Dire Elephant (CR 10)
Alignment: Always neutral
Initiative: +0; Senses: low-light vision, scent, Listen +19, and Spot +15
AC: 10 (-4 size, +4 natural), touch 6, flat-footed 10
Hit Dice: 20d8+200 (290 hp)
Fort +22, Ref +12, Will +16
Speed: 30 ft.
Space: 20 ft./10 ft.
Base Attack +15; Grapple +42
Attack: Slam +26 melee and 2 stamps +21 melee, or gore +27 melee
Full Attack: Slam +26 melee and 2 stamps +21 melee, or gore +27 melee
Damage: Slam 2d8+15, stamp 2d8+7, gore 4d6+22
Special Attacks/Actions: Trample 4d6+22
Abilities: Str 40, Dex 11, Con 30, Int 2, Wis 15, Cha 7
Feats: Alertness; Endurance; Improved Bull Rush; Iron Will; Power Attack; Skill Focus (listen); Weapon Focus (gore)
Skills: Listen +19 and Spot +15
Advancement: 21-30 HD (Gargantuan); 31-45 HD (Colossal)
Climate/Terrain: Warm forest and plains
Organization: Solitary or herd (6-30)
Monster Manual II
Dire animals are fierce fighters that prefer melee combat. They are territorial, attacking anything that enters their territory or threatens their lairs.
A dire elephant attacks by slamming opponents with its massive trunk, then stamping them into the ground. When there are several opponents, it usually attempts to trample them.
Trample (Ex): As a standard action during its turn each round, a dire elephant can trample opponents at least one size category smaller than itself. This attack deals 4d6+22 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 35) for half damage.
Scent (Ex): A dire elephant can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Saving Throws: A dire animal has all good saves.