| Hit Dice: | 6d10+20 (53 hp) |
| Initiative: | +3 |
| Speed: | 30 ft. (6 squares) |
| Armor Class: | 22 (+3 Dex, +9 natural), touch 13, flat-footed 19 |
| Base Attack/Grapple: | +4/+9 |
| Attack: | Bastard sword +2 (two-handed) +12 melee (1d10+9), or slam +9 melee (1d4+7) |
| Full Attack: | Bastard sword +2 (two-handed) +12 melee (1d10+9), or bastard sword +2 +12 melee (1d10+7) and slam +4 melee (1d4+2), or 2 slams +9 melee (1d4+7) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | — |
| Special Qualities: | Break weapon, column form, construct traits, hardness 8, magic weapon |
| Saves: | Fort +2, Ref +5, Will –3 |
| Abilities: | Str 20, Dex 16, Con —, Int 6, Wis 1, Cha 1 |
| Skills: | Diplomacy –3, Sense Motive +4 |
| Feats: | Improved Sunder, Power Attack, Weapon Focus (bastard sword) [bonus] |
| Environment: | Any |
| Organization: | Solitary, corbel (2), or colonnade (4–24) |
| Challenge Rating: | 6 |
| Treasure: | None |
| Alignment: | Always neutral |
| Advancement: | 7–10 HD (Medium); 11–21 HD (Large) |
| Level Adjustment: | — |
A caryatid column looks like a simple stone pillar until an unwary creature violates the strictures given to the construct by its creator. In the blink of an eye, the caryatid column becomes a silk-draped, beautiful female figure that wields a deadly magic weapon.
Caryatid columns are relentless opponents, and they are surprisingly agile despite their stone composition. They dance fearlessly into combat and expect feeble weapons to shatter against their marble skin. With martial skill uncommon in constructs, they attack and break their foes’ weapons.
Caryatid columns are incapable of speech.
Caryatid columns are typically assigned to guard a particular doorway or room against intrusion. Sometimes these instructions are as simple as “Kill anyone but me who enters this room,” but a caryatid column can understand more complicated instructions, such as an order to “Eject anyone who does not perform the proper ritual observances upon entering this room.”
Caryatid columns are often placed so that they take fighting form when a target is within reach, allowing the caryatid column to attack with surprise. Upon taking its normal fighting form, a caryatid column fights tirelessly to fulfill the wording of its command to the letter.
Break Weapon (Su): A caryatid column is imbued with a supernatural defense against weapon attacks. Whenever a creature strikes a caryatid column with a melee weapon, the weapon must succeed on a Fortitude save (DC 13) or break and become useless, dealing no damage to the caryatid column. As usual, a magic weapon uses either the wielder’s save bonus or its own save bonus, whichever is better.
Nonmagic ranged weapons automatically shatter upon hitting the caryatid column, dealing no damage. Magic ranged weapons receive a Fortitude save (DC 13) to resist this effect.
Column Form (Ex): When at rest (not commanded, or waiting to fulfill a command), a caryatid column takes the form of a simple column of stone. This column is about 2 feet in diameter, and it extends up to the ceiling of the chamber or to a height of 25 feet, whichever is less. Unless commanded otherwise, a caryatid column remains in this form until attacked, and it even allows creatures to climb it (Climb check DC 15).
A caryatid column in column form looks like a pillar in most respects. It does not radiate magic, and true seeing does not reveal its humanoid form. Careful examination of the column (Search check DC 25) reveals very faint and distorted lines that make the pillar resemble a woman with a sword. Anyone who successfully makes a Knowledge (architecture and engineering) check (DC 12) notes that the column serves no structural purpose since it bears none of the ceiling’s weight. A close examination of the top of the column (Search check DC 15) or a keen eye (Spot check DC 20) shows that the column is not cemented or joined to the ceiling. Dwarves and other creatures with stonecunning receive a free Search check as though actively looking when they pass within 10 feet of a caryatid column.
Changing forms is a free action, and a caryatid column can change once per round.
Hardness (Ex): Like an animated object made of stone, a caryatid column has a hardness of 8.
Magic Weapon: A magic weapon is incorporated into a caryatid column at the time of its creation. This weapon, usually a bastard sword +2, functions in all respects like a normal magic weapon of its type, with one exception: Whenever it is out of the caryatid column’s hands, it reverts to stone and becomes a nonmagical sculpture. Should the caryatid column then pick up the weapon, it regains its normal form and magical qualities.
If a caryatid column needs both hands free, it can stow its weapon by simply pressing it against its side; the weapon then merges with the caryatid column’s body and can be retrieved by the caryatid column as any character would draw a weapon.
Price (Item Level): 20,000 gp (15th)
Body Slot: —
Caster Level: 10th
Aura: Moderate; (DC 20) enchantment and transmutation
Activation: Standard (command)
Weight: 1,000 lb. or more
Originally devised by clerics to serve as temple guardians, caryatid columns have come to be created and used by many spellcasters to guard all manner of places and objects.
A caryatid column’s body is carved from a single block of stone weighing at least 1,000 pounds. A caryatid column costs 20,000 gp to create, not including the cost of the magic weapon incorporated into it (8,335 gp for a +2 bastard sword). Assembling the body requires a successful Craft (sculpting) or Craft (stonemasonry) check (DC 15).
Prerequisites: Craft Construct, lesser geas, meld into stone, statue, stone shape.
Cost to Create: 19,535 gp (including 8,335 gp for a bastard sword +2 and 1,200 gp for the body), 419 XP, 20 days.
Source: Fiend Folio, page 30. Changes applied as per the D&D® v.3.5 Accessory Update.