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.