Glass Elephant

Level 12
Creature· clockworkUniqueHugeLegacy
AC 32
HP 245
Speed 45 ft.
Fort +25
Ref +19
Will +17
Perc +22
Size Huge
Unique
Resistances physical 10 (except adamantine, bludgeoning)
Weaknesses sonic 15
Senses darkvision
Skills athletics +25
Recall Knowledge arcana DC 40

Attacks

Melee Tusk +21/+16/+11(reach 15 ft., unarmed)
Damage: 3d8+15 piercing
Melee Trunk +21/+16/+11(reach 15 ft.)
Effect: grabbing trunk
Melee Foot +21/+16/+11(reach 10 ft., unarmed)
Damage: 3d10+15 bludgeoning

Abilities

Wind-Upinteraction

24 hours, DC 19 Thievery, standby For a clockwork to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for the listed amount of time, usually 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. Some clockworks' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they have 0 time remaining. If it's unclear when a clockwork was last wound, most clockwork keepers wind all their clockworks at a set time, typically 8 a.m. A clockwork that lists standby in its wind-up entry can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate). A creature can attempt to Disable a Device to wind a clockwork down (with a DC listed in the wind-up entry). For each success, the clockwork loses 1 hour of operational time. This can be done even if the clockwork is in standby mode.

Spell Reflectiondefensive(arcane)

Trigger The glass elephant is targeted by a spell Effect The elephant positions its reflective magical surfaces to turn the spell back on the caster. It tries to counteract the spell, making an Athletics check for its counteract check. If it successfully counteracts the spell, the effect is turned back on the caster.

Vulnerable to Shatterdefensive

The glass elephant is affected by the Shatter spell as though it were an unattended object.

Dual Tusksoffensive

The glass elephant makes two tusk Strikes, each against a different creature. This counts as one attack for the elephant's multiple attack penalty, and the penalty doesn't increase until after both attacks.

Trample◆◆◆offensive

Large or smaller, foot, DC 32 reflex The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).

Grabbing Trunkoffensive

A Medium or smaller creature hit by the glass elephant's trunk is Grabbed. If the elephant moves, it can bring the grabbed creature along with it.