This creature was built using the handy elemental creature template. The following text is Open Game Content:
This mammoth creature looks like an elephant, but its body is made of dark red soil jumbled with stones and pebbles.
Always N Huge elemental (earth, extraplanar)
Init +0; Senses darkvision 60 ft, low-light vision, scent; Listen +12, Spot +10
AC 19, touch 8, flat-footed 19
(-2 size, +7 natural)
hp 126 (11 HD)
Immune critical hits, flanking, poison, sleep, paralysis, stunning
Fort +14, Ref +7, Will +6
Spd 40 ft (8 squares)
Melee slam +16 (3d6+10) and 2 stamps +11 (2d6+5) or
gore +16 (2d8+15)
Space 15 ft; Reach 10 ft
Base Atk +8; Grp +26
Special Atk earth mastery, push, trample 2d8+15 (DC 25)
Abilities Str 30, Dex 10, Con 25, Int 2, Wis 13, Cha 7
SQ elemental traits
Feats Alertness, Endurance, Iron Will, Skill Focus (Listen)
Skills Listen +12, Spot +10
Environment Elemental Plane of Earth
Organization solitary or herd (6-30)
Advancement 12-22 HD (Huge)
Earth Mastery (Ex) An earthen elefaunt gains a +1 attack and damage bonus if both it and its opponent touch the ground. If an opponent is airborne or waterborne, the elefaunt suffers a -4 penalty to attack and damage. (These modifiers are not included in the statistics block.)
Push (Ex) An earthen elefaunt can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elefaunt's opposed Strength checks.
Trample (Ex) Reflex half DC 25. The save DC is Strength-based.
Earthen elefaunts tend to charge at threatening creatures.