“Euphemus, Tideborne Seer and Navigator of the Argonauts”
“Stride the seas with Euphemus, the legendary Argonaut whose Poseidon-blessed speed and heroic feats make waves in every story.”

- Alias(es): Wave-Strider, Son of Poseidon
- Gender: Male
- Race/Species: Demigod (Half-God, Half-Mortal)
- Occupation/Role: Argonaut Hero, Navigator, Seer, Explorer
- Religion/Belief System: Greek Polytheism; devoted to Poseidon and respectful of the Olympian pantheon
- Key Allies: Jason, the Argonauts, Medea (indirectly), other Greek heroes of the Argo
- Primary Enemies or Rivals: Sea monsters, hostile island tribes, mythic adversaries opposing the Argonauts’ quest
- Abode / Base of Operations: Primarily the Argo during voyages; associated with the Aegean and prophetic lands like Thera
- Nationality / Cultural Background: Greek / Hellenic
- Languages Spoken: Ancient Greek
- Moral Alignment: Neutral Good (acts for the benefit of others, guided by prophecy and divine insight, rather than personal gain)
- Affiliations / Factions: Argonauts, occasionally allied with gods or divine agents (Poseidon’s favor)
- Significant Others / Romantic Ties: None specifically recorded in myths; his focus is primarily on adventure, prophecy, and heroic duty
Euphemus – Legendary son of Poseidon and Argonaut hero, famed for his divine ability to stride across water. A master navigator, prophet, and strategist, Euphemus shaped the course of mythic adventures and the founding of distant lands. Balancing mortal courage with divine destiny, he remains a pivotal figure in Greek mythology, bridging gods, men, and the epic sagas of the sea.
Life Story and Origins
Euphemus was born to Poseidon, god of the sea, and Eurymedusa, a mortal or nymph figure, depending on the source. From his earliest days, the ocean itself seemed to answer to him. Unlike ordinary mortals, he could walk on water, a skill that would define his role in Greek mythology. Raised amidst tales of heroes and gods, Euphemus inherited both the pride of divine blood and the weight of expectation.
Drawn by destiny and a thirst for adventure, Euphemus joined the Argonauts, Jason’s legendary band of heroes. His presence aboard the Argo was both strategic and symbolic: he bridged the worlds of gods and men, showing that mortal heroism could stand alongside divine favor.
Major Events and Exploits
- The Voyage of the Argo – Euphemus played a crucial role in the quest for the Golden Fleece. His ability to traverse water swiftly allowed him to scout ahead, evade sea monsters, and deliver messages across treacherous waves. He was a bridge between the mortal crew and the capricious sea, often acting as mediator between Poseidon’s will and human ambition.
- The Island of Thera – Euphemus is famously linked to a prophetic encounter during the Argonauts’ journey, where he received guidance about the founding of future colonies. He dreamt of a clod of earth that, when cast into the sea, would become a new land—a symbolic origin story for Greek settlement in far-off regions. This prophecy underscored his connection to fate and the enduring impact of his actions beyond immediate adventure.
- Diplomatic Heroism – Unlike warriors whose glory rests solely on conquest, Euphemus often used intelligence and diplomacy. In conflicts with hostile islands or peoples, he leveraged his understanding of prophecy and his divine heritage to guide the Argonauts toward survival and success.
Key Achievements

- Master of the Waves – His defining talent of walking on water made him indispensable during the Argonauts’ voyage.
- Prophetic Insight – Euphemus’ visions linked him to the expansion of Greek culture, giving him a legacy that extended beyond personal heroism.
- Mediating Hero – His calm judgment and respect for both mortal and divine law helped the Argonauts navigate numerous challenges.
- Foundational Influence – Euphemus’ actions were tied to the mythical establishment of new Greek colonies, ensuring his name endured in stories of cultural and geographic significance.
Character Analysis: Fears, Motivations, and Goals
- Fears – Despite his divine gift, Euphemus wrestled with the limitations of mortality. He feared failing the Argonauts or misinterpreting prophetic visions, as the stakes of destiny were immeasurably high. The ocean, while his ally, was also a reminder of forces beyond control.
- Motivations – Driven by a desire to honor both his mortal heritage and divine parentage, Euphemus sought to prove that human courage could meet the challenges set by the gods. He was also motivated by the pursuit of knowledge—prophecy, geography, and the hidden currents of fate fascinated him.
- Ultimate Goals – Euphemus aimed to fulfill his prophetic destiny and secure a lasting legacy, not merely through heroism in battle, but by influencing the course of human civilization. His ultimate ambition was to leave a tangible mark on the world—a testament to the delicate balance between divine gifts and mortal will.
Significance and Legacy
Euphemus is unique in Greek mythology because he embodies a hero whose greatness is measured not just in martial skill or daring, but in insight, foresight, and adaptability. His story reminds us that the truest heroes navigate both external perils and the internal currents of destiny. By combining divine favor with human ingenuity, he carved a place for himself in myth as both a legendary adventurer and a bridge between worlds—mortals, gods, and the enduring myths of culture and civilization.
Euphemus 5e 2024
Euphemus 5e 2024 (Mythic)
Euphemus, Pathfinder
Euphemus, Pathfinder (Mythic)
Euphemus, Son of Poseidon

Medium Humanoid (Demigod), Neutral Good
Challenge Rating (CR): 9
Lore / Background
Euphemus, legendary son of Poseidon and the nymph Eurymedusa, is best known as one of the Argonauts. Blessed with the ability to walk across water, he served as a navigator, seer, and mediator, guiding his companions through treacherous seas and interpreting prophetic visions. Notably, he dreamed of a clod of earth that would become a new colony, linking him to the founding of distant lands. Euphemus embodies a blend of divine power, mortal courage, and strategic insight, making him a uniquely versatile hero in myth and adventure.
Abilities / Statistics
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 16 (+3) | 16 (+3) | 14 (+2) | 16 (+3) | 18 (+4) |
Armor Class: 17 (Natural Armor)
Hit Points: 127 (15d8 + 60)
Speed: 30 ft., swim 60 ft., walk on water (special trait)
Saving Throws
Strength +8, Dexterity +7, Wisdom +7, Charisma +8
Skills
Athletics +8, Perception +7, Insight +7, Survival +7, Persuasion +8
Damage Resistances
Cold, Lightning (divine heritage)
Senses
Passive Perception 17, Darkvision 60 ft.
Languages
Common, Primordial, Greek (Ancient)
Special Traits
- Stride Across Water (Recharge 5–6): Move across the surface of any water as if solid for up to 1 hour.
- Divine Heritage: Advantage on saving throws against being charmed or frightened.
- Prophetic Insight (3/day): Cast Augury or Divination without material components.
- Heroic Presence: Allies within 30 ft. gain +1 to attack rolls and saving throws.
Actions
- Trident of the Sea (Melee or Ranged Weapon): +8 to hit, reach 10 ft., one target. Hit: 12 (1d8 + 4) piercing damage, or 14 (1d10 + 4) two-handed. Magical: Can cast Control Water once/day.
- Wave Strike (Recharge 5–6): 30-ft. line, 10-ft. wide. DC 16 Strength save or take 27 (6d8) bludgeoning damage and be knocked prone; half on success.
Reactions
- Divine Dodge: When hit by a ranged attack, move up to 10 ft. along water or solid ground and gain +2 AC until your next turn.
Lair Actions (Optional: Coastal/Island Encounter)
On initiative count 20 (losing ties), Euphemus can:
- Call a 15-ft. radius tidal surge, pushing enemies 10 ft. (DC 16 Strength save).
- Summon spectral sea creatures (2d6 piercing damage, retreat if hit).
- Harden water beneath allies, granting advantage on movement checks for 1 minute.
Equipment & Magic Items
- Trident of the Sea: +1 attack/damage, Control Water once/day.
- Cloak of the Mistral: Resistance to cold; advantage on Athletics checks while swimming.
- Winged Sandals (optional mythic): Hover above water 10 ft. for 1 hour once/long rest.
Personality & Motivations
- Personality: Noble, insightful, cautious yet bold; balances diplomacy with heroism.
- Fears: Failing the Argonauts or misreading prophecy.
- Goals: Fulfill prophetic destiny, safeguard allies, leave a lasting legacy through exploration and guidance.
Combat Tactics
- Uses water terrain to maximize mobility.
- Buffs allies with Heroic Presence.
- Controls enemy positioning via Wave Strike.
- Prioritizes strategy and disabling foes over brute force.
Euphemus, Mythic Son of Poseidon

Medium Humanoid (Demigod), Neutral Good
Challenge Rating (CR): 15 (Mythic)
Lore / Background
Euphemus, son of Poseidon and the nymph Eurymedusa, is a legendary hero of the Argonauts. Blessed with the ability to stride across the sea, he guided companions through perilous waters, interpreted prophetic visions, and shaped the destiny of distant lands. Myths recount that he once received a vision of a clod of earth that would become a colony, linking him to the founding of Greek settlements. In his mythic form, Euphemus commands the ocean itself, summoning tides and sea spirits to aid allies or challenge foes.
Abilities / Statistics
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
22 (+6) | 18 (+4) | 20 (+5) | 16 (+3) | 20 (+5) | 20 (+5) |
Armor Class: 20 (Natural Armor + Mythic Blessing)
Hit Points: 250 (20d8 + 160)
Speed: 40 ft., swim 80 ft., walk on water
Saving Throws
STR +12, DEX +9, CON +11, WIS +11, CHA +11
Skills
Athletics +12, Perception +11, Insight +11, Survival +11, Persuasion +11
Damage Resistances
Cold, Lightning, Bludgeoning, Piercing, Slashing from nonmagical attacks
Senses
Darkvision 120 ft., Passive Perception 21
Languages
Common, Primordial, Ancient Greek
Special Traits
- Stride Across Water (Mythic, Recharge 4–6): Euphemus can move across any body of water as if it were solid indefinitely.
- Divine Heritage: Advantage on all saving throws against charm, fear, or mind-altering effects; immune to being petrified or drowned.
- Prophetic Insight (5/day): Cast Augury, Divination, or Commune without material components.
- Heroic Presence: Allies within 60 ft. gain +2 to attack rolls, saving throws, and movement; enemies must make a DC 19 Wisdom save or be intimidated.
- Sea’s Favor: Can breathe underwater, communicate with aquatic creatures, and summon up to 3 creatures of CR ≤ 5 once per day.
Actions
- Multiattack: Euphemus makes two Trident attacks when taking the Attack action.
- Trident of the Sea (Melee or Ranged Weapon): +12 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 6) piercing damage. Magical; can cast Control Water 3/day.
- Wave Strike (Recharge 5–6): 60-ft. line, 20-ft. wide. DC 19 Strength save or take 45 (10d8) bludgeoning damage and be knocked prone; half on save.
- Tidal Crush (1/day): Euphemus summons a massive wave in a 60-ft. radius. DC 19 Strength save or take 55 (12d8) bludgeoning + 22 (5d8) lightning damage, knocked prone and swept 20 ft.; half on save.
Legendary Actions (3 per round)
- Wave Step: Move up to 30 ft. across water as part of a reaction.
- Trident Strike: Make one Trident attack.
- Summon Sea Spirits: Summon 1d4 spectral aquatic creatures (CR 5) to harass foes.
- Divine Parry (Optional Defensive): +2 AC until the start of next turn.
Lair Actions (Optional Coastal/Island Mythic Encounter)
On initiative count 20 (losing ties):
- Tidal Surge: 30-ft. radius, DC 19 Strength save, push 30 ft., 6d8 bludgeoning damage.
- Maelstrom: Whirlpool in 50-ft. radius; creatures must make DC 19 Strength save or be pulled 20 ft., half damage if successful.
- Call of the Sea: Summon 1d4 CR ≤ 5 aquatic creatures to aid in combat.
Equipment & Magic Items
- Trident of the Sea (Mythic): +2 attack/damage, Control Water 3/day, tidal wave + lightning damage.
- Cloak of the Mistral (Legendary): Resistance to cold and lightning; advantage on Athletics checks swimming; +10 ft. movement.
Personality & Motivations
- Personality: Noble, strategic, empathetic; acts as guide and guardian.
- Fears: Failing prophecy, letting allies fall.
- Goals: Fulfill destiny, protect those under his care, guide mortals toward greatness while respecting the will of the gods.
Euphemus, Son of Poseidon

Medium Outsider (Native), Chaotic Good
CR: 13
XP: 25,600
Lore / Background
Euphemus, son of Poseidon and the nymph Eurymedusa, is a legendary Argonaut. Blessed with the ability to stride across the sea, he navigates perilous waters, interprets prophetic visions, and shapes the destiny of distant lands. Myths recount that he received a vision of a clod of earth that would become a colony, linking him to Greek settlements. In combat, he commands oceanic forces and aids allies with divine guidance, blending mortal heroism with divine power.
Defense
AC: 29, touch 15, flat-footed 25 (+5 Dex, +14 natural)
HP: 220 (16d10+144); Fort +17, Ref +14, Will +18
Defensive Abilities: Divine health, spell resistance 24, fast healing 5
Offense
Speed: 40 ft., swim 80 ft., walk on water (unique)
Melee: Trident +22/+17/+12 (2d8+12/19–20); Multiattack: 2 Trident attacks per full-attack action
Ranged: Trident +20/+15/+10 (2d8+8)
Special Attacks: Wave Strike (30-ft. line, 10-ft. wide, DC 28 Reflex, 12d6 bludgeoning, half on save), Tidal Crush (60-ft. radius, DC 28 Reflex, 15d6 bludgeoning + 5d6 electricity, 1/day)
Spell-Like Abilities (CL 16th; concentration +19): At will: Create Water, Detect Magic, Speak with Animals (aquatic only); 3/day: Augury, Divination, Control Water (DC 19 + spell level); 1/day: Commune, Control Weather (DC 19 + spell level)
Statistics
Str 26 (+8), Dex 20 (+5), Con 26 (+8), Int 16 (+3), Wis 22 (+6), Cha 24 (+7)
Base Atk +16; CMB +24; CMD 38
Feats: Weapon Focus (Trident), Weapon Specialization (Trident), Combat Reflexes, Power Attack, Cleave, Improved Critical (Trident), Toughness, Improved Initiative
Skills: Acrobatics +21, Athletics +27, Perception +20, Sense Motive +18, Swim +29
Languages: Common, Aquan, Celestial
Special Abilities
Stride Across Water: Move across water as if solid ground.
Heroic Presence: Allies within 60 ft. gain +2 morale bonus to attack rolls, saves, and movement; enemies DC 28 Will save or intimidated.
Divine Heritage: Immune to charm, fear, and compulsion; +4 to saves vs. non-divine spells or spell-like abilities.
Prophetic Insight (1/day): Reroll a d20 for any attack, skill check, or saving throw.
Combat Tactics
Euphemus opens with Wave Strike, uses Multiattack with Trident for single-target damage, reserves Tidal Crush for high-threat groups, buffs allies with Heroic Presence, and exploits aquatic terrain while summoning creatures strategically.
Ecology & Treasure
Environment: Coastal waters, islands, legendary sea routes
Organization: Solitary or with Argonaut companions
Treasure: Trident of the Sea (+2, Control Water 3/day), Cloak of the Mistral (resist cold/lightning, swim bonus), minor magical items for prophecy and navigation
Description
Noble and muscular, with sea-blue eyes and dark, wave-like hair, Euphemus radiates divine authority. Waters respond to his movements, rising or parting subtly, reflecting his control over the ocean.
Euphemus, Mythic Son of Poseidon

Medium Outsider (Native), Chaotic Good
CR: 18 (Mythic 4)
XP: 76,800
Lore / Background
Euphemus, son of Poseidon and the nymph Eurymedusa, is a legendary Argonaut whose mythic powers elevate him above mere mortals. Blessed to stride across the sea, he navigates treacherous waters, interprets prophetic visions, and shapes the destiny of distant lands. In his mythic form, Euphemus commands the ocean itself, calling tidal waves, summoning sea spirits, and protecting allies with divine guidance.
Defense
AC: 34, touch 18, flat-footed 26 (+6 Dex, +16 natural, +2 deflection)
HP: 320 (24d10+192); Fort +22, Ref +18, Will +23
Defensive Abilities: Divine health, spell resistance 28, fast healing 10, mythic resilience +2
Offense
Speed: 40 ft., swim 100 ft., walk on water (unique)
Melee: Trident +28/+23/+18 (2d8+14/19–20); Multiattack: 3 Trident attacks per full-attack action
Ranged: Trident +26/+21/+16 (2d8+10)
Special Attacks: Wave Strike (30-ft. line, 15-ft. wide, DC 32 Reflex, 15d6 bludgeoning, half on save), Tidal Crush (60-ft. radius, DC 32 Reflex, 20d6 bludgeoning + 8d6 electricity, 1/day)
Spell-Like Abilities (CL 20th; concentration +25): At will: Create Water, Detect Magic, Speak with Animals (aquatic only), Water Breathing; 3/day: Augury, Divination, Control Water (DC 21 + spell level); 1/day: Commune, Control Weather (DC 21 + spell level)
Mythic Abilities:
- Stride Across Water (Mythic): Move across water as solid ground indefinitely.
- Heroic Presence (Mythic): Allies within 60 ft. gain +4 morale bonus to attack rolls, saves, and movement; enemies DC 32 Will save or frightened for 1 round.
- Prophetic Insight (1/day): Reroll a d20 for any attack, skill check, or saving throw; must use new result.
- Sea’s Favor: Breathe underwater, communicate with aquatic creatures, summon up to 6 creatures of CR ≤ 6/day.
Statistics
Str 28 (+9), Dex 22 (+6), Con 28 (+9), Int 18 (+4), Wis 24 (+7), Cha 26 (+8)
Base Atk +20; CMB +30; CMD 44
Feats: Weapon Focus (Trident), Weapon Specialization (Trident), Combat Reflexes, Power Attack, Cleave, Improved Critical (Trident), Toughness, Improved Initiative, Mythic Weapon Mastery
Skills: Acrobatics +28, Athletics +34, Perception +26, Sense Motive +24, Swim +37
Languages: Common, Aquan, Celestial
Combat Tactics
Euphemus opens with Wave Strike to disrupt enemy formations, uses Multiattack with Trident for high single-target damage, reserves Tidal Crush for high-threat groups, and buffs allies with Heroic Presence. He manipulates aquatic terrain and summons sea creatures for battlefield control.
Legendary / Mythic Actions (3 per round)
- Trident Strike: Make one Trident attack.
- Wave Step: Move up to 40 ft. across water as a reaction.
- Summon Sea Spirits: Summon 1d4 CR ≤ 6 aquatic creatures.
- Divine Parry: +2 AC until start of next turn.
Lair Actions (Optional Coastal/Island Mythic Encounter)
On initiative count 20:
- Tidal Surge: 40-ft. radius, DC 32 Strength save, push 40 ft., 8d8 bludgeoning damage.
- Maelstrom: Whirlpool in 60-ft. radius; creatures must make DC 32 Strength save or be pulled 30 ft., half damage if successful.
- Call of the Sea: Summon 1d6 CR ≤ 6 aquatic creatures to aid in combat.
Ecology & Treasure
Environment: Coastal waters, islands, legendary sea routes
Organization: Solitary or with Argonaut companions
Treasure: Trident of the Sea (+3, Control Water 3/day), Cloak of the Mistral (resist cold/lightning, swim bonus), minor magical items for prophecy and navigation
Description
Noble, muscular, with sea-blue eyes and dark, wave-like hair, Euphemus radiates divine authority. Waters respond to his presence, subtly rising or parting as he moves, reflecting his control over the ocean.