Lifeforms
Fauna
Tundra/ Arctic
3.92
6 Votes

151xp


Hits: 2001
Comments: 9
Ideas: 0
Rating: 3.9167
Condition: Normal
ID: 4835

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Updated:
April 8, 2016, 9:33 am

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Methranar

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The Methranar
The remnent of a much older time, the Methranar, the Icerender, the Lurker, is a figure prominant in the Megamoth Hunter’s legends.

Appearance:

This fell beast appears as a huge polar-bear like creature the size of an elephant. Its fangs and claws are of clear, blue ice and its eyes are cold, black pits. About it billows a cloud of noxious gas and condensed water vapor which largely obscures it except in the strongest of winds.

Origin and Background:

The Methranar were once a great horde of immense power, the pawns of the First Gods of Neyathis. However, they were eventually routed by the Invader Gods and their forces and what few survived scattered into the most cold and dark places of the world.

Combat:

Methranar are beings of immense cold, their forms including solid and liquid hydrocarbons, with ice forming their bones.

Methranar are enveloped by a cloud of bitter cold natural gas, cold enough to freeze most things solid in mere seconds. This cloud is the first thing that an opponent must deal with.

After this, the combatant must deal with the beast’s huge size and strength. It’s polar-bear like form provides it with ice claws stronger then steel, and massive jaws of similar strength. Still worse then it’s freezing, suffocating cloud is its touch - a cold so intense that mortals simply cannot survive its clutches. To fight one of these beasts in close quarters would require either powerful magical or technological assistance.

The Methranar are fairly intelligent, and detest anything warm intensely. Their definition of warm is quite broad - anything above -10 degrees Celsius (14 degrees Fahrenheit).

Methranar dwell primarily within the depths of glaciers where they hollow out tunnels and carve chambers of unknown purposes. In their isolation and perhaps in madness they carve statues of dead gods, glorious and terrible at the same time.

Vulnerabilities

The Methranar can only exist in areas of extreme cold - temperatures above -10 C will eventually melt it, leaving nothing but it’s bones of ice. Liquid water in large quantities (more then a gallon) will overcome it’s magically generated cold and inflict damage similar to burning oil. Immersion in liquid water would result in its immediate death, but also result in a massive cloud of natural gas being released. This cloud is still intensely cold and will continue to freeze those nearby for several seconds before warming up to ambient temperature. This cloud, being natural gas, is both poisonous and highly flammable.

Fire based attacks are actually less effective then masses of water - the Methranar will only ignite if sufficient damage is inflicted by the fire to slay it.

Campaign Use

The Methranar are intended as a powerful Arctic/Antarctic or high mountain threat on par with a dragon or balrog.



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Comments ( 9 )
Commenters gain extra XP from Author votes.

valadaar
October 2, 2008, 12:08
0xp
Updated: Another expellee from the workbin...
Voted Cheka Man
October 2, 2008, 12:22
0xp
A way to fight this would be with packs of hot water and a hose as a *gun* to shoot it out. Even then it would take several people and not all would survive.
Voted Michael Jotne Slayer
October 2, 2008, 13:26
0xp
Epic. I am working on arctic fauna right now and this is inspiration. I would love to know more about their mythic origin and stuff like their carvings more than technical info though. Sweet idea.
Voted Moonlake
July 3, 2013, 3:16
0xp
Well written, but like MJS, would have liked more details on mythic origin and legends etc.
Voted axlerowes
March 18, 2014, 21:21
0xp
Neat idea, certainly plays fast and loose with physics...my PCs would have had hella fun time manipulating the physics of this system. You are also pretty scatter shot with the piece's perspective.
valadaar
March 18, 2014, 22:03
1xp
Where do you see the perspective changing? I thought it was pretty consistently in the gm perspective.
axlerowes
March 18, 2014, 22:55
0xp
Nope, you're right, on the reread the perspective is pretty solid and consistent.
Voted Murometz
November 19, 2014, 15:49
0xp
Like the Ms, I'd like to know more about these dead gods the Methranar carve from the ice. Are these "general" dead gods from some ancient epoch that these frozen behemoths "remember", or are these the gods of the Methranar themselves? If the latter, what do gods of these frozen monsters look like?

Great visual here, and a terrible surprise for a tundra-trekking band. A cloud of frosty mist comes into view...
Voted Aramax
April 8, 2016, 9:33
0xp
4.5 will use saterday

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Random Idea Seed View All Idea Seeds

       By: Monument

THE COVEN
When the characters approach a clearing in the forest, they will see 4 ogres who are guarding, and preventing from escape, 4 human males, and 3 human females. The ogres will see the party and leap to attack. The females will scream "OUR SAVIORS!!" and run screaming straight across the currently forming battlefield, in between ogres and party members, to hide behind the rearmost party members. They will be safe there. The males will try to skirt the battle to the north side to join the women.

To the south, giants will be hiding in the thick underbrush until the party has engaged the ogres and then attack the most opportune target EXCEPT the ones that the females are next to.

It should be noted that the female commoners are not female commoners at all, nor are the male commoners actually male commoners. The female commoners are the hags, who have polymorphed themselves as the commoners in their stewpot to escape detection. The males skirting the battle are actually MORE ogres, the hags were in the process of polymorphing ALL the ogres into regular humans for ambush purposes. The REAL commoners are already dead, having found their way into the coven's cauldron for dinner.

The hags (the women) will position themselves near to any spellcasters in the rear first, and then near anyone else in the back of the fight. The ogres (the men) will wait until the hags shift form, and then attack first the rear folks, then shift into the melee.

It is possible that the characters, as they approach the ogres, will notice the giants in the bush, and be able to warn the others of the ambush.

GAME NOTES: If you sell the screaming women correctly, they will not even be suspected until it is too late. Therein lay the problem. This encounter is ESPECIALLY deadly to the rear eschelon of the party. It is entirely possible that the hags will finish off half the party before they even realize they have been duped. Caution is required if the game master wishes to avoid a TPK(total party kill).

Encounter  ( Forest/ Jungle ) | July 14, 2005 | View | UpVote 2xp


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