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From Pathfinder #180: The Smoking Gun, which isn't enabled.

Glass Elephant

CREATURE 12

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 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.


AC 32; Fort +25, Ref +19, Will +17
HP 245; Weaknesses sonic 15; Resistances physical 10 (except adamantine, or bludgeoning)
Spell Reflection (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 Shatter

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


Speed 45 feet
Melee Tusk +21 (reach 15, unarmed), Damage 3d8+15 piercing
Melee Trunk +21 (reach 15), Damage plus Grabbing Trunk
Melee Foot +21 (reach 10, unarmed), 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.

Trample

Large or smaller, foot, DC 32 basic 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.

Pathfinder #180: The Smoking GunOGL