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Wave Rider

Medium fey, neutral evil

Armor Class 13
Hit Points 52 (8d8 + 16)
Speed 40 ft., swim 40 ft.

14 (+2) 16 (+3) 14 (+2) 11 (+0) 14 (+2) 12 (+1)

Skills Perception +4, Stealth +5, Survival +4
Senses darkvision 60 ft., passive Perception 14
Languages Aquan, Common
Challenge 3 (700 XP)


  • Amphibious. The wave rider can breathe air and water.
  • Brave. The wave rider has advantage on saving throws against being frightened.
  • Innate Spellcasting. The wave rider’s innate spellcasting ability is Wisdom (spell save DC 12, +4 to spell attacks). It can innately cast the following spells, requiring no material components:
  • Magic Resistance. The wave rider has advantage on saving throws against spells and other magical effects.


  • Multiattack. The wave rider makes two melee attacks or one ranged attack.
  • Unarmed. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
  • Water Jet. Ranged Weapon Attack: +5 to hit, range 30/80 ft., one target. Hit: 10 (2d6 + 3) force damage.


  • Water Shield. The waver rider adds 2 to its AC against one melee or ranged attack that would hit it by creating a water shield.


A ship’s crew watches the waves crash against the side of their vessel. The sea is rough and the hatches are battened down. All of a sudden one of the men sees something in a white swell. A humanoid creature is surfing on the waves.

Section 15: Copyright Notice

Monsters of the Wilderness: A Collection of Monsters for 5th Edition Copyright 2022 Cawood Publishing Author Andrew Cawood

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