He calls himself Line Staff. This is not a name, but a function, spoken the way other people say their own name. His actual name is Duvek Stane. He will not use it and will not answer to it. Duvek entered service when the line carried ore, soldiers, and pilgrims beneath the mountains. The line was eventually closed, but no authorized notice ever reached his section. He kept working. He knows the timetable of an enormous rail-eating creature that has lived in the tunnels for years. He does not fight it. He schedules around it.
HP168AC+9SPD30 ft., climb 20 ft. on ladders and maintenance structuresCRDeadly|AthleticsInvestigationPerceptionSurvivalTinker’s Tools
STR
18
save
DEX
14
CON
16
save
INT
12
WIS
16
save
CHA
14
Dwarven Endurance.The Line Staff has advantage on saving throws against poison and resistance to poison damage. He also has advantage on saving throws against being charmed or stunned. He does not need to sleep, and magic cannot put him to sleep.
Sure Footing.The Line Staff has advantage on ability checks and saving throws made to avoid being knocked prone or moved while standing on a maintained walkway, platform, gantry, or ladder.
Timetable Knowledge.The Line Staff knows the layout, operating condition, and current status of every track, switch, platform, signal, gate, and cart in his assigned section. He cannot be surprised while inside the station.
Station Authority.The Line Staff can take a bonus action on each of his turns to use Work the Points, provided he is adjacent to a control lever, signal board, or maintenance panel.
Track Bed Prohibition.The Line Staff never willingly enters the track bed. If a magical effect or forced movement would place him there, he can use his reaction to move up to 10 feet toward the nearest safe walkway, if one is available.
One Warning.The Line Staff gives one warning before attacking. The warning identifies the party as unscheduled traffic, names the immediate danger, and gives a specific safe route. If every character clears the track bed and remains clear, the Line Staff does not initiate combat.
Professional Detachment.The Line Staff has advantage on saving throws against effects that would cause him to act irrationally, abandon his post, or willingly violate a known safety procedure. He is immune to magical attempts to compel him to leave his assigned section unless the effect comes from an authorized dwarven official or a power he recognizes as superior station authority.
Multiattack.The Line Staff makes two Switch Iron attacks and one Brass Whistle attack, or three Switch Iron attacks.
Switch Iron.Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 13 () bludgeoning damage. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 10 feet. The Line Staff can choose to knock a pushed creature prone at the end of this movement.
Brass Whistle.Ranged Weapon Attack: to hit, range 60/180 ft., one target. Hit: 17 () thunder damage, and the target must succeed on a Constitution saving throw or be deafened until the end of its next turn. The Line Staff can target a point on the track instead, creating a 10-foot-radius blast. Creatures in the area make the same saving throw, taking full damage on a failure or half damage on a success.
Rolling Stock.The Line Staff releases a loaded ore cart onto a straight section of track he can see within 120 feet. The cart travels up to 240 feet in a straight line, passing through creatures and unattended objects. Each creature in its path must make a Dexterity saving throw. On a failure, a creature takes 36 () bludgeoning damage, is knocked prone, and is pushed to the nearest space beside the track. On a success, it takes half damage and is pushed 5 feet. The cart stops after striking a Huge or larger object, a solid barrier, or traveling its full distance. This action cannot be used if no suitable loaded cart and track section are available.
Work the Points.The Line Staff operates a nearby mechanism. Choose one effect that can reasonably be achieved by the visible infrastructure: close or open a gate, raise or lower a bridge, swing a turntable, reroute a mine cart, lock or unlock a gantry, extinguish or activate a bank of lamps, or move a platform up to 30 feet. The chosen mechanism functions immediately. Creatures standing on a moving section must succeed on a Dexterity saving throw or fall prone and slide up to 10 feet. The Line Staff can use this action as a bonus action instead while he is adjacent to a control lever, signal board, or maintenance panel.
Call the Section Live.The Line Staff puts the whistle to his lips and calls the section of track live. The track within 300 feet becomes visibly active for 2 rounds. During this time, ballast trembles, lamps swing, metal groans, and a deep rhythmic impact approaches. At the end of the second round, an enormous rail-eating creature passes through the section. Every creature and object on the track bed in its path must make a Dexterity saving throw. On a failure, it takes 88 () bludgeoning damage and 44 () force damage, is carried away, and is removed from the encounter. On a success, it takes half damage and is thrown to the nearest walkway or platform. The Line Staff is never affected unless he is somehow forced onto the track bed. The Line Staff can use this action only once per encounter.
Immediate Clearance.When a creature he can see moves onto the track bed or crosses an active rail, the Line Staff moves up to 15 feet along an elevated route and makes one Switch Iron attack against that creature. On a hit, the attack deals normal damage and the target must succeed on the weapon's saving throw or be pushed off the track bed.
Authorized Route.The Line Staff moves up to half his speed along a walkway, ladder, gantry, or platform without provoking opportunity attacks. He cannot move onto the track bed.
Signal Attack.The Line Staff makes one Switch Iron attack or Brass Whistle attack.
Remote Throw (Costs 2 Actions).The Line Staff uses Work the Points without expending his bonus action or action. The mechanism must be within 120 feet and visibly connected to the station.
Clearance Procedure (Costs 3 Actions).The Line Staff activates a minor station hazard at a point he can see within 120 feet. One 10-foot square of walkway, platform, or gantry becomes difficult terrain, or one creature standing there must succeed on a Dexterity saving throw or fall prone. The hazard is clearly telegraphed by a bell, clank, flashing lamp, or shifting metal.
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