The Clockwork Citadel of Rademaeker Conqueror
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The Clockwork Citadel of Rademaeker

In one minute the tower breaks and the city rebuilds itself, unless you stop it.

The Turning Brain
The Adversary
The Turning Brain
construct (clockwork intelligence) · CR 9

It hijacked the central clock and thinks in gears, and every tick drags the citadel closer to its will.

Show stat block
The Turning Brain
Large construct, lawful neutral
Armor Class 17 (clockwork armor)
Hit Points 190 (20d10 + 80)
Speed 30 ft.
STR20+5
DEX12+1
CON18+4
INT19+4
WIS15+2
CHA10+0
Saving Throws Con +8, Int +8, Wis +6
Skills Perception +6, Investigation +8
Resistances & immunities bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
Senses darkvision 60 ft., passive Perception 16
Challenge 9 (5,000 XP)
Traits

Citadel Awareness. The Turning Brain is connected to every mechanism of the citadel. It automatically knows where every door, trap, and construct is located and can activate one remotely within the citadel as a bonus action.

Gearplate Skin. When the Turning Brain takes damage from a nonmagical weapon, that damage is reduced by 5.

Self-Repairing Clockwork. At the start of each of its turns, the Turning Brain regains 10 hit points if it has at least 1 hit point and is within the citadel.

Actions

Multiattack. The Turning Brain attacks twice with its gear fists.

Gear Fist. Melee Weapon Attack: +8, reach 5 ft., one target. Hit: 15 (2d10+4) bludgeoning damage.

Clock Gong (Recharge 5-6). The Turning Brain sounds a deafening gong throughout the citadel. Each creature within 30 ft. must make a DC 16 Constitution saving throw, taking 24 (7d6) thunder damage and being deafened for 1 minute on a failure, or half the damage with no deafness on a success.

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

The Story

Behind copper gates ticks a city of cogs and steam, where automatons walk the streets and a tower clock is the heart of everything. Enormous brass gears turn overhead, and the whole citadel counts down the hour like one vast timepiece. Every month the structure reshapes itself, and today one gearwork trembles dangerously.

The old inventor Rademaeker, who built the citadel, has lost control: something has seized the central clockwork. His creations no longer obey, and the next reset threatens to rebuild the whole city around a new master, with your bones as parts. The automatons that once swept the streets now hunt.

You must navigate shifting corridors and turning halls, solve mechanical puzzles and ticking traps, and follow the trail to whoever or whatever hijacked the clock. Every gear set wrong speeds the countdown, and the architecture itself tries to crush you or build you in.

At the clockwork heart waits the Turning Brain, which hijacked the central clock and thinks in gears, fused with the mechanism and in command of every automaton in the city. Every tick brings the citadel closer to its will. Stop it in time and the citadel falls still and Rademaeker reclaims his creation; fail, and the clock strikes the full hour, and the citadel rebuilds itself into your tomb.

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