Walking Statue of Waterdeep

Waterdeep: Dragon Heist p. 219

Size
Gargantuan
Type
construct
Alignment
unaligned
AC
17 (natural armor)
Hit Points
314 (17d20+136)
Speed
walk 60 ft.
Saving Throws
Con +14
Immunities
cold, fire, poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks not made with adamantine weapons
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
Senses
truesight 120 ft.
Passive Perception
10
Challenge
18
Lineage
Animated Object
STR
30
+10
DEX
8
−1
CON
27
+8
INT
1
−5
WIS
10
+0
CHA
1
−5

Traits

Crumbling Colossus

When the statue drops to 0 hit points, it crumbles and is destroyed. Any creature on the ground within 30 feet of the crumbling statue must make a DC 22 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one.

Immutable Form

The statue is immune to any spell or effect that would alter its form.

Magic Resistance

The statue has advantage on saving throws against spells and other magical effects.

Siege Monster

The statue deals double damage to objects and structures.

Actions

Multiattack

The statue makes two melee attacks.

Slam

Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 29 (3d12 + 10) bludgeoning damage.

Hurled Stone

Ranged Weapon Attack: +16 to hit, range 200/800 ft., one target. Hit: 43 (6d10 + 10) bludgeoning damage.

Other data

description

Scattered throughout Waterdeep are eight enormous statues that can defend the city in times of great peril. Because they are so destructive, the walking statues are used only to fend off armies and seemingly insurmountable foes.

Each statue has a name and a unique appearance (see "The Walking Statues"), but in terms of statistics they are similar. The statue known as the Swordmaiden is too broken to be animated, and only the wielder of the Blackstaff (see appendix A) can animate the other seven.

Landmarks: Over the years, Waterdavians have built structures around and on top of several of the statues, believing them to be little more than landmarks at this point. In their inanimate state, the statues pose little danger-but any structures attached to a walking statue are destroyed the first time it animates.

Constructed Nature: A walking statue doesn't require air, food, drink, or sleep.