Break Weapon. Whenever the caryatid column is hit by a non-magical, non-adamantine weapon, roll 1d6 after the weapon deals damage. On a 1, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Non-magical ammunition made of metal or wood that hits the caryatid column is destroyed after dealing damage.
False Appearance. While the caryatid column remains motionless, it is indistinguishable from a stone column. The column can be up to 5 feet wide and up to 25 feet tall.
Magic Weapons. The caryatid column’s weapon attacks are magical.
Multiattack. The caryatid column makes two melee attacks.
Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) bludgeoning damage.
Description
These animate statues appear as simple stone columns when inert, their true form revealed only when their quarry have their backs turned. They are usually assigned to guard a particular room or doorway, and once given specific instructions they fulfill them to the letter, letting nothing stop them but their own utter destruction.
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Posted Mar 1, 2021Source