Excerpts 06/01/2005

City of Splendors: Waterdeep Excerpt
By Eric L. Boyd

The shining jewel of the Forgotten Realms setting is yours to explore! This supplement provides you with an overview of the city that includes history, a who's who, information on laws, and rules for running and playing in a Waterdhavian campaign. Information on the people of Waterdeep covers nonplayer characters, arcane schools, armed forces, guilds, nobility, prestige classes specific to the city, and more. Also included in the book are discussions of specific Waterdeep locales, adventure locales, and new monsters. An extensive appendix gives information on new equipment, magic items, psionic powers, poisons, spells, and more. The excerpts below include information on researching in Waterdeep, details about Halaster's heirs and the Shadow Thieves, a prestige class called the Sun Soul monk, a description of Black Well Court, and monster statistics for the walking statues of Waterdeep. For cover text from this book, check out the May 2005 Preview.

Walking Statue of Waterdeep

Walking Statue

Gargantuan Construct
Hit Dice: 32d10+60 plus 9 (245 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 30 (-4 size, -3 Dex, +27 natural), touch 3, flatfooted 30
Base Attack/Grapple: +24/+51
Attack: Slam +35 melee (6d6+15/19-20)
Full Attack: 2 slams +35 melee (6d6+15/19-20)
Space/Reach: 20 ft./20 ft.
Special Attacks: Planar disjunction
Special Qualities: Construct traits, damage reduction 15/adamantine and magic, darkvision 60 ft., ethereal jaunt, fast healing 5, low-light vision, see invisibility, spell resistance 29
Saves: Fort +10, Ref +7, Will +10
Abilities: Str 40, Dex 5, Con --, Int 10, Wis 13, Cha 10
Skills: Diplomacy +2, Listen +21, Search +15, Sense Motive +16, Spot +21, Survival +1 (+3 following tracks)
Feats: Awesome Blow, Cleave, Improved Bull Rush, Improved Critical (slam), Improved Overrun, Improved Initiative, Improved Natural Attack (slam), Power Attack, Toughness (3)
Environment: Any
Organization: Solitary
Challenge Rating: 18
Treasure: None
Alignment: Always lawful neutral
Advancement: 33-47 HD (Gargantuan); 48-64 HD (Colossal)
Level Adjustment: --

This enormous statue made from greenish-brown stone stands almost forty feet tall. It is carved in the shape of a vigilant warrior in armor. Its blank eyes glow with a faint silvery sheen.

A walking statue is a mighty construct built for the defense of holy temples, ancient vaults, and the most important cities, castles, and fortresses. It often serves as an ethereal guardian that attacks other ethereal creatures approaching its guarded area.

Unlike most constructs, a walking statue is a free-willed, thinking creature that can reason, learn, and remember. It might pass centuries at a time unmoving but endlessly vigilant, thinking deep and slow thoughts. It understands Common and Draconic, but only speaks if commanded to do so by its creator (or whatever creature it recognizes as an appropriate authority).

A walking statue is unswervingly loyal to its instructions or orders, and it carries them out to the best of its ability.


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 +25 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.


A walking statue is a great colossus made of dense stone, usually dolomite or andesite. It stands 40 feet tall and weighs about 1,000 tons. The stone must be of good quality, and costs 50,000 gp. Assembling the body requires a DC 25 Craft (sculpting) or Craft (stonemasonry) check.

CL 18th; Craft Construct, ethereal jaunt, Mordenkainen's disjunction, see invisibility; Price 250,000 gp; Cost 150,000 gp + 8,000 XP.

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