Let's fall back on greater magic weapon. It makes good sense.
Moving on...
Statue that Walks
Frequency: Rare
No. Appearing: 1
Armor Class: 2
Move: 12"
Hit Dice: 100 Hit Points
% In Lair: Nil
Treasure Type: Nil
No. of Attacks: 1
Damage/Attack: 5-30
Special Attacks: Nil
Special Defenses: See Below
Magic Resistance: See Below
Intelligence: Non-
Alignment: Neutral
Size: L (18' tall)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Statues That Walk are actually oversized stone golems. However, they do not have the ability to cast a slow spell. Their strength is comparable to that of a fire giant.
The Statues were built as caretakers by a race long-since gone in the Realms when members of that race knew they were dying out from a series of plagues they could not fight. The race was proud of its monuments and buildings, and built the Statues to maintain the glory of these structures and tear down anything that would detract from them.
The Statues performed their duties for centuries until the magic-users and priests of the lizard-men who supplanted the builders found a method of stopping them (a very long and drawn-out ritual taking days and needing special glyphs to be drawn on everyone of the Statues. The Divine Precept will discover this ritual in a few months). The lizard-men could not harm the Statues, but they could take apart the buildings they guarded and did so, using them for their own structures which were later taken down and reused by the humans who supplanted the lizard-men.
The Statue will march into the town and, when it runs into a building, tear it down, then go on to the next one. The town is on the site of one of the monuments built thousands of years ago by the creators of the Statue. At this point, the remains of the monument are about 200 feet under the current ground surface, but the Statue knows where it should be by the number of paces he took to get to it, and he will keep tearing the town apart until he finds the monument or is certain that he cannot find the monument, at which time he becomes rigid again and waits for orders.
If the ritual for stopping is not performed on each of the Statues, they will each stop when they get to the site of one of the monuments or buildings they are supposed to take care of and find that it is not there. They are awaiting the order to go on to the next job on their rounds. They stop because the lizard-men's spell permanently destroyed the Statues' ability to move on from one job to the next. They have to be started by the ritual the Precept of Gheldaneth performed to go on to the next assignment.
There are no known vestiges of the original culture remaining except the Statues. However, you can assume that one or two (being used for entirely different purposes, of course) are still around if you want to surprise the player characters by having a Statue approach an ancient wizard's tower and start polishing it.
Originally appeared in FR6 - Dreams of the Red Wizards (1988).