Not a Beach Episode: Merfolk in your D&D Campaign

The coastal village is beautiful, prosperous… and deeply afraid. Every night at sundown, the strongest gather with nets and tridents, facing the sea. “One night, the Merfolk will come,” they say. “And we’ll be ready.” This encounter invites players into an alien civilization that cannot be looted with a sword and a fireball. From three-dimensional battles to unknowable gods stirring beneath the waves, the Merfolk present not just a combat challenge, but a cultural and environmental shift. Whether your players trespass on sacred relics or find themselves swept into a factional war between Skirmishers and Wavebenders, they’ll have to fight for air—literally. Just hope your Water Breathing spell doesn’t get dispelled mid-fight.

Monthly Monster Mashup 4: Iron Golem + Water Elemental

One is unyielding metal. The other is flowing water. Put them together and you don’t just get a weird encounter—you get a myth. In this Monster Mashup, we explore what happens when a Water Elemental is trapped (or empowered) by an Iron Golem. From mystical hydraulics to ecological catastrophe, this combo creates enemies that your players won’t just fight—they’ll have to decide whether to break the cage or hold it closed.

Drown Them All: Making Use of Water Elementals

Let's look at the unsettling nature of Water Elementals, highlighting their potential as both terrifying foes and versatile plot devices in adventures. Despite their low intelligence, their strength and unique abilities can create engaging combat scenarios. Additionally, they can serve various narrative purposes, from guardians of magical objects to accidental nuisances in local communities.