Trampling Charge. If the elephant moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action. Abyssal Potential. These monsters, when summoned as an ally of the summoner and not in a subjugation ritual, their hitdie will increase by an amount equal to (Caster Level - 6), and their damage die will increase by an amount equal to (amount of Ability Score Improvements - 1) they've had.
Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (3d8 + 6) piercing damage.
Stomp. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: (3d10 + 6) bludgeoning damage.
Tidal Wave. Ranged Weapon Attack: +3 to hit, 30 ft. radius, Anyone in the radius must make a DC 13 Dexterity Saving Throw or be knocked prone. They also take (3d8 + 6) bludgeoning damage and half as much on a successful save.