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Creatures

Conductor Brann Voss

A veteran conductor with passenger-protection actions, train control expertise, and evidence-based alliance rules.

Creature profile

Type Medium humanoid, lawful good
Armor Class 15 (rail coat)
Hit Points 63 (10d8 + 20)
Speed 30 ft.
Ability Scores STR 14, DEX 15, CON 14, INT 13, WIS 17, CHA 15
Saves and Skills Wisdom +6; Insight +6, Perception +6, Persuasion +5, land vehicles +8
Senses passive Perception 16
Languages Common, Dwarvish
Challenge 4 (1,100 XP)

Traits

Master Conductor. Brann has advantage on checks to control a train or predict its movement. Passengers First. Civilians within 20 feet gain +2 AC against opportunity attacks.

Actions

Signal Baton. Melee Weapon Attack: +5 to hit, reach 5 ft.; 7 (1d8 + 3) bludgeoning. Emergency Brake (1/Day). Brann changes Distance by one in either direction and every creature on the train makes a DC 13 Dexterity save or falls prone.

Tactics and roleplaying

Brann shields passengers and commands combatants away from occupied cars. He becomes an ally after seeing the forged warrant or Veyr’s cargo mark. He surrenders only to prevent a derailment.

Game Master guidance

This entry is complete for table use. Apply the listed defenses, actions, and encounter behavior directly. If the creature is used outside its original adventure, preserve its surrender trigger and primary motivation so a social solution remains as usable as combat.

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