyenas
66-69 A lizardfolk looking for other humanoids to trade goods with
70-74 A traveling merchant ship
75-78 A boat with 2d4 frantic commoners that has been damaged and is slowly sinking into the river
79-81 Human limbs, gently floating down stream
82-84 A royal barge, flanked by multiple boats
85-87 A stampede of herd animals attempting to make it across the river as a group of 2d6 crocodiles closes in
88-90 A baby in a bassinet, gently floating down the river
91-93 A group of humans repairing and refurbishing once abandoned ruins in an attempt to reoccupy a lost settlement
94-96 A boat containing a priest and 4 acolytes performing a river ceremony
97-98 A group of 2d6+3 wounded bandits fleeing by boat from a group 3d6 + 3 lizardfolk
99-00 An overgrown ruin now home to a lizardfolk village

Crag Tooth River (Level 11-16)

Activity Level: 1 Encounter per 3 Hrs. of Travel
Foraging DC: 20
This river runs through a treacherous mountain valley, with other streams constantly feeding into it. As the river charts its course through the crags, it forms deadly rapids and massive waterfalls. These mountains are home to dangerous beasts and once housed a military outpost built atop its highest peak, near the mountain spring, which serves as the river’s source. The abundance of food and ideally placed keep eventually caught the eye of Shirrys, a red dragon who declared war on the keep’s defenders. After a long bitter battle, the keep was lost and became her lair.

Now, Shirrys and her children rule the valley and hunt its inhabitants with impunity. As a result, few people attempt to traverse it, though soldiers continue to scout the area in hopes of finding a way to retake their mountain holdings. For those braving the journey, the river provides one of the few reliable ways of navigating the crags without becoming lost and subsequently dragon food. Those who follow it to its source will find a mountain spring scorched bare by dragon fire and the charred remains of those who challenged the valley’s new ruler.

  d100   Encounter
1-5 River rapids with DC 20
6-10 River rapids with a DC 25
11-13 Rocks and rubble blocking the river
14-21 A waterfall 1d12 x 10 feet tall
d100     Encounter
22-25 A rock slide requiring a DC 15 Dexterity save. Creatures take 8d8 bludgeoning damage on a failed save and are pinned under the rock. On a pass they take half as much and are not pinned. A DC 20 Strength check is required to unpin a creature.
26-27 1d10 air elementals
28-29 1d10 earth elementals
30-31 2d4 trolls
32-33 1d8 + 1 ettins
34-35 1d8 + 1 basilisks
36-45 2d6 former soldiers (veterans) who've turned to banditry
46-55 2d4 charred, undead soldiers (wights)
56-65 3d4 red dragon wyrmlings soaring above the river
66-70 1 young red dragon intruding on Shyrris's territory
71-75 Shyrris (adult red dragon) patrolling her valley
76-80 A helplessly lost merchant (spy), trying to escape the valley in one piece
81-82 1 young silver dragon seeking to oppose Shyrris
83-86 1d6 spies attempting to scout the valley and determine the dragons' whereabouts
87-89 2d6 + 2 veterans and 3d8 + 5 guards attempting to establish a beachhead in the valley
90-94 Smashed debris from supply wagons floating down the river
95-97 1d8 + 3 veterans and 2d6 + 4 guards attempting to fend off 2d6 + 2 red dragon wyrmlings
98-00 The mountain keep serving as Shirrys's lair, looming on a peak overhead

River Styx (Level 17-20)

Activity Rating: 1 Encounter per 3 Hrs. of Travel
Foraging DC: 25 (Disadvantage unless remove curse spell is used while foraging)
This legendary river crosses the lower planes of the multiverse, linking together multiple underworlds and serving as a common mode of transportation for fiends. Those who drink from its waters are said to lose all memory of their past lives, and lost souls, as well as other underworld creatures, can often be found crossing its waters.

A creature that drinks from the Styx or enters its waters is targeted by a feeblemind spell (save DC 20). A creature must repeat the saving throw whenever it starts its turn in the river until it fails the save. A feebleminded creature can drink from the Styx and swim in its waters without suffering any additional effects. If a creature fails its saving throw and remains under the spell's effect for 30 consecutive days, the effect becomes permanent (no save) and the creature loses all its memories, becoming a near-mindless shell of its former self. At that point, nothing short of a wish spell or divine intervention can undo the effect.

d100     Encounter
1-4 River rapids, in the form of grasping spectral hands, with a DC 20. Damage from these rapids deals an additional 5d6 necrotic damage
5-8 River rapids, in the form of grasping spectral hands, with a DC 25. Damage from these rapids deals an additional 8d6 necrotic damage
9-12 Massive skeletal remains blocking river passage for miles
13-16 A waterfall 1d8 x 10 feet tall
17-20 A waterfall 3d10 x 10 feet tall that crosses into another lower plane
d100     Encounter
21-24 3 night hags in a coven and 2d6 wights
25-28 2d10 wraiths
29-32 1 death knight with 2d4 + 2 wights
33-36 A demilich
37-40 A lich
41-44 1 greater demon (goristro or marilith) accompanied by 2d4 lesser demons (barlguras, shadow demons, or vrocks)
45-48 2d6 + 1 hezrou, yochlol, or glabrezu demons
49-52 1d3 nalfeshnee demons
53-56 2d10 + 3 barlguras, shadow demons, or vrocks
57-60 1 balor
61-64 1d4 ice devils leading 2d4 barbed devils
65-68 2d6 + 1 erinyes
69-72 2d6 + 2 chain devils
73-76 1d4 + 1 devil commanders (bone devils or horned devils) leading a unit of 3d6 + 3 bearded devils
77-80 1 pit fiend
81-84 1 yugoloth commander (arcanaloth or ultroloth) leading 2d6 + 2 mezzoloths
85-88 2d10 mezzoloths
89-92 2d6 + 2 nycaloths
93-96 A battle between devils and demons. Pick results from this table to determine the composition of each side. Demons: 41-60. Devils: 61-80.
97-00 A ghost seeking help escaping the lower planes

New River Animal Stats


Crocodile

Large beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 37 (5d10 + 10)
  • Speed 20 ft., swim 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 3 (-4) 14 (+2) 5 (-3)

  • Skills Perception +4, Stealth +3
  • Senses darkvision 30 ft., passive Perception 14
  • Languages
  • Challenge 1 (200 XP)      Proficiency Bonus +2

Hold Breath. The crocodile can hold its breath for 15 minutes.

Watery Lurker. The crocodile has advantage on Dexterity (Stealth) checks while submerged in water.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

Death Roll. One creature the crocodile has grappled in the water must make a DC 14 Strength saving throw, taking 17 (4d6 + 3) piercing damage on a failed save or half as much damage on a successful one.


Deinosuchus

Huge beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 126 (12d12 + 48)
  • Speed 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 9 (-1) 18 (+4) 3 (-4) 14 (+2) 5 (-3)

  • Skills Stealth +2, Perception +5
  • Senses darkvision 30 ft., passive Perception 15
  • Languages
  • Challenge 8 (3,900 XP)      Proficiency Bonus +3

Hold Breath. The deinosuchus can hold its breath for 15 minutes.

Watery Lurker. The deinosuchus has advantage on Dexterity (Stealth) checks while submerged in water.

Actions

Multiattack. The deinosuchus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 34 (5d10 + 7) piercing damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the deinosuchus can't bite another target.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target not grappled by the deinosuchus. Hit: 20 (3d8 + 7) bludgeoning damage.

Death Roll. One creature the deinosuchus has grappled in the water must make a DC 18 Strength saving throw, taking 67 (11d10 + 7) piercing damage on a failed save or half as much damage on a successful one.


Giant Crocodile

Huge beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 85 (9d12 + 27)
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 17 (+3) 3 (-4) 14 (+2) 5 (-3)

  • Skills Perception +5, Stealth +3
  • Senses darkvision 30 ft., passive Perception 15
  • Languages
  • Challenge 5 (1,800 XP)      Proficiency Bonus +3

Hold Breath. The crocodile can hold its breath for 15 minutes.

Watery Lurker. The crocodile has advantage on Dexterity (Stealth) checks while submerged in water.

Actions

Multiattack. The crocodile makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 15 (2d8 + 6) bludgeoning damage.

Death Roll. One creature the crocodile has grappled in the water must make a DC 17 Strength saving throw, taking 44 (7d10 + 6) piercing damage on a failed save or half as much damage on a successful one.


Giant River Otter

Small beast, unaligned


  • Armor Class 12
  • Hit Points 4 (1d6 + 1)
  • Speed 20 ft., swim 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 12 (+1) 6 (-2) 12 (+1) 6 (-2)

  • Skills Perception +3
  • Senses darkvision 30 ft., passive Perception 13
  • Languages
  • Challenge 1/8 (25 XP)     Proficiency Bonus +2

Hold Breath. The otter can hold its breath for 8 minutes.

Keen Sight. The otter has advantage on Wisdom (Perception) checks that rely on sight.

Pack Tactics. The otter has advantage on an attack roll against a creature if at least one of the otter's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.


Hippopotamus

Large beast, unaligned


  • Armor Class 14 (natural Armor)
  • Hit Points 76 (8d10 + 32)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 18 (+4) 4 (-3) 12 (+1) 7 (-2)

  • Skills Intimidation +7
  • Senses darkvision 30 ft., passive Perception 11
  • Challenge 3 (700 XP)      Proficiency Bonus +2

Blood Sweat. The hippopotamus has advantage on saving throws against disease.

Dense. The hippopotamus can move along the ground while underwater without having its movement speed reduced and does not suffer disadvantage on its bite attack while underwater.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage.

Bonus Actions

Aggressive. The hippopotamus moves up to its speed toward a hostile creature that it can see.


Art Credit

  • You Come to a River - Viko Menezes, Wizards of the Coast
  • Thornwood Falls - Eytan Zana, Wizards of the Coast
  • Forest Stream (1896) - Peder Mørk Mønsted
  • Luxa River Art Detail - Sam Burley
  • Swiftwater Cliffs - Eytan Zana, Wizards of the Coast
  • River Styx, D&D Baldur's Gate: Descent Into Avernus - Wesley Burt
  • Wardscale Crocodile - Zezhou Chen, Magic the Gathering
  • Crocodile of the Crossing - Kev Walker, Wizards of the Coast
  • Tierleben 1920 - Wilhelm Kuhnert

Hippopotamus Gorgops

Huge beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 115 (10d12 + 50)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 8 (-1) 20 (+5) 4 (-3) 12 (+1) 8 (-1)

  • Skills Intimidation +9
  • Senses darkvision 30 ft., passive Perception 11
  • Challenge 5 (1,800 XP)      Proficiency Bonus +3

Blood Sweat. The hippopotamus has advantage on saving throws against disease.

Dense. The hippopotamus can move along the ground while underwater without having its movement speed reduced and does not suffer disadvantage on its bite attack while underwater.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 32 (4d12 + 6) piercing damage.

Bonus Actions

Aggressive. The hippopotamus moves up to its speed toward a hostile creature that it can see.

1.0.0 Changes

  • Public Release

1.1.0 Changes

  • Revised document
  • Updated all creature statblock references

1.1.1 Changes

  • Replace Loblolly River art

Referenced Documents

  • Crocodilians 1.1.3
  • Hippopotamus 1.1.0
  • Otters 1.1.0
 

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