Rumble (5e Creature)

From D&D Wiki

Jump to: navigation, search
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Transformers franchise, and/or include content directly affiliated with and/or owned by Hasbro and Takara Tomy. D&D Wiki neither claims nor implies any rights to Transformers copyrights, trademarks, or logos, nor any owned by Hasbro and Takara Tomy. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.


Medium construct (decepticon), chaotic evil

Armor Class 16 (natural armor)
Hit Points 52 (7d8 + 21)
Speed 30 ft.

16 (+3) 12 (+1) 16 (+3) 9 (-1) 12 (+1) 8 (-1)

Saving Throws Str +5
Skills Athletics +5
Damage Resistances bludgeoning, piercing and slashing damage from nonmagical attacks that aren't adamantine
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 30 ft.; passive Perception 11
Languages Common
Challenge 4 (1,100 XP)

Siege Monster. Rumble’s attacks deal double damage to objects and structures.

Sure-Footed. Rumble has advantage on Strength and Dexterity saving throws made against effects that would knock him prone.

Transform. Rumble can use a bonus action to transform into a Small cassette or back to his true form. While in cassette form, his movement speed is 0, he cannot take actions or reactions, and he is indistinguishable from an inanimate object.


Multiattack. Rumble makes two slam attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.

Quake (Recharges after a Short or Long Rest). Rumble strikes the ground, producing powerful shockwaves. Each creature within 30 feet of him that is in contact with the ground must succeed on a DC 14 Dexterity saving throw or fall prone.
Structures in the area take 20 bludgeoning damage. If a structure falls to 0 hit points, it collapses. A creature within half the distance of a structure’s height must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 18 (5d6) bludgeoning damage, falls prone, and is buried in the rubble, requiring a DC 14 Athletics check to escape. On a successful save, a creature takes half as much damage and doesn’t fall prone or become buried.
Rumble can use an action on each of his turns to sustain the Quake. The radius of the effected area increases by 30 feet each turn, to a maximum of 120 feet. The area is difficult terrain for as long as Rumble sustains the Quake. Rumble’s Quake lasts for up to 1 minute, and ends early if he is pushed, incapacitated or knocked prone.

Rumble punches an enemy. Art by John Stokes, image taken from TFWiki

The Decepticon warrior Rumble is a force to be reckoned with. Though small in comparison to his towering kin, he possesses great strength and can create violent tremors by transforming his arms into a pair of pile drivers.

Back to Main Page5e Homebrew5e Creatures

Home of user-generated,
homebrew pages!