Rumble The Rock Golem | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Rumble The Rock Golem CR: 1-5

Small to Huge earth elemental, companion, neutral
Armor Class: 10, 12, 14, 16,17
Hit Points: 13 (1d8+5)
Speed: 30 ft , fly: 0 ft , burrow: 30 ft , swim: 0 ft , climb: 5 ft

STR

20 +5

DEX

8 -1

CON

20 +5

INT

5 -3

WIS

10 +0

CHA

5 -3

Skills:

Earth Manipulation: As an Earth Elemental, Rumble possesses the innate ability to manipulate and control earth and stone. It can shape the terrain, create barriers or defensive structures, and hurl rocks and boulders with great force. Rumble's mastery over earth allows it to reshape the battlefield and provide strategic advantages to Thaldrin and their allies.   Tremor Sense: Rumble has an exceptional sense of vibrations and tremors in the earth. It can detect movement and activity beneath the ground, allowing it to perceive hidden enemies, locate underground structures, or sense imminent dangers. This skill provides invaluable situational awareness and enhances Rumble's effectiveness in various scenarios.   Elemental Resistance: Being an Earth Elemental, Rumble possesses natural resistance to physical attacks and environmental hazards. It can withstand impacts, resist crushing forces, and endure extreme temperatures. This resistance makes Rumble a reliable and resilient ally in battle, capable of enduring harsh conditions and protecting Thaldrin when needed.   Elemental Form: Rumble can shift its form to become more compact or diffuse as per its needs. It can condense itself into a solid and dense shape to increase its physical strength and durability, or disperse its form to pass through narrow spaces or avoid attacks. This adaptability allows Rumble to navigate challenging environments and maintain a strong presence on the battlefield.   Earthquake: As Rumble grows in power, it gains the ability to unleash devastating earthquakes. By channeling its elemental energy, Rumble can create seismic disturbances, causing the ground to shake violently and damaging foes within its vicinity. This powerful ability can disrupt enemy formations, knock opponents off balance, and create opportunities for Thaldrin and their companions.   Elemental Bond: Rumble shares a deep and symbiotic bond with Thaldrin, allowing them to communicate on a profound level. Through this connection, Rumble can understand Thaldrin's intentions and desires, aiding them in battle and providing assistance as a loyal companion. Their synergy enhances their combat effectiveness and ensures a strong partnership in the face of adversity.   With these unique skills and elemental abilities, Rumble serves as a powerful and reliable companion to Thaldrin, embodying the strength and stability of the earth itself. Together, they form an unyielding force, capable of overcoming challenges and protecting their allies in their adventures.

Damage Vulnerabilities: Frost, Water
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Poison
Condition Immunities: Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
Senses:

Darkvision 60ft, Tremorsense 60ft, Passive Perception 10

A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water.

Languages: Terran
Challenge Rating: 1-5

As an Earth Elemental, Rumble possesses innate spellcasting abilities that harness the elemental power of the earth. These spells allow Rumble to manipulate the environment, disrupt foes, and protect Thaldrin in various situations. This is known as geomancy.

At will:

Magic Stone

0-level (Cantrip) Transmutation

Casting Time: 1 bonus action

Range/Area: touch

Components: VS

Duration: 1 minute

You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone. If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.

Mold Earth

0-level (Cantrip) Transmutation

Casting Time: 1 action

Range/Area: 30 feet

Components: S

Duration: Instantaneous or 1 hour

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t involve enough force to cause damage. You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

 

Earth Tremor

1-level Evocation

Casting Time: 1 action

Range/Area: 10 feet

Components: VS

Duration: instantaneous

You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

 

Stone Fist

1-level Transmutation

Casting Time: 1 action

Range/Area: Self

Components: V, S

Duration: 1 round

You turn your hand and forearm (or similar appendage) to stone until the start of your next turn. As part of casting the spell, you can make a melee spell attack against one creature you can reach. On a hit, the target takes 2d10 bludgeoning damage. Until the start of your next turn, you can use your reaction when you take slashing or piercing damage from an attack to gain resistance to damage from that attack.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

 

Earthbind

2-level Transmutation

Casting Time: 1 action

Range/Area: 300 feet

Components: V

Duration: Concentration, up to 1 minute

Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.

 

Rockslide

2nd-level transmutation

Casting Time: 1 action

Range: 30 feet

Components: S,M (a lump of clay)

Duration: Instantaneous

You control the ground beneath your feet, propelling you in a line toward an unoccupied space you can see within range. Each creature you pass through must make a Dexterity saving throw or be knocked prone.

 

Wall of Earth

2-level Evocation

Casting Time: 1 action

Range/Area: 90 feet

Components: V, S, M (a stone from an earth elemental)

Duration: Concentration, up to 10 minutes

A nonmagical wall of earth springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of a single 10-foot-by-10-foot panel. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing earth. You can crudely shape the wall to create crenellations, battlements, and so on. The wall is an object made of earth that can be damaged and thus breached. The wall has AC 13 and 15 hit points. Reducing the wall to 0 hit points destroys it. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.

 

Erupting Earth

3-level Transmutation

Casting Time: 1 action

Range/Area: 120 feet

Components: VSM

Materials: A piece of obsidian, or focus

Duration: instantaneous

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

 

Wall Of Sand

3-level Evocation

Casting Time: 1 action

Range/Area: 90 feet

Components: VSM

Materials: A handful of sand, or focus

Duration: Concentration, up to 10 minutes

You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.

 

Meld Into Stone

3-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer

Casting Time: 1 action

Range/Area: touch

Components: VS

Duration: 8 hours

You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move. Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

 

Power of the Earth

4-level Transmutation

Casting Time: 1 action

Range/Area: Touch

Components: V, S, M (a bit of clay)

Duration: 1 hour

You touch a willing creature in contact with an earthen or stone surface. For the duration, the target gains a number of benefits while it remains in contact with such a surface: The target cannot be moved against its will by any means and has advantage on any check or saving throw made to avoid being knocked prone. The target gains tremorsense out to a range of 60 feet. The target gains 3d6 temporary hit points. If the target breaks contact with an earthen or stone surface, any remaining temporary hit points disappear until the target resumes contact with such a surface.

 

Seismic Barrage

4th-level transmutation

Casting Time: 1 action

Range: 60 feet

Components: S,M (a handful of stone arrowheads)

Duration: Instantaneous

You stomp the ground in front of you, launching earthen spikes towards up to five targets you can see within range. Each target must make a Dexterity saving throw, taking 8d6 piercing damage on a failed save, or half as much damage on a successful one. Alternatively, all spikes can instead converge toward a single target, dealing 12d6 piercing damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

 

Bones Of The Earth

6th-level transmutation

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Instantaneous

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared. If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save. If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.

 

Move Earth

6th level transmutation

Casting Time: 1 action

Range: 120 feet

Target: An area of terrain no larger than 40 feet on a side within range

Components: V S M (An iron blade and a small bag containing a mixture of soils—clay, loam, and sand)

Duration: Concentration, Up to 2 hours

Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect. Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement. This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.

 

Earthquake

8th level evocation

Casting Time: 1 action

Range: 500 feet

Target: A point on the ground that you can see within range

Components: V S M (A pinch of dirt, a piece of rock, and a lump of clay)

Duration:Concentration, Up to 1 minute

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken. When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone. This spell can have additional effects depending on the terrain in the area, as determined by the GM. Fissures. Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below). Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.


Special Abilities

 

Earth Glide

The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.  

Siege Monster

The elemental deals double damage to objects and structures.

Actions

Multiattack

The elemental makes two slam attacks.  

Slam

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.  

Geomancy

Perform one of the geomancy spells at its disposal

Description

An earth elemental plods forward like a walking hill, club-like arms of jagged stone swinging at its sides. Its head and body consist of dirt and stone, occasionally set with chunks of metal, gems, and bright minerals.  

Level Development:

  Level 1 (Tiny): At Level 1, Rumble is a small and unassuming earth elemental. It manifests as a collection of rocks, pebbles, and soil, held together by a faint ethereal glow. Its form is compact and spherical, resembling a tiny boulder with a diameter of no more than a foot. Rumble's eyes emit a soft, subtle glow, and it moves with a gentle rolling motion.   Level 5 (Small): As Rumble reaches Level 5, it grows in size and gains a more defined shape. It transforms into a humanoid figure composed of compacted soil and rocks. Standing at about four feet tall, Rumble's body takes on a sturdy and muscular appearance, reflecting its increasing strength. Its eyes glow with an intensified golden hue, exuding a sense of determination and power.   Level 10 (Medium): By Level 10, Rumble's growth and power become more evident. It now stands at around seven feet tall, its form solidifying into a formidable earth elemental. Its body becomes denser and more intricately textured, resembling layered earth and stone. Rumble's eyes emanate a vibrant golden light, conveying a sense of wisdom and ancient knowledge.     Level 15 (Large): As Rumble reaches Level 15, it expands in size, towering at around twelve feet tall. Its physical form becomes even more imposing, with a muscular and robust build. The earth and stone comprising its body take on a rich variety of colors and textures, reminiscent of different geological formations. Rumble's eyes radiate a powerful golden glow, reflecting its immense strength and connection to the earth.   Level 20 (Huge): At the pinnacle of its power and Thaldrin's mastery, Rumble achieves its final form at Level 20, becoming a towering and majestic presence. Now standing at a staggering height of twenty feet, Rumble is an awe-inspiring sight to behold. Its body is a magnificent amalgamation of earth and stone, adorned with crystalline formations that shimmer with inner energy. Each step it takes sends tremors through the ground, emphasizing its immense strength and elemental power. Its eyes emit a brilliant and piercing golden light, symbolizing the culmination of its connection with Thaldrin and the elemental forces of the earth.   With each level, Rumble's growth reflects Thaldrin's own progression and serves as a testament to their shared power and bond. The earth elemental companion becomes an embodiment of strength, stability, and the indomitable spirit of the earth itself.

Suggested Environments

Rumble's species, the Earth Elementals, are typically found in rugged and geologically diverse environments where the power of the earth is most palpable. These environments provide a natural habitat for these earth elementals to thrive and fulfill their purpose as guardians of the land.  

  • Mountainous Regions: Earth Elementals are commonly found in towering mountain ranges, where the earth's raw energy is concentrated. They make their home amidst rocky cliffs, deep ravines, and ancient peaks. Here, they maintain a symbiotic relationship with the mountains, drawing strength from the solid foundations and mineral-rich soils.
 
  • Deep Caverns and Caves: The subterranean realms, such as vast underground caverns and intricate cave systems, serve as another suitable habitat for the Earth Elementals. These dark and mysterious spaces resonate with the elemental forces of the earth, providing ample opportunities for Rumble and its kin to manifest and safeguard their territories.
 
  • Lush Forest Edges: While their primary affinity lies with the earth, Earth Elementals can also be found at the boundaries between dense forests and rocky terrains. These transitional zones hold a unique blend of energies, where the vitality of nature intermingles with the solidity of the earth. It is in these locations that Rumble's species finds balance and purpose, safeguarding the delicate equilibrium of the natural world.
 
  • Volcanic Environments: In the vicinity of active or dormant volcanoes, Earth Elementals can be encountered harnessing the intense heat and energy emanating from the earth's molten core. They thrive in the volatile conditions, their bodies resonating with the fiery depths below while maintaining a deep connection to the solid ground.
  In each of these environments, the Earth Elementals play a vital role in maintaining the harmony and equilibrium of the natural world. They draw strength from the earth's energy, channeling it to fulfill their role as guardians and protectors. Rumble, as a member of this species, embodies the strength and stability of these environments, reminding people of their connection to the earth and the power it holds.


Created by

Morgatron247.

Statblock Type

Monster

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