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    Golem, Caryatid

    Caryatid Golem CR 11

    XP 12,800
    Modified stone golem
    N Medium construct
    Init +0; Senses darkvision 60 ft., low-light vision; Perception +0


    AC 26, touch 10, flat-footed 26 (+16 natural)
    hp 97 each (14d10+20)
    Fort +4, Ref +4, Will +4
    Defensive Abilities shatter weapons; DR 10/adamantine; Immune construct traits, magic


    Speed 20 ft.
    Melee mwk adamantine scythe +20/+15/+10 (2d4+7/x4)
    Special Attacks slow


    Str 20, Dex 11, Con —, Int —, Wis 11, Cha 1
    Base Atk +14; CMB +19; CMD 29
    SQ statue
    Gear masterwork adamantine scythe


    Shatter Weapons (Ex)

    Whenever a character strikes a caryatid golem with a weapon (magical or nonmagical), the weapon takes 3d6 points of damage. Apply the weapon’s hardness normally. Weapons that take any amount of damage in excess of their hardness gain the broken quality.

    Slow (Su)

    Just as a normal stone golem can, a caryatid golem can use a slow effect (as the slow spell) as a free action once every 2 rounds. The effect has a range of 10 feet in a burst centered on the golem and a duration of 7 rounds, requiring a DC 17 Will save to negate. The save DC is Constitution-based.

    Statue (Ex)

    A caryatid golem can stand perfectly still, emulating a statue. An observer must succeed on a DC 20 Perception check to notice the caryatid golem is alive.