|Caryatid Golem||CR 11|
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.
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.
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.
Organization solitary or gang (2–4)