Okay, more Pleistocene pandemonium.

Deinotherium
Huge Animal
Hit Dice: 14d8+112 (175 hp)
Initiative: +2 (+2 Dex)
Speed: 40 ft. (8 squares)
Armor Class: 16 (-2 size, +2 Dex, +6 natural), touch 10, flat-footed 14
Base Attack/Grapple: +10/+30
Attack: Gore +20 melee (2d6+12)
Full Attack: Gore +20 melee (2d6+12) and 2 stamps +15 melee (2d4+6) or slam +20 melee (2d8+12)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample
Special Qualities: Low-light vision
Saves: Fort +17, Ref +11, Will +6
Abilities: Str 34, Dex 14, Con 27, Int 2, Wis 14, Cha 9
Skills: Hide -6, Intimidate +3, Listen +8, Spot +6, Survival +5
Feats: Cleave, Die Hard, Endurance, Power Attack, Run
Environment: Warm marshes, swamps, plains, and forests
Organization: Solitary, pair, or herd (3-11)
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: 15-28 HD (Huge); 29-42 HD (Gargantuan)
Level Adjustment: -
Deinotheriums are enormous pachyderms found in many differing habitats in a single region. A deinotherium herd consists of females, calves, and a skilled leader called a matriarch. Bulls usually stay on their own, especially during musth. In this time, the bulls go into a rage-like state, and are extremely dangerous. A bull in musth will attack anything in his territory.
Combat
A deinotherium uses its down-curved tusks in battle, as well as its large feet to smash down after rearing up.
Trample (Ex): As a full-round action, a deinotherium can move up to twice its speed and run over any opponents size Large or smaller. The deinotherium merely has to move over the opponents in its path; any creature whose space is completely covered by the deinotherium’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the deinotherium moves over all the squares it occupies. If the deinotherium moves over only some of a target’s space, the target can make an attack of opportunity against the deinotherium at a –4 penalty. A deinotherium that accidentally ends its movement in an illegal space returns to the last legal position it occupied, or the closest legal position, if there’s a legal position that’s closer. A trample attack deals bludgeoning damage (2d8+1-1/2 times its Str modifier). Trampled opponents can attempt attacks of opportunity, but these take a –4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.The save DC against a deinotherium’s trample attack is 10+1/2 its HD + its Str modifier. A deinotherium can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Pelorovis
Large Animal
Hit Dice: 5d8+30 (52 hp)
Initiative: +3 (+3 Dex)
Speed: 50 ft. (10 squares)
Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +3/+15
Attack: Gore +10 melee (1d8 +8)
Full Attack: Gore +10 melee (1d8 +8)
Space/Reach: 10 ft./5 ft.
Special Attacks: Powerful charge
Special Qualities: Low-light vision
Saves: Fort +10, Ref +7, Will +1
Abilities: Str 26, Dex 17, Con 22, Int 2, Wis 11, Cha 7
Skills: Listen +2, Spot +4, Survival +2
Feats: Improved Bull Rush, Power Attack
Environment: Warm plains
Organization: Solitary, pair, or herd (16-35)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: -
Pelorovis is a relative of the modern cape buffalo, but with much larger horns. They travel in large herds that roam the savannahs in search of food.
Combat
Pelorovis will usually make a mock charge in an attempt to scare off an opponent. If this doesn't work or the opponent retaliates, it will make a real charge, goring the opponent.
Powerful Charge (Ex): When pelorovis makes a charge, its attack deals extra damage in addition to the normal benefits and hazards of a charge.