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Scamander, River god of Scamander

Scamander, River god of Scamander

Scamander, River god of Scamander
  • Pantheon: Greek pantheon
  • Deity Title: River god of Scamander
  • Deity Symbol: A river
  • Home Plane: N/A (as a river god, Scamander’s home is the river itself)
  • Deity Level: Lesser deity
  • Alignment: Neutral
  • Aliases: Xanthus (in Homer’s Iliad)
  • Superior: Poseidon
  • Traditional Allies: Other river gods, Poseidon
  • Traditional Foes: Troy and its allies
  • Divine Artifact: N/A
  • Servants: Naiads (female water nymphs)
  • Servitor Creatures: N/A
  • Sacred Animal: N/A
  • Manifestations: The river itself
  • Signs of Favor: Abundance of fish and other aquatic creatures in the river, successful fishing or boating expeditions, calm and serene waters
  • Worshipers: Fishermen, sailors, travelers, residents of Troy and its surrounding areas
  • Cleric Alignments: True Neutral, Neutral Good, Neutral Evil
  • Specialty Priests: N/A
  • Holy Days: N/A
  • Portfolio: Rivers, fresh water, aquatic life
  • Domains: Nature, Water
  • Favored Weapon: N/A
  • Favored Class: Druid
  • Favored Race: Triton
  • Duties of the Priesthood: Maintain the purity and abundance of the river, perform ceremonies and offerings to appease Scamander, provide guidance and assistance to those who depend on the river for their livelihood
  • Major Cult/Temple Sites: Troy, various shrines and altars along the river
  • Benefits: Divine guidance in navigating the river, control over aquatic creatures, ability to summon and control water

Scamander is a river god in Greek mythology, the personification of the river of the same name that flows through the plain of Troy. As a god of water and nature, Scamander takes great pride in his role as a protector and nourisher of all living things that depend on the river for survival. He is known for his unpredictable and sometimes dangerous temperament, with the ability to cause floods and other natural disasters if he feels threatened or disrespected.

Scamander is a fiercely loyal god, dedicated to his role as protector of the river and all those who depend on it. He is deeply connected to the land and the creatures that inhabit it, and takes great pleasure in seeing them thrive and flourish under his watchful eye. Despite his fearsome reputation, he is a fair and just deity, punishing those who harm his beloved river while rewarding those who show it proper respect and reverence.

Scamander is a tall, muscular man with long hair and a flowing beard, his skin glistening with water as if he has just emerged from the river he embodies. His eyes are deep and blue, like the waters of the river, and he wears a simple tunic made of seaweed and kelp. As he moves, he seems to leave a trail of water behind him, as if the river itself is flowing through his veins.

As a god of the river, Scamander is tasked with maintaining the delicate balance of nature, ensuring that the river flows smoothly and provides for all those who depend on it. He is also responsible for defending the river from those who would seek to exploit or harm it, whether it be humans or other gods. Scamander sees his role as a sacred duty, and will stop at nothing to protect his beloved river and all that it represents.

Scamander, River god of Scamander

30 (+10)25 (+7)30 (+10)22 (+6)28 (+9)28 (+9)

Armor Class: 30 (natural armor)
Hit Points: 700 (40d20 + 400)
Speed: 60 ft., swim 120 ft.

Skills: Athletics +20, Perception +18
Senses: truesight 120 ft., passive Perception 28
Languages: all languages
Challenge Rating: 30 (155,000 XP)

Legendary Resistance (3/day): If he fails a saving throw, he can choose to succeed instead.

Innate Spellcasting: Scamander’s spellcasting ability is Wisdom (spell save DC 26). He can innately cast the following spells, requiring no material components:

  • At will: control water, control weather, water breathing
  • 3/day each: earthquake, tidal wave
  • 1/day: tsunami

Amphibious: He can breathe air and water.

Divine Traits: Scamander is immune to disease, poison, and psychic damage. He is resistant to bludgeoning, piercing, and slashing damage from nonmagical weapons. He has advantage on saving throws against spells and other magical effects.


Multiattack. Scamander can use his Fling attack twice.

  • Fling. Melee Weapon Attack: +20 to hit, reach 20 ft., one target. Hit: 45 (10d8) bludgeoning damage, and the target is thrown up to 60 feet in a straight line and knocked prone. If the target strikes a solid object, such as a wall, it takes an additional 20 (4d8) bludgeoning damage.
  • Whirlpool. Scamander creates a whirlpool in the water. The whirlpool is centered on a point he can see within 120 feet of him and is 100 feet in diameter. Any creature or object in the water and within 500 feet of the whirlpool must make a DC 26 Strength saving throw or be pulled into the center of the whirlpool and take 55 (10d10) bludgeoning damage. A creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success. If a Large or smaller creature is pulled into the whirlpool, it is grappled and restrained. A creature can use its action to make a DC 26 Strength check, freeing itself or another creature within its reach on a success.

Legendary Actions:

Scamander can take three legendary actions per turn, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Scamander regains spent legendary actions at the start of his turn.

  • Fling. Scamander uses his Fling attack.
  • Water Jet. Scamander unleashes a powerful jet of water from his hands, targeting a creature within 120 feet of him. The target must make a DC 26 Dexterity saving throw or take 33 (6d8) bludgeoning damage and be pushed up to 30 feet away from Scamander.
  • Control Water. Scamander can cast control water as a bonus action.

Lair Actions:

On initiative count 20 (losing initiative ties), Scamander takes a lair action to cause one of the following magical effects:

  • Flood. Scamander causes the river to overflow and flood the surrounding area within a 1-mile radius. All creatures and objects within the area must make a DC 26 Dexterity saving throw or take 66 (12d10) bludgeoning damage and be knocked prone.
  • Water Form. Scamander transforms into a whirlpool or a massive wave, moving up to his swim speed and passing through any creature or object in his path without hindrance. He can make a melee weapon attack against any creature he passes through, dealing 33 (6d8) bludgeoning damage.
  • Water Shield. Scamander summons a protective shield of water around himself. The shield has 150 hit points and grants Scamander resistance to all damage except lightning and thunder. While the shield is active, Scamander can use a bonus action to make a melee weapon attack against a creature within 20 feet of him, dealing 33 (6d8) bludgeoning damage.

Regional Effects:

  • Scamander can control the flow and depth of the river within a 5-mile radius of his location, causing it to rise or lower at his will.
  • All creatures within 5 miles of the river must make a DC 26 Wisdom saving throw or be charmed by Scamander, as he whispers soothing and hypnotic words through the river’s flow.
  • Once per day, Scamander can call forth a powerful tidal wave that moves up to 1 mile inland and deals 150 (30d10) bludgeoning damage to all creatures and objects in its path.

Currently in the World

Scamander roams the banks of his beloved river, watching as the world changes around him. He sees the rise of new empires, the fall of old kingdoms, and the ever-present march of progress that marks the passage of time. But for him, the river remains constant, an unchanging force of nature that has existed since the beginning of time.

As he watches the events of the 1450s unfold, Scamander feels a growing sense of unease. He senses that something is coming, something that will threaten the delicate balance of the natural world. He knows that he must prepare for the coming storm, but he is unsure of how to do so.

One day, as he walks along the riverbank, he encounters a group of travelers. They are from a far-off land, and they tell him of a great threat that looms on the horizon. A force of darkness, they say, that seeks to consume all that is good and pure in the world.

Scamander listens carefully to their words, and he knows that they speak the truth. He can feel the dark force growing stronger with each passing day, and he knows that he must act quickly if he is to protect the river and all that it represents.

With a heavy heart, Scamander sets out on a quest to gather allies and prepare for the coming battle. He travels far and wide, seeking out other guardians of nature who share his vision and his determination to protect the world from the forces of darkness.

In the end, Scamander knows that the battle will be long and difficult, but he is prepared to do whatever it takes to ensure that the river and all that it represents will continue to flow, forever and always.

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