Dire Elk (CR 7)

Huge Animal
Alignment: Always neutral
Initiative: +0; Senses: low-light vision, scent, Listen +10, and Spot +9


AC: 15 (-2 size, +7 natural), touch 8, flat-footed 15
Hit Dice: 12d8+63 (117 hp)
Fort +13, Ref +8, Will +8
Speed: 50 ft.
Space: 15 ft./10 ft.
Base Attack +9; Grapple +24
Attack: Slam +14 melee and 2 hooves +9 melee, or gore +14 melee
Full Attack: Slam +14 melee and 2 hooves +9 melee, or gore +14 melee
Damage: Slam 2d6+7, hoof 2d4+3, gore 2d8+10
Special Attacks/Actions: Trample 2d8+10
Abilities: Str 24, Dex 11, Con 20, Int 2, Wis 11, Cha 7
Special Qualities:
Feats: Alertness; Diehard; Endurance; Power Attack; Toughness
Skills: Hide -4, Listen +10, and Spot +9
Advancement: 13-16 HD (Huge); 17-36 HD (Gargantuan)
Climate/Terrain: Temperate and cold forest, hills, and mountains
Organization: Solitary or herd (6-30)
Treasure/Possessions: None

Source: Monster Manual II

Trample (Ex): As a standard action during its turn each round, a dire elk can trample opponents at least one size category smaller than itself. This attack deals 2d8+10 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 23) for half damage.

Scent (Ex): A dire elk can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: A dire elk receives a +4 racial bonus on Hide checks.

Saving Throws: A dire animal has all good saves.

Dire animals are fierce fighters that prefer melee combat. They are territorial, attacking anything that enters their territory or threatens their lairs.

If a bull dire elk believes himself challenged, he tries to drive off the interloper by bellowing loudly and pawing the ground. If that doesn't work, he charges with his head lowered to deliver a vicious gore with his oversized antlers, then follows up with trample attacks.