Walking Statue of Waterdeep (CR 18)
Alignment: Always lawful neutral
Initiative: +1 (-3 Dex, +4 Improved Initiative); Senses: Listen +21 and Spot +21
Languages: understands Common and Draconic, but only speaks if commanded to do so by its creator
AC: 30 (-4 size, -3 Dex, +27 natural), touch 3, flat-footed 30
Hit Dice: 32d10+60 plus 9 (245 hp); DR: 11/adamantine and magic
Fort +10, Ref +7, Will +10
Speed: 40 ft.
Space: 20 ft./20 ft.
Base Attack +24; Grapple +11
Attack: Slam +31 melee
Full Attack: 2 slams +31 melee
Damage: Slam 6d6+11/19-20
Special Attacks/Actions: Planar disjunction
Abilities: Str 40, Dex 5, Con -, Int 10, Wis 13, Cha 10
Special Qualities: Construct traits, ethereal jaunt, fast healing 5, SR 29
Feats: Awesome Blow; Cleave; Improved Bull Rush; Improved Critical (slam); Improved Overrun; Improved Initiative; Improved Natural Attack (slam); Power Attack; Toughness (3)
Skills: Diplomacy +2, Listen +21, Search +11, Sense Motive +16, Spot +21, and Survival +1 (+3 following tracks)
Advancement: 33-47 HD (Gargantuan); 48-64 HD (Colossal)
City of Splendors: Waterdeep
A walking statue is a fearsome opponent, capable of crushing all but the most powerful foes with its immense strength and size. It uses its Awesome Blow and Improved Overrun feats to scatter and knock down smaller opponents. It commonly uses Power Attack against smaller and weaker foes, reducing its attack bonus to +21 and increasing its damage to 6d6+25.
A walking statue's natural attacks are treated as magic and adamantine weapons for the purpose of overcoming damage reduction.
Planar Disjunction (Su): Once every 7 rounds, a walking statue can create a planar disjunction in a 120-foot-radius burst centered on itself All ethereal creatures and objects within this area (other than the statue itself) must succeed on a DC 26 Will save or be forced onto the Material Plane and stunned for 1d4 rounds. Ghosts are forced to manifest when caught in a planar disjunction. Creatures with the ability to return to the Ethereal Plane (or, in the case of a ghost, stop manifesting) cannot do so for 1 full round after being expelled by a planar disjunction.
Construct Traits: A walking statue has immunity to poison, magic sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. It has darkvision out to 60 feet and low-light vision.
Ethereal Jaunt (Su): A walking statue can shift itself and any creature it touches or grapples to or from the Ethereal Plane as a free action. Unwilling creatures touched or grappled by the walking statue are entitled to DC 26 Will saves to resist this effect (if successful, the creature remains on the other plane while the statue shifts away). Once it uses this ability, it must wait 10 minutes before it shifts again.
Fast Healing (Ex): A walking statue heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points, it is destroyed.
See Invisibility (Su): A walking statue can continuously use see invisibility, as the spell.