and here it is!
Magical Beast or Outsider, or something else?
Dragon 193, May 93
The Dragon's Bestiary
They came from the Outer Planes!
by Randy Maxwell
Giant nautilus
CLIMATE/TERRAIN: Any aquatic
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Genius (17-18)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1
ARMOR CLASS: -3 (shell)/3 (body)
MOVEMENT: Sw 18
HIT DICE: 14
THAC0: 7
NO. OF ATTACKS: 21
DAMAGE/ATTACKS: 1d8x20/5d4
SPECIAL ATTACKS: See text
SPECIAL DEFENSES: See text
MAGIC RESISTANCE: 20%
SIZE: G (50'+ diameter)
MORALE: Champion (15-16)
XP VALUE: 19,000
The giant nautilus is a native of the plane of elemental Water. It has also been encountered on Thalasia, the great sea that occupies a layer of Elysium; the ocean Lunia, in the first layer of the Seven Heavens; and on Olympus, in the depths of Poseidon's realm. On the Prime Material plane, it wanders the depths of the deepest oceans. In appearance, the giant nautilus seems but a gigantic version of its diminutive cousin. In the case of the giant version, the spirally coiled shell is AC -3 and 50'-60' in diameter. The creature is often called the "druid of the deep" because of its absolute neutral alignment and insistence on maintaining the balance of the underwater world. The giant nautilus considers a sunken ship a terrible eyesore and actively helps in its removal (such help is usually in the form of protecting those removing the ship from the fearsome predators of the depths). The creature is totally uninterested in treasure of any kind, but it is not completely naive. It has a basic understanding of avarice and greed. Therefore, the nautilus demands that sunken vessels carrying more mundane cargo be removed before it allows the removal of a sunken treasure ship. It also demands the removal of the entire ship, not just the cargo.
Combat: Twenty strong tentacles (AC 3) encircle the creature's mouth. It can grab and constrict opponents with these tentacles for 1d8 hp damage each, while bringing the unfortunate victim into its huge mouth. The mouth is large enough to swallow a man-sized creature whole on a natural roll of 18 or better. The mouth can also bite a victim for 5d4 hp damage.
Depending on the attacker's size, the nautilus can bring all 20 tentacles to bear on a single opponent, or it may elect to attack 20 separate targets. It generally uses only three tentacles per man-sized target. Any character constricted by a tentacle may have one arm (01-50%, DM?s choice left or right), neither arm (51-75%), or both arms (76-100%) pinned and unusable. A constricted character cannot cast any spells but can attack the constricting tentacle with a weapon at -3 (one arm free) or -1 (both arms free). Each rubbery tentacle cannot be broken by force and requires 15 hp of damage from a sharp or edged weapon before being severed (severed tentacles regenerate in about one week).
Luckily, the giant nautilus has seldom been known to attack humans or any of the intelligent ocean-dwelling races, except in self-defense. The giant nautilus has a form of telepathy that allows it to communicate with any intelligent creature, regardless of language barriers. It is generally on good terms with most of the underwater races, including the sahuagin and ixitxachitl. In fact, the giant nautilus is often used by the tritons, mermen, and locathah as an impartial judge to mediate disputes among themselves and other races. For all its peaceful intent, the giant nautilus puts a stop to anyone overfishing a particular location or polluting areas of the sea by dumping garbage. It attempts to negotiate a settlement at first. If negotiation fails to work, it then warns the offenders. If the warnings are not heeded, the giant nautilus forcibly puts a stop to the offending action. It can drag a ship of small size below the water?s surface, and it can stop the movement of a larger one after one turn of winding its arms around the ship and dragging. After six or more tentacles have squeezed a ship?s hull for three consecutive rounds, the vessel suffers damage as if it had been rammed, and it begins to sink.
The giant nautilus can use the following spell-like powers, one per round, at will (consult the article "Undersea Priests" in DRAGON® issue #165 for priest spells not listed in the AD&D 2nd Edition Player's Handbook): charm person or mammal; conjure fish; conjure water elemental (3 times per day); control temperature, 10' radius; detect evil/good; detect magic; fish summoning I, II, and III; know alignment (always active); locate fish or plants; lower water; part water; wall of coral.
Habitat/Society: The giant nautilus is a solitary wanderer of the depths and maintains no lair or permanent abode. The creature is long lived and has a natural life span of 3,000-4,000 years. Sages speculate the creature uses magic to return at times to the plane of Water, there to mate and reproduce. Where or how this takes place is unknown. An encounter with a young giant nautilus has never been recorded.
Ecology: The giant nautilus is a carnivore, and it preys on huge crustaceans such as giant crabs and giant lobsters. It has no natural enemies but is sometimes in conflict with the kraken (see "Squid, Giant" in the Monstrous Compendium). The kraken's grandiose schemes of underwater empire are often at the expense of the environment; in such cases, the nautilus is forced to intervene. The shell of the giant nautilus is a great prize. It can be converted into a roomy, virtually crush-proof submarine for exploring the depths of the ocean - a project that many tinker gnomes of Krynn would gladly undertake.
MCA1:
Nautilus, Giant
CLIMATE/TERRAIN: Any sea
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Genius (17-18)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1
ARMOR CLASS: -3 (shell) or 3 (body)
MOVEMENT: Sw 18
HIT DICE: 14
THACO: 7
NO. OF ATTACKS: 21
DAMAGE/ATTACK: 1d8 (x20)/5d4
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 20%
SIZE: G (50'+ diameter)
MORALE: Champion (15-16)
XP VALUE: 15,000
The giant nautilus is a native of the Elemental Plane of Water. It has also been encountered on Thalasia, a layer of Elysium; the ocean Lunia, on the first laver of Mount Celestia; and on Arborea, in the depths of Poseidon's realm. On the Prime Material Plane it wanders the depths of the deepest oceans.
In appearance the giant nautilus seems to be but a gigantic version of its diminutive cousin. The creature is often called the "druid of the deep" because of its neutral alignment and insistence upon maintaining balance in the underwater world. The giant nautilus considers a sunken ship a terrible eyesore and actively helps in its removal, usually by protecting those removing the ship from the fearsome predators of the depths. The creature is uninterested in treasure of any kind, but it is not completely naive; it has a basic understanding of avarice and greed. Therefore, the nautilus demands that sunken vessels carrying more mundane cargo be removed before it allows the removal of a sunken treasure ship. It also demands the removal of the entire ship, not just the cargo.
The giant nautilus has a form of telepathy that allows it to communicate with any intelligent creature, regardless of language barriers.
Combat: Twenty strong tentacles encircle the creature's mouth. It can grab and constrict opponents with those tentacles while bringing the unfortunate victims into its huge mouth. The mouth is large enough to swallow a man-sized creature whole on a natural attack roll of 18 or better. The mouth can also bite for 5d4 points of damage.
Depending on the attacker's size, the nautilus can bring all 20 tentacles to bear on a single opponent or it may elect to attack 20 separate targets. It generally uses three tentacles per man-sized target. Any character constricted by a tentacle may have one arm (01-50%), neither arm (51-75%), or both arms (76-100%) pinned down, A constricted character cannot cast any spells, but can strike the constricting tentacle with a ?3 attack penalty (one arm free) or a -1 penalty (both arms free). Each rubbery tentacle cannot be broken by force and requires 15 points of damage from a sharp or edged weapon before severing. (Severed tentacles regenerate in about one week.)
The nautilus call drag a small ship below the water and can stop the movement of a larger one after one turn of winding its tentacles around the ship and dragging. If six or more tentacles squeeze a hull for three consecutive rounds, the vessel suffers damage as if it had been rammed and begins to sink.
This creature uses the following spell-like powers, one per round, at will: charm person or mammal; conjure water elemental (3 times per day); control temperature, 10' radius; detect evil/good; detect magic; know alignment (always active); locate fish or plants; lower water; monster summoning I, II, and III; part water; wall of coral (stone).
Habitat/Society: The giant nautilus is a solitary wanderer of the depths and maintains no lair. It has a natural life span of 3,000-4,000 years. Sages speculate the creature uses magic to return at times to the plane of Water, to reproduce.
The nautilus is on good terms with most of the underwater races, including the sahuagin and ixitxachitl. In fact, the giant nautilus is often used by the tritons, mermen, and locathah as art impartial judge to mediate disputes. For all its peaceful intent, the giant nautilus puts a stop to anyone overfishing a particular location or polluting the sea, first through negotiation, then by warning, and finally through force.
Ecology: The giant nautilus preys on huge crustacea such as giant crabs and lobsters. It has no natural enemies, but is sometimes in conflict with the kraken (see the MONSTROUS MANUAL tome). The shell of the giant nautilus is a great prize. It can be converted into a roomy, virtually crush-proof submarine.