Massive herbivores of tropical lands, elephants are unpredictable creatures but nevertheless are sometimes used as mounts or beasts of burden.
Combat
Elephants tend to charge at threatening creatures.
An elephant can be summoned with the summon nature’s ally VI spell.
Elephant
Huge animal
Init +0; Senses low-light vision, scent; Perception +12
Defense
AC 17, touch 8, flat-footed 17 (−2 size, +9 natural)
hp 100 (8d8+64)
Fort +10, Ref +6, Will +3
Offense
Speed 40 ft.
Melee gore +14 (2d8+10) and slam +14 (2d6+10)
Melee gore +12 (2d8+14) and slam +12 (2d6+14) (Power Attack)
Space 15 ft.; Reach 10 ft.
Special Attacks trample (2d8+15; DC 24)
Statistics
Str 30, Dex 10, Con 19, Int 2, Wis 13, Cha 7
Base Atk +6; CMB +18; CMD 28 (32 vs. trip)
Feats Endurance, Improved Bull Rush, Iron Will, Power Attack
Skills Perception +12
Morale intrepid (+2)
Ecology
Environment warm plains
Organization solitary or herd (4d6+4)
Special Abilities
Trample (Ex)
As a full-round action, an elephant can attempt to overrun any creature that is at least one size category smaller than itself. This works just like the overrun combat maneuver, but the elephant does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take 2d8+15 damage.
Targets of a trample can make an attack of opportunity, but at a −4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the elephant, and receive a DC 24 Reflex save to take half damage. The save DC is Strength-based.
An elephant can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature. The elephant must move in a straight line in order to trample.