| 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 |
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
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
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
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.
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 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.
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