Glass Elephant

CREATURE 12

unique n huge clockwork construct mindless 

Bomb-laden clockwork sculpture

Perception +22; darkvision

Skills Athletics +25

Str +8 Dex +0 Con +5 Int -5 Wis +3 Cha -5

Wind-Up 24 hours, DC 29, standby

AC  32; Fort +25, Ref +19, Will +17

HP 245; Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious; Weaknesses sonic 15; Resistances physical 10 (except adamantine or bludgeoning)

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

Spell Reflection [R] (abjuration, 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.

Speed 45 feet

Melee [>] tusk +21 (reach 15 feet), Damage 3d8+15 piercing

Melee [>] trunk +21 (reach 15 feet), Damage grabbing trunk

Melee [>] foot +21 (reach 10 feet), Damage 3d10+15 bludgeoning

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.

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.

Trample [>>>] Large or smaller, foot, DC 32

OoA3, page 50.

Open Glass Elephant in the interactive creatures list or browse all creatures starting with G.