Medium Humanoid, Chaotic Good
AC 18 plate    Initiative +2 (12)
HP 168 (16d8 + 96)
Speed 50 ft.
Mod Save
STR 22 +6 +10
DEX 14 +2 +2
CON 22 +6 +10
Mod Save
INT 10 +0 +0
WIS 13 +1 +1
CHA 18 +4 +8
Resistances Bludgeoning, Thunder
Senses Passive Perception 11
Languages Common
CR 10 (XP 5,900; PB +4)
Traits

Traits

Momentum Fighter

If Cole moves at least 20 feet straight toward a target before hitting with a melee attack, the attack deals an extra 3d8 bludgeoning damage and the target must succeed on a DC 18 Strength save or be knocked prone.

Can’t Stop the Train

Cole cannot be frightened while an ally is within 30 feet of him.

Hype Man

At the start of his turn, one ally within 30 feet gains 10 temporary hit points.

Last Man Laughing

The first time Cole drops below 40 hit points, he immediately gains:

  • Advantage on attack rolls
  • Resistance to all damage except psychic
  • One additional attack per turn

This lasts for 3 rounds.

Actions

Actions

Multiattack

Cole makes 3 attacks: two with his gauntlets or cannon and one shove or grapple.


Thunder Gauntlet

Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 16 (2d8 + 6) bludgeoning damage plus 7 (2d6) thunder damage.


Crowdpleaser Cannon

Ranged Weapon Attack: +8 to hit, range 60/180 ft., one target.
Hit: 19 (3d8 + 6) piercing damage.

If Cole attacks the same target twice with this weapon in one turn, the second hit deals an additional 2d8 thunder damage.

Bonus Actions

Bonus Actions

Get Up!

Cole shouts at an ally within 30 feet.

That ally may immediately:

  • Stand up without using movement
  • End the frightened condition
  • Gain advantage on their next attack roll

Earthbreaker Charge (Recharge 5–6)

Cole moves up to his speed in a straight line without provoking opportunity attacks.

Each creature in his path must make a DC 18 Strength saving throw or take 27 (5d10) bludgeoning damage and fall prone.

If Cole ends this movement adjacent to a Large or larger creature, he may immediately make a Thunder Gauntlet attack against it as a bonus action.

Reactions

Reactions

Not Today

When an ally within 10 feet is hit by an attack, Cole may move up to 10 feet toward the attacker and reduce the damage by 1d12 + 6.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

its the cole train baby!

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

JD2707

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