Clubba (3.5e Creature)

A turtle-like humanoid sleeps in front of you, as you tiptoe around it, the humanoid's eyes open and it jumps up and grabs a huge club from it's back.

Size/Type: Medium Monstrous Humanoid
Hit Dice: 2d8 (9 hp)
Initiative: -1
Speed: 30 ft.
Armor Class: 15(+5 natural), touch 9, flat-footed 9
Base Attack/Grapple: +2/+3
Attack: Greatclub +8 melee
Full Attack: Greatclub +8 melee
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft.
Saves: Fort +4, Ref +1, Will +3
Abilities: Str 12, Dex 10, Con 13, Int 10, Wis 12, Cha 10
Skills: Listen +4,Spot +1
Feats: Weapon Focus(greatclub), Toughness
Environment: Any Cold or Temperate
Organization: Solitary, Group (4-10), Mob (15-30), Battalion (60-90)
Challenge Rating: 3
Treasure: Standard
Alignment: Always Lawful Evil
Advancement: By character class
Level Adjustment: +2

Clubbas are turtle-like beings who mostly live in Gusty Gulch along with their lord, Tubba Blubba. They mostly serve as Tubba Blubba's guardsmen within his castle at Gusty Gulch's northern end. Many wild clubbas live in the Gap of Crag in the rocky dimension known as Crag. Their main food source is boos.

Combat

Clubbas are usually asleep on guard duty. Their hearing is so good though that even someone sneakng by could wake them up. They use their greatclub to smash enemies to paste.



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gollark: No. I've thought about this.
gollark: Oh, lyric, heard of Newcomb's paradox?
gollark: In that case it's essentially "pick the both cooperating reward or pick the both defecting reward".
gollark: I guess if you *know* both will make the same decision, sure.
gollark: What? No. The rational choice is ALWAYS defection if you're only playing once. It's strictly better.
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