Walking Statues of Wideberth (/ˈwɔːkɪŋ ˈstætjuːz ɒv waɪd bɜːθ/)

Scattered throughout Wideberth 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, 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 can animate the other seven.   Landmarks. Over the years, Wideberth citizens 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.   These were seen starting in Session 21: The Yawning Portal Report...

WDH, page 219

Walking Statue of Wideberth CR: 18

Gargantuan construct, unaligned
Armor Class: 17
Hit Points: 314
Speed: 60 ft

STR

30 +10

DEX

8 -1

CON

27 +8

INT

1 -5

WIS

10 +0

CHA

1 -5

Saving Throws: Con +14
Damage Immunities: cold, fire, poison, psychic; bludgeoning, piercing, and 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
Languages: -
Challenge Rating: 18

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.

Scattered throughout Wideberth 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 Statue of Waterdeep"), 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 can animate the other seven.   Landmarks. Over the years, Wideberth citizens 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.

Suggested Environments

Wideberth