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Glass Elephant

Creature 12 (unique) — clockwork, construct, mindless

Pre-Remaster content. May include legacy alignment.

AnvilCrasherLANDconstructclockworkmindless

Source: outlaws-of-alkenstar-bestiary (Pre-Remaster)

Perception +22; darkvision
Skills athletics +25
Str
+8
Dex
+0
Con
+5
Int
-5
Wis
+3
Cha
-5
AC 32 Fort +25 Ref +19 Will +17
HP 245
Immunities mental
Resistances physical (except adamantine, bludgeoning) 10
Weaknesses sonic 15
Speed 45 feet

Offense

Melee Tusk (reach-15, unarmed) +21, Damage 3d8+15 piercing
Melee Trunk (reach-15) +21, Damage 1d4 bludgeoning plus Grabbing Trunk
Melee Foot (reach-10, unarmed) +21, Damage 3d10+15 bludgeoning

Abilities

Wind-Up — 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 Reflection (arcane) —
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

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 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.

WORKS WELL WITH

SniperLANDA ranged attacker stays safely outside the trample line while this creature's huge frame and reach dominate melee range.
WeaverLANDA caster shelters behind this creature's high AC and resistances, buying rounds to land control spells uninterrupted.
FlankerLANDA mobile skirmisher exploits the openings created when the party scatters to avoid the trample line.

PUNISHES

✖ clumping✖ melee reliance✖ standing in reach
Avoid stacking with another huge reach controller; both compete for the same melee footprint and difficult terrain the party needs to funnel through.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #180: The Smoking Gun.

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