AC 24 (25, plus physical resistance, when inspired)
Fort +16, Ref +16, Will +15 (+1 to all when inspired)
Effects: Hunted prey (xx)?, inspired (defense, courage: +1 status to attacks, damage)?
AC 24 (1 armor, 2 Dex, 2 trained unarmored, 9 level)
Melee [one-action] foot, Damage 2d8 bludgeoning
Melee [one-action] tusk (agile), Damage 2d6 piercing
Hit Points 8 base + 9 / level
Skill Intimidation or Survival
Senses low-light vision, scent (imprecise, 30 feet)
Speed 30 feet
Support Benefit Your elephant uses its trunk to grab and hamper a foe. Until the start of your next turn, any creatures your elephant threatens is encumbered. (Note, this would make it Clumsy 1, so a -1 to Dex checks including AC, and a 10-ft. penalty to speed. If it Steps or Strides away from the elephant, it loses that penalty.)
Advanced Maneuver Trample
Your animal companion uses your level to determine its proficiency bonuses. It’s trained in its unarmed attacks, unarmored defense, barding, all saving throws, Perception, Acrobatics, and Athletics. Animal companions can’t use abilities that require greater Intelligence, such as Coerce or Decipher Writing, even if trained in the appropriate skill, unless they have a specialization that allows it.
Trample <two-actions> (move):
The elephant moves up to its Speed and moves through the spaces of Medium or smaller creatures, trampling each creature whose space it enters. A trampled creature takes foot damage with a basic Reflex save against the elephant's master's class DC.