[Shark World] Nautilith City

Carnifex

First Post
A new addition to the array of ideas I'm working on, the nautilith and their main city. As I'm sure you can tell, they were inspired by basically mixing illithids with octopi. I'll be adding a monster description of them to the thread when I get it done.

"Fear them; but fear them not for the perils they present to your physical form. Fear them because they put your very mind and soul in danger."
- Shulurak Shankau, sahuagin bishop of the Shark.

The nautilith are one of the greatest dangers beneath the waves, horrific in appearance to most other water dwellers. Sages speculate they may have some common ancestry with the 'mind flayers' of other worlds; but the nautilith are highly adapted to the watery seascapes of the place that most planar travellers jokily refer to as 'Shark World'. A nautilith has a head that sprouts a twitching array of tentacles, eight in place of the four that a mind flayer sports, which usually are left drooping to sense the stirring of currents in the water. Sinuous, malleable forms that have no true bones in their bodies, nautilith are roughly humanoid but are able to squeeze their rubbery, clammy bodies through the tiniest gaps as if they were filled with water themselves; about the only thing that puts a limit on this is the horny plates of natural armour on some parts of their bodies such as protecting the lengthy brain-case.

Nautilith usually do not wear much in the way of clothing, since their skin has a natural chameleonic ability to change colour and match their surroundings; in fact, nautilith are master hunters of the ocean floors, lying in wait while their deformed bodies take on the appearance of debris or seaweed. They are excellent swimmers, using natural organs that suck water in and jet it out along their flanks to propel themselves through the water.

The greatest city of the nautilith is commonly referred to as Hadrash; they have their own name for it that beings of other races simply cannot pronounce. It is a huge place of strange and alien architecture, even to those under the sea, and it is perched on the very edge of a huge abyss. Nautilith legend states that Hadrash is where the Kraken first created their peoples, and the city is the site of a massive temple to the Kraken called the Cathedral of the Bottomless Deep. Hadrash is a center of the slave trade, non-nautilith often travelling there to buy and sell under the watchful eyes of the octopus-men who ensure that the process can carry on undisrupted. A floating settlement of lashed-together boats and rafts has grown up over Hadrash to provide surfacer slavers with somewhere to stay, secured to the sea floor by huge metal chains and with special glass globes allowing traders to descend to the city below.

Nautilith tolerate outsiders within the city as long as they have a valid reason - usually to take part in the slave trade. Others come to peruse the huge libraries that the nautilith have gathered and which reputedly hold ancient magics and knowledge from before the Fall of the meteors, but they are usually turned away or just eaten for being spies. The current ruler, the Lord of Hadrash (LE male nautilith Wiz 12) is taking advantage of the threats to the slave trade posed by organisations such as the Courts of Justice to attract more business his way, presenting his city as the only place to safely do business; his agents are seeking to gain an iron grip on the slave trade throughout all the seas of the world. The agressive expansionist policies of the nautilith ruler have also led to his hiring many mercenaries to bolster the slave-fodder for the current war with the sea-elves of Kamadrith.

The abyss which Hadrash lies on the edge of is a truly huge gash in the seascape, a great rift probably created when the meteors fell to earth. What lies within is unknown, but even the nautilith fear to venture within it and upon occasion dark things come crawling out, seeking warm blood to snatch away.
 

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Here's the full nautilith 'monster write-up' to accompany this; I've tried to make them far more feral and more like vicious sea-hunters than normal illithids:

The nautilith are one of the greatest dangers beneath the waves, horrific in appearance to most other water dwellers. Sages speculate they may have some common ancestry with the 'mind flayers' of other worlds; but the nautilith are highly adapted to the watery seascapes of the place that most planar travellers jokily refer to as 'Shark World'. They are deadly solitary hunters, but even worse when they gather together and hatch sinister plans.

A nautilith has a head that sprouts a twitching array of tentacles around a beak-like mouth, eight in place of the four that a mind flayer sports, which usually are left drooping to sense the stirring of currents in the water. Small, beady eyes peer from the head and are possessed of very acute vision. Sinuous, malleable forms that have no true bones in their bodies, nautilith are roughly humanoid but are able to squeeze their rubbery, clammy bodies through the tiniest gaps as if they were filled with water themselves; about the only thing that puts a limit on this is the horny plates of natural armour that protect vulnerable areas.

Nautilith usually do not wear much in the way of clothing, since their skin has a natural chameleonic ability to change colour and match their surroundings; in fact, nautilith are master hunters of the ocean floors, lying in wait while their deformed bodies take on the appearance of debris or seaweed. They are excellent swimmers, using natural organs that suck water in and jet it out along their flanks to propel themselves through the water. Nautilith are also incredibly strong, their chitin claws able to rip through flesh easily and their beaks capable of cracking through the tough shells of giant crabs.

Nautilith are, like their illithid kin, possessed of potent mental powers. Unlike illithids, nautilith do not feed primarily on the brains of sentient beings, instead being generally carnivorous, though they do enjoy the taste of brains above other things.


Nautilith
Medium-Size Aberration
Hit Dice: 8d8+8 (52hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 20ft, Swim 50ft
AC: 17 (+3 Dex, +4 natural)
Attacks: 2 claws +11 melee, bite +6 melee
Damage: claw d4+4, bite 2d4+2 and poison
Face/Reach: 5ft. by 5ft./5ft.
Special Attacks: Mind blast, psionics, improved grab, ink cloud, poison bite.
Special Qualities: SR 25, telepathy, chameleonic, boneless
Saves: Fort +4, Ref +5, Will +9
Abilities: Str 18, Dex 16, Con 14, Int 18, Wis 17, Cha 15
Skills: Bluff +7, Concentration +5, Escape Artist +13, Hide +20, Intimidate +7, Knowledge (Any 1) +8, Listen +11, Move Silently +10, Spot +11, Wilderess Lore +9
Feats: Alertness, Combat Casting, Dodge, Improved Initiative, Track
Climate/Terrain: Any aquatic

Challenge Rating: 9
Organisation: Solitary, hunting pair, hunting pack (3-5) or raiding party (3-5 + 2-12 slaves)
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class

Combat:
Nautiliths are often encountered alone, hunting in the wilds of the ocean, and prefer to attack from ambush where possible. Using their natural abilities to conceal themselves, they attack first with psionics before closing in to kill with their claws and bite. If in fear of their lives, they use their ink cloud ability and retreat as fast as they can.
Mind Blast (Sp): This attack is a come 60 feet long. Anyone caught in this cone must succeed at a Will save (DC 16) or be stunned for 3d4 rounds.
Psionics (Sp): At will - charm monster, detect thoughts, suggestion. These abilities are as the spells cast by an 8th level sorcerer (DC 12 + spell level).
Improved Grab: To use this ability, the nautilith must hit a Small to Large creature with its tentacle attack. If it gets a hold, it deals automatic bite damage each round as its tentacles hold the victim fast.
Ink Cloud: Once per day a nautilith can eject an ink cloud from vents on its head, filling a 30ft cone in front of it. This provides total concealment and all creatures within the cloud suffer the effects of total darkness. The ink dissipates after 3 rounds.
Poison Bite: Bite, Fortitude Save (DC 14); initial and secondary damage d3 temporary Strength.
Telepathy: Nautiliths can communicate telepathically with any creature within 100ft that has a language.
Chameleonic: Nautiliths gain a +10 racial bonus to Hide checks.
Boneless: Nautiliths can contort their muscled, boneless bodies to fit through amazingly small spaces. They count as Tiny creatures for the purposes of squeezing through small spaces (though they still retain the total body volume as a Medium creature, and so cannot be put into a box which a Tiny creature could be put in). They also gain a +10 racial bonus to Escape Artist checks.
 


Crothian said:

My one change would lose the track feat since the track DC for underwater is DC 80

I propose we actually modify the Track feat for Sharkworld - or rather, add a new feat, Seafloor Tracking, with appropriate mods for sea-dwellers tracking over the sea floor, something that wouldn't be too hard to do for a seasoned hunter.
 

Carnifex said:


I propose we actually modify the Track feat for Sharkworld - or rather, add a new feat, Seafloor Tracking, with appropriate mods for sea-dwellers tracking over the sea floor, something that wouldn't be too hard to do for a seasoned hunter.

That would be fine, but how many times do sea creatures actually disturb the sea bottom?
 

What if we design a psychic tracking that allows this creature (and others) to follow the brain power (or better defined stuff) of creatures. THe base DC would depend on the Int of the creature, the smarter you are the easier it is to track you. And then as time goes on and other creatures are around, it makes tracking more difficult.
 

Crothian said:


That would be fine, but how many times do sea creatures actually disturb the sea bottom?

In the real world, lots of prey creatures do this - many fish use the sea floor to hide on, such as plaice, and then there's other bottom-feeders, crabs and crustaceans, predators cruising along the bottom trying to find food, etc. The sea floor is also an excellent place to hide, amidst seaweed etc, so creatures would be disturbing it then.

Imagine a nautilith tracking the marks of a giant crab he's hunting, or some injured sea elves that have been keeping close to the sea floor for cover and occasionally brushing the sand as they move.
 

Crothian said:
What if we design a psychic tracking that allows this creature (and others) to follow the brain power (or better defined stuff) of creatures. THe base DC would depend on the Int of the creature, the smarter you are the easier it is to track you. And then as time goes on and other creatures are around, it makes tracking more difficult.

That would certainly be an interesting option; something we could add as a new psionic feat, 'Mind Hunter' or something.
 

ANother option could be tracking by the diturbance of the water.


"Ah, she was here." Said the Triton ranger. "I wasn't recently but the water still holds her shape in this cold spot. I think she went this way, towards the cave."

We just need to rework the rules a little. I think it is silly to think that advanced undersea civilizations would not have developed a way to track.
 

trentonjoe said:
ANother option could be tracking by the diturbance of the water.

"Ah, she was here." Said the Triton ranger. "I wasn't recently but the water still holds her shape in this cold spot. I think she went this way, towards the cave."

We just need to rework the rules a little. I think it is silly to think that advanced undersea civilizations would not have developed a way to track.

I like this. And CC is right about creatures using the bottom to hide and stay near. That would be especially true around the coral reefs and the continental shelves.

We could have a special set of feats for tracking underwater.

Underwater Tracking (General)
Prerequites: Water Native
Benefit: You can track unserwater. You use the Wilderness Lore skill to determine how successful you are. You can only track creatures that get within 5ft of the ocean floor at least once every 50ft.

Improved Underwater Tracking (General)
Prerequiste: Underwater Tracking, Water Native, Knowledge Nature 5 ranks
Benefit: You have a great understanding on how creatures move in the water and the different ocean currents. You can more easily predict where creatures will go underwater. This gives you a +4 circumstance bonus to Underwater Tracking. You can track creatures that get within 20ft of the ocean floor every 50ft.

And the Psionic tracking on would go here.

Thoughts?

Edit: Changed the feats to reflect suggestions from below. :D
 
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