Yes. Yes you do.
And because it had to be done:
[SBLOCK="The Donkeyhorse Template"]Donkeyhorse (Half-Donkey)
Template
The Donkeyhorse is the offspring of a male donkey and a female horse. The resulting combination of species results in a mount that is more patient, sure-footed, hardy and long-lived than a horse, and considered less obstinate, faster, and more intelligent than a donkey.
All male donkeyhorses are sterile, and most females are infertile.
CREATING A DONKEYHORSE
"Donkeyhorse" is a template that can be added to any light equine quadraped animal of Large size.
Size and Type: as base creature
Hit Dice: as base creature
Speed: The base speed of a donkeyhorse is 30 feet. If the base creature has a burrow speed (*rimshot*), the donkeyhorse retains that ability.
Armor Class: as base creature
Attack: a donkeyhorse retains all the attacks of the base creature, and also gains a hoof attack if it did not already have it.
Damage: donkeyhorses have hoof attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the donkeyhorse's size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better.
_______________
Size. | Damage
------|----------
Large | 1d4_____
Special Attacks: a donkeyhorse retains all the special attacks of the base creature. Saves have a DC of 10 + 1/2 the donkeyhorse's HD + the donkeyhorse's Charisma modifier unless noted otherwise.
Special Qualities: a donkeyhorse retains all the special qualities of the base creature and gains those described below.
Low-Light Vision (Ex): A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions.
Scent (Ex): This extraordinary ability allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. For more information, refer to the SRD.
Abilities: Adjust from the base creature as follows: Str +2, Con +2, Wis -1.
Skills: a donkeyhorse has a +2 racial bonus on Dexterity checks to avoid slipping or falling.
Feats: a donkeyhorse loses the Run feat (if it has it), and gains Alertness, assuming the base creature meets the prerequisites and doesn't already have it.
Environment: Any, usually same as base creature.
Organization: changes to "Domesticated."
Challenge Rating: same as base creature.
Treasure: same as base creature
Alignment: always neutral
CART-RAMMER DONKEYHORSE
A cart-rammer donkeyhorse is a particularly nasty variety of donkeyhorse, known for its ill temper and penchant for ramming carts with its powerful hooves.
To create a cart-rammer donkeyhorse, apply the donkeyhorse template and add the words "cart-rammer" as a prefix to the name of the creature.[/SBLOCK]