Glass Elephant

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

Attacks

Melee Tusk +21 (reach 15 ft., unarmed), Damage 3d8+15 piercing
Melee Trunk +21 (reach 15 ft.)
Melee Foot +21 (reach 10 ft., unarmed), Damage 3d10+15 bludgeoning

Abilities

Wind-Upinteraction

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

Spell Reflection

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 Shatter

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

Dual Tusks

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◆◆◆

Large or smaller, foot, DC 32 reflex

Grabbing Trunk

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.