Elephant (CR 7)

Huge Animal
Alignment: Always neutral
Initiative: +0; Senses: low-light vision, scent, Listen +12, and Spot +10


AC: 15 (-2 size, +7 natural), touch 8, flat-footed 15
Hit Dice: 11d8+55 (104 hp)
Fort +12, Ref +7, Will +6
Speed: 40 ft.
Space: 15 ft./10 ft.
Base Attack +8; Grapple +26
Attack: Gore +16 melee
Full Attack: Slam +16 melee and 2 stamps +11 melee; or gore +16 melee
Damage: Slam 2d6+10, stamp 2d6+5; gore 2d8+15
Special Attacks/Actions: Trample 2d8+15
Abilities: Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha 7
Special Qualities:
Feats: Alertness; Endurance; Iron Will; Skill Focus (Listen)
Skills: Listen +12 and Spot +10
Advancement: 12-22 HD (Huge)
Climate/Terrain: Warm plains
Organization: Solitary or herd (6-30)
Treasure: None

Source: Monster Manual

Combat

Trample (Ex): An elephant can trample Medium-size or smaller creatures for automatic gore damage. Opponents who do not make attacks of opportunity against the elephant can attempt a Reflex save (DC 20) to halve the damage.