Nautilodaunt

For the stronger variant that utilizes Thundercall, look in Fury Nautilolodaunt
Mostly referred to as "Squibbo".
*
==Description==
The Nautilodaunt is a bipedal monster found in the Depths. It exclusively spawns during the Depths Collapse event, when you are doing the "Nautilodaunt Extermination" job or within the marketplace in the City of the Drowned (except for Hell Mode), rummaging through some wares. When killed, it will drop either an Odd Tentacle or in much rarer cases, a Pathfinder Elite. The Nautilodaunt can also spawn from Mimic Chests after opening, at an extremely rare chance. It will spawn with feathers and smoke erupting from the chest and attack you. Nautilodaunt has a chance to be summoned by Interluminary Parasol.
While a Nautilodaunt is rummaging in the marketplace, it creates easily distinguished noises, making them especially easy to detect and avoid. However, if they are no longer rummaging through the marketplace, said noise will not be created, it will simply stand in silence until another player approaches and is spotted.
There are no existing records of research done on Nautilodaunts, and their origins and life cycle are largely unknown. However, it is observed that they are highly intelligent creatures, evident by their sheer combat prowess and their exceptional ability to utilize the motor functions their anatomy would allow to the fullest extent.
In addition to their impressive intelligence, it is also observed that they are capable of turning humans into Mudskippers, their preferred way of finishing off prey, for the purpose of experimentation, displaying a chillingly human natural curiosity. 
Their skill and strength are even recognized by the Voices of the Depths, using them as secret weapons against the especially powerful. They are true menaces, with the one at the marketplace even rewarding positive reputation with the Divers upon defeat.
==Attack Patterns==
Name/Danger 	Description
Punch(★☆☆) 	The Nautilodaunt attempts to punch their prey with a variety of different punches.
Parryable:◯
Blockable:◯
Dodgeable:◯
Kick(★★☆) 	Nautilodaunt's punches randomly lead into a kicking flourish, forcing the opponent backwards. They typically close the distance created for another attack by powerwalking, sliding towards you, or using Flip-Kick.
Parryable:◯
Blockable:◯
Dodgeable:◯
Flip-Kick(★★★) 	Nautilodaunt flips into the air and attempts to strike their prey with a kick.
Parryable:◯
Blockable:◯
Dodgeable:◯
Drop-Kick(★★★) 	Nautilodaunt initiates a full sprint before committing to a drop kick on its prey.
Parryable:◯
Blockable:◯
Dodgeable:◯
Grand Stomp(★★★)	Nautilodaunt stomps the ground, sending rubble powered by geysers hurtling towards you in a straight line. Most likely used against distant prey for a variety of functions such as giving chase, or to take the initiative. This insta-grips, sparing you from becoming a Mudskipper but still wiping you all the same.
Parryable:✗
Blockable:✗
Dodgeable:◯
Feint(★★☆) 	Like The Enforcer, Nautilodaunt can also feint their attacks.
Vent(★☆☆) 	If hit by any move that utilizes the Song (such as a Mantra, certain Resonances, or a Vent from the player), the Nautilodaunt will near-completely negate the damage of said mantra. This can happen even during other moves.
===Finisher===
*"Mudskipperification" - The Nautilodaunt punches the now-incapacitated player one final time, turning them into a Mudskipper.
===Talents=== 
*Monster Resistance - has 70-80% elemental reduction.
==Combat / Tips==
While this mob has the health equivalent to a Megalodaunt, making it the weakest of the endgame tier mobs, it's unique in the fact that it has a much smarter AI along with the ability to Block, Parry, and Dodge.
While this mob cannot be power checked, most strategies that work on The Enforcer will also work on the Nautilodaunt, aside from its much higher damage. Even with its near-immunity to Mantras, it can still be posture broken quickly and easily with mantras such as Tornado or Caltrops.
Keep in mind that standard humanoid boss PVE tactics such as stacking attacks, grouping up, and running to heal can still work against this mob, and that due to its incredibly low health of 1000 (which can reach numbers as small as 200 with PvE Scaling), it will die incredibly fast. It also cannot reliably parry Critical Attacks if a feint is used beforehand, making instant guardbreaks such as the Pernach and a majority of Heavy Weapons turn this mob into a far easier challenge. With such a weapon, simply block 2 or 3 attacks, then feint-critical to blockbreak him. Do this until he dies. This is still a very risky strategy, especially if you run out of posture to block with. Keep in mind that using the One-Handed stance with a heavy Weapon makes you deal less posture damage, allowing the Nautilodaunt to safely block one Critical swing, so be sure to swap back to the Two-handed stance if you encounter one.
However, without a "cheese weapon," each of the Nautilodaunt's attacks can prove difficult, so they will be gone through in order: 
*The Nautilodaunt has a wide variety of punch variations, which all possess their own speed and animations, throwing off any players who believe to have hit a rhythm. Their animations are desynced, so what could be a Parry ends up as a Block, usually with the hit coming before the animation finishes. After a punch, it can follow up with any of it's other punches instead of pausing like the Enforcer would, this can be chained infinitely leading to infamous "Infinite Combos," especially from the Fury variant.
*Nautilodaunt's kick is basically identical to The Enforcer's. It will usually use it as an extension of his other attacks, placing it after his normal or double punches. While dealing less damage than its punches, it is painfully quick and the second hit will low profile.
* Attempting to Vent to disengage, or use any mantras, will proc it's Vent regardless of what action its doing, leading to incredibly heavy Mantra resistance but not Immunity. This action is not considered an attack and as such can be "movestacked" with.
*Flip-Kick and Drop-Kick share many similarities. Normally, Nautilodaunt power-walks towards its targets. But right before it uses these two attacks, it will perform a much different "Naruto-Run" towards the opponent. Flip-kick is used when the Nautilodaunt gets somewhat close, rapidly closing the gap in the air with a kick. This is INCREDIBLY fast, but also somewhat delayed for when the attack actually lands, being an easy source of whiplash. Alternatively, it will plow right into the player with a sliding Drop-Kick, dealing high damage, and also being rather fast. However, these moves will only be used at a distance.
** In theory, it should be easy to avoid these attacks as it clearly telegraphs them with the sprint, but in practice, both of the attacks have radically different executions, speeds, and delays, basically forcing you to have to react fast enough. If it keeps running towards you after a distance it WOULD HAVE flipped from, its almost certainly a Drop-Kick.
* Its third attack is made when distance is made that's too far for a Flip or Drop-Kick, the Nautilodaunt instead stomps the floor with a loud audio cue. Depending on your distance, it can either be highly telegraphable as the pillars go progressively, or nigh unreactable if it is incredibly close to you. While this move is the most dangerous, realistically you should not be seeing this attack outside of being on top of a building.
Always keep calm while fighting the Nautilodaunt, and rely on parries before doing a Critical Attack to break their posture and kill it in one or two guardbreaks. If you have an incredibly high damage mantra (such as Tornado or Caltrops), instead those may be used as the Nautilodaunt will choose to ignore them in order to vent, which leads to a Posture Break that will allow you to kill it while having only blocked or parried and using one move.
On a final note, you cannot sneak attack the Nautilodaunt while it is burrowing at the spawn, as it will consistently dodge the first attack. It's aggro range is pretty big so be cautious if you are entering on it's side of the city, listen out for the digging because it's loud enough for you to be able to hear it from outside the agro range. The best way to beat it is by having an insta-guard break weapon.
==Gallery==
File:Nautilodaunt Idle1.gif|Nautilodaunt Idle
File:SQUIBBO.png|A full body shot of a Nautilodaunt
File:Squibbo2.png|Eyeview
File:Squibbo naruto run.png|Nautilodaunt Chasing
File:Squid victim.png|A victim being jumped
File:Squibbo killing an adret.png|A player killed by a Nautilodaunt
File:Squibbo killing somebody.png|A victim of the Mudskipper parasite
File:Nautilodaunt rummaging.png|Nautilodaunt digging
==Trivia==
*The Nautilodaunt cannot vent in The Diluvian Mechanism.
*The Nautilodaunt is likely inspired by the Mind Flayers from Dungeons & Dragons, which similarly implant parasites into humans. Dagon from Jujutsu Kaisen also bears similarity to the Nautilodaunt.
*The Nautilodaunt is one of two monsters that can be both guard broken and posture stunned, the other being The Enforcer.
*When it isn't in combat, it will automatically begin healing, going from 250 to full health within a matter of seconds.
*It spawns roughly every 18 minutes.
*Mortus mentions his wife was killed when they fished up an octopus. Since no octopuses are present in Deepwoken, he may have been referring to a Nautilodaunt. He also says that he no longer fishes up octopuses, indicating that there won't be a Nautilodaunt bait in the game anytime soon.
*The Nautilodaunt cannot vent when its attacking.
* The vent it uses was the old vent before Deepwoken's release.
*If encountered in the overworld, it has the ability to swim. However, it does not possess a swimming animation.
*It is named after the Nautilus, a family of shelled cephalopods.
*It is internally referred to as ".squidward."
==References==
==Navigation==
Category:Monsters