Earth Glide. Rocky can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.
Magic Weapons. Rocky's weapon attacks are magical.
Siege Monster. Rocky deals double damage to objects and structures.
Sure Footed. Rocky has advantage on Strength and Dexterity saving throws that would knock him prone.
Multiattack. Rocky makes two jab attacks.
Jab. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Hook (Recharge 5-6). Rocky makes one jab attack. On a hit, the target takes an extra 16 (3d10) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw, or be knocked prone.
Bob and Weave (Recharge 5-6). Rocky can add 3 to his AC against one melee attack that would hit him. To do so, he must be able to see the attacker, or sense them with tremorsense.
Description
Rocky is an earth elemental in my current (high level) campaign. He is the companion of Grimblenirf Balbo, owner of the Bugout Bar in the underdark city of Gatemaw. For the most part, he's a regular earth elemental, but he wears thick hand wraps that he uses as boxing gloves, he can't speak, and he loves to drink and smoke. If you can beat him one-one-on-one in the ring, you get your meal, drinks, and room for free. If you lose, you have to buy him a smoke and a tankard of mead.
Comments