The Night Train to Mortenholt Legend
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The Night Train to Mortenholt

The train does not stop, and there are too few souls aboard for the journey.

The Conductor of the Night Train
The Adversary
The Conductor of the Night Train
incorporeal spirit · CR 9

He punches tickets with a smile, and his train won't leave until every seat holds a soul.

Show stat block
The Conductor of the Night Train
Medium incorporeal spirit, neutral evil
Armor Class 16
Hit Points 172 (23d8 + 69)
Speed 0 ft., hover 40 ft. (can fly, can hover without falling)
STR10+0
DEX18+4
CON16+3
INT13+1
WIS15+2
CHA18+4
Saving Throws Dex +8, Wis +6, Cha +8
Skills Stealth +8, Intimidation +8
Resistances & immunities bludgeoning, piercing, and slashing from nonmagical weapons; suffocation, poison; restrained, exhausted, paralyzed, petrified (immune)
Senses darkvision 60 ft., passive Perception 12
Challenge 9 (5,000 XP)
Traits

Bound to the Train. The Conductor cannot leave the Night Train and is invisible to creatures outside the train. As long as he is within the train, he regains 15 hit points at the start of his turn if he has at least 1 hit point.

Ticket Punch. If the Conductor hits a creature with his ticket shears, he can 'punch its ticket': the target can't move more than 5 feet from its current location until the end of its next turn, unless it succeeds on a DC 16 Wisdom saving throw.

Wall Walk. The Conductor can move through the walls, floors, and ceilings of the train as if they were difficult terrain.

Actions

Multiattack. The Conductor attacks twice with his ticket shears.

Ticket Shears. Melee Weapon Attack: +8, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage plus 7 (2d6) necrotic damage.

Last Stop (Recharge 5-6). The Conductor calls every passenger within 30 ft. to board. Each creature in that area must make a DC 16 Wisdom saving throw, taking 27 (6d8) necrotic damage and being moved to a random empty compartment on a failure, or half the damage with no movement on a success.

5e-compatible stat block · this monster also appears in the adventure PDF

The Story

You come to in compartment five, and outside a moonlit ravine slides past on silver rails. No one remembers boarding. The lamps flicker, the carriage smells of cold iron and old smoke, and the final stop appears on no ticket. A pale fellow passenger whispers: the train does not stop, and there are too few souls aboard for the journey ahead.

The Night Train runs between the world of the living and that of the dead, and it must deliver its quota of souls before it reaches Mortenholt. The Conductor has not vanished, he has become the train itself, and he is counting the passengers. If there are too few, he fills the carriages with whoever he can seize along the way, you included.

You search carriage after carriage, question fellow travelers, some of them long dead, and work out who is living and who is bait. Behind every door after midnight, something knocks, and you must figure out how to get off a moving train that never stops, without making the wrong promise to whatever is knocking.

In the locomotive you confront the Conductor of the Night Train, fused with steam and iron, who punches tickets with a smile and refuses to brake until his carriages are full. Force the train to a halt and you step free onto a platform between the worlds; fail, and your ticket is stamped for Mortenholt, and no one returns from there.

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