Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
Bomb-laden clockwork sculpture
Ability
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.
Ability
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.
Ability
Spell Reflection [Reaction]
Circumstance: Trigger: The glass elephant is targeted by a spell;
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.
Ability
Trample
Large or smaller, foot, DC 32
Ability
Vulnerable to Shatter
The glass elephant is affected by the shatter spell as though it were an unattended object.
Ability
Wind-Up
24 hours, DC 29, standby
Offense
Melee
Circumstance: combat round (melee)
tusk +21 [+16/+11] (reach 15 feet), Damage 3d8+15 piercing
Trait
Clockwork
Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function.
Clockwork items are Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.
Wind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork's wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile 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 are re-wound approximately halfway through their operating time.
A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork's operational time doesn't decrease in standby.
A creat
Trait
Construct
A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.
Trait
Mindless
A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.
Immunity
death effects
disease
doomed
drained
fatigued
healing
mental
necromancy
nonlethal attacks
paralyzed
poisoned
sickened
unconscious
Perception
darkvision
Resistance
physical 10 (except adamantine or bludgeoning)
Weakness
sonic 15