Seven Foot

A "man" who lost his history, and wanders.


Having woke up about 30 years ago inside of the Clockwork Castle, 7’ has no memory of who he is, or what he is. The modrons of the tower named him “7’” after his height. 7’ is unsure of his place in the world, and even more unsure of what he’s supposed to do to find it.

When the man first arrived, Letu thought that he had obtained a friend, but 7’’s inability to retain long-term memories makes him poor company.


Armor Class: 17 (natural armor)
Hit Points: 52 ( 6d8 + 25 )
Speed: 25 ft

Str: 16 ( +3 )
Dex: 11 ( 0 )
Con: 14 ( +2 )
Int: 9 ( 0 )
Wis: 6 ( -2 )
Cha: 8 ( -1 )

Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Languages: Common
Challenge: Custom

Antimagic Susceptibility.
The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.

The clockwork man regains 10 hit points at the start of its turn if it has at least 1 hit point.

Electrical Surge.
The clockwork man can make all his attacks deal an additional 1d4 lightening damage, but only if he takes -2 HP every turn that he uses this ability.


The armor makes two melee attacks.

Weapon Melee Attack, +4 to hit, reach 5ft, one target.
Hit, 5 ( 1d6 +2 ) bludgeoning damage.

Melee Weapon Attack, +4 to hit, reach 5 ft, one target.
Hit, 2d6 bludgeoning damage

Seven Foot

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