Glass Elephant
Level 12Attacks
Abilities
24 hours, , 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
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.
The glass elephant is affected by the Shatter spell as though it were an unattended object.
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.
Large or smaller, foot, DC 32 reflex
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.